summaryrefslogtreecommitdiff
path: root/src/resources/iteminfo.h
blob: bcee1fbd29a9e9db8d9402d4a7a626baed09eb9d (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
/*
 *  The Mana World
 *  Copyright (C) 2004  The Mana World Development Team
 *
 *  This file is part of The Mana World.
 *
 *  This program is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation; either version 2 of the License, or
 *  any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#ifndef ITEMINFO_H
#define ITEMINFO_H

#include "resources/spritedef.h"

#include "being.h"

#include <map>
#include <string>
#include <vector>

enum EquipmentSoundEvent
{
    EQUIP_EVENT_STRIKE,
    EQUIP_EVENT_HIT
};

enum EquipmentSlot
{
    // Equipment rules:
    // 1 Brest equipment
    EQUIP_TORSO_SLOT = 0,
    // 1 arms equipment
    EQUIP_ARMS_SLOT = 1,
    // 1 head equipment
    EQUIP_HEAD_SLOT = 2,
    // 1 legs equipment
    EQUIP_LEGS_SLOT = 3,
    // 1 feet equipment
    EQUIP_FEET_SLOT = 4,
    // 2 rings
    EQUIP_RING1_SLOT = 5,
    EQUIP_RING2_SLOT = 6,
    // 1 necklace
    EQUIP_NECKLACE_SLOT = 7,
    // Fight:
    //   2 one-handed weapons
    //   or 1 two-handed weapon
    //   or 1 one-handed weapon + 1 shield.
    EQUIP_FIGHT1_SLOT = 8,
    EQUIP_FIGHT2_SLOT = 9,
    // Projectile:
    //   this item does not amount to one, it only indicates the chosen projectile.
    EQUIP_PROJECTILE_SLOT = 10
};


/**
 * Enumeration of available Item types.
 */
enum ItemType
{
    ITEM_UNUSABLE = 0,
    ITEM_USABLE, //                     1
    ITEM_EQUIPMENT_ONE_HAND_WEAPON, //  2
    ITEM_EQUIPMENT_TWO_HANDS_WEAPON,//  3
    ITEM_EQUIPMENT_TORSO,//             4
    ITEM_EQUIPMENT_ARMS,//              5
    ITEM_EQUIPMENT_HEAD,//              6
    ITEM_EQUIPMENT_LEGS,//              7
    ITEM_EQUIPMENT_SHIELD,//            8
    ITEM_EQUIPMENT_RING,//              9
    ITEM_EQUIPMENT_NECKLACE,//         10
    ITEM_EQUIPMENT_FEET,//             11
    ITEM_EQUIPMENT_AMMO//              12
};

/**
 * Enumeration of available weapon's types.
 */
enum WeaponType
{
    WPNTYPE_NONE = 0,
    WPNTYPE_KNIFE,
    WPNTYPE_SWORD,
    WPNTYPE_POLEARM,
    WPNTYPE_STAFF,
    WPNTYPE_WHIP,
    WPNTYPE_BOW,
    WPNTYPE_SHOOTING,
    WPNTYPE_MACE,
    WPNTYPE_AXE,
    WPNTYPE_THROWN
};

/**
 * Defines a class for storing item infos. This includes information used when
 * the item is equipped.
 */
class ItemInfo
{
    public:
        /**
         * Constructor.
         */
        ItemInfo():
#ifdef TMWSERV_SUPPORT
            mType(ITEM_UNUSABLE),
#endif
            mWeight(0),
            mView(0),
            mAttackType(ACTION_DEFAULT)
        {
        }

        void setId(int id)
        { mId = id; }

        int getId() const
        { return mId; }

        void setName(const std::string &name)
        { mName = name; }

        const std::string &getName() const
        { return mName; }

        void setParticleEffect(const std::string &particleEffect)
        { mParticle = particleEffect; }

        std::string getParticleEffect() const { return mParticle; }

        void setImageName(const std::string &imageName)
        { mImageName = imageName; }

        const std::string &getImageName() const
        { return mImageName; }

        void setDescription(const std::string &description)
        { mDescription = description; }

        const std::string &getDescription() const
        { return mDescription; }

        void setEffect(const std::string &effect)
        { mEffect = effect; }

        const std::string &getEffect() const { return mEffect; }

#ifdef TMWSERV_SUPPORT
        void setType(short type)
        { mType = type; }

        short getType() const
        { return mType; }
#else
        void setType(const std::string &type)
        { mType = type; }

        const std::string &getType() const { return mType; }
#endif

        void setWeight(short weight)
        { mWeight = weight; }

        short getWeight() const
        { return mWeight; }

        void setView(int view)
        { mView = view; }

        void setSprite(const std::string &animationFile, Gender gender)
        { mAnimationFiles[gender] = animationFile; }

        const std::string &getSprite(Gender gender) const;

        void setWeaponType(int);

        SpriteAction getAttackType() const
        { return mAttackType; }

        int getAttackRange() const
        { return mAttackRange; }

        void setAttackRange(int r)
        { mAttackRange = r; }

        void addSound(EquipmentSoundEvent event, const std::string &filename);

        const std::string &getSound(EquipmentSoundEvent event) const;

    protected:
        std::string mImageName;      /**< The filename of the icon image. */
        std::string mName;
        std::string mDescription;    /**< Short description. */
        std::string mEffect;         /**< Description of effects. */
#ifdef TMWSERV_SUPPORT
        char mType;                  /**< Item type. */
#else
        std::string mType;           /**< Item type. */
#endif
        std::string mParticle;       /**< Particle effect used with this item */
        short mWeight;               /**< Weight in grams. */
        int mView;                   /**< Item ID of how this item looks. */
        int mId;                     /**< Item ID */

        // Equipment related members
        SpriteAction mAttackType;    /**< Attack type, in case of weapon. */
        int mAttackRange;            /**< Attack range, will be zero if non weapon. */

        /** Maps gender to sprite filenames. */
        std::map<int, std::string> mAnimationFiles;

        /** Stores the names of sounds to be played at certain event. */
        std::map< EquipmentSoundEvent, std::vector<std::string> > mSounds;
};

#endif