/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2012 The Mana Developers * * This file is part of The Mana Client. * * 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, see . */ #ifndef ITEMINFO_H #define ITEMINFO_H #include "being.h" #include "resources/spritedef.h" #include #include #include enum EquipmentSoundEvent { EQUIP_EVENT_STRIKE, EQUIP_EVENT_HIT }; /** * Enumeration of available Item types. * TODO: Dynamise this using an xml. */ enum ItemType { ITEM_UNUSABLE = 0, ITEM_USABLE, ITEM_EQUIPMENT_ONE_HAND_WEAPON, ITEM_EQUIPMENT_TWO_HANDS_WEAPON, ITEM_EQUIPMENT_TORSO, ITEM_EQUIPMENT_ARMS, // 5 ITEM_EQUIPMENT_HEAD, ITEM_EQUIPMENT_LEGS, ITEM_EQUIPMENT_SHIELD, ITEM_EQUIPMENT_RING, ITEM_EQUIPMENT_NECKLACE, // 10 ITEM_EQUIPMENT_FEET, ITEM_EQUIPMENT_AMMO, ITEM_EQUIPMENT_CHARM, ITEM_SPRITE_RACE, ITEM_SPRITE_HAIR // 15 }; namespace TmwAthena { class TaItemDB; } namespace ManaServ { class ManaServItemDB; } /** * Defines a class for storing generic item infos. * Specialized version for one or another protocol are defined below. */ class ItemInfo { friend class ItemDB; friend void loadSpriteRef(ItemInfo *itemInfo, xmlNodePtr node); friend class TmwAthena::TaItemDB; friend class ManaServ::ManaServItemDB; public: ItemInfo(): mType(ITEM_UNUSABLE), mWeight(0), mView(0), mId(0), mAttackAction(SpriteAction::INVALID) { } int getId() const { return mId; } const std::string &getName() const { return mName; } std::string getParticleEffect() const { return mParticle; } const SpriteDisplay &getDisplay() const { return mDisplay; } const std::string &getDescription() const { return mDescription; } const std::vector &getEffect() const { return mEffect; } int getWeight() const { return mWeight; } const std::string &getSprite(Gender gender) const; // Handlers for seting and getting the string used for particles when attacking void setMissileParticleFile(const std::string &s) { mMissileParticleFile = s; } const std::string &getMissileParticleFile() const { return mMissileParticleFile; } void setHitEffectId(int s) { mHitEffectId = s; } int getHitEffectId() const { return mHitEffectId; } void setCriticalHitEffectId(int s) { mCriticalHitEffectId = s; } int getCriticalHitEffectId() const { return mCriticalHitEffectId; } const std::string &getAttackAction() const { return mAttackAction; } int getAttackRange() const { return mAttackRange; } const std::string &getSound(EquipmentSoundEvent event) const; bool getEquippable() const { return mEquippable; } bool getActivatable() const { return mActivatable; } ItemType getItemType() const { return mType; } private: void setSprite(const std::string &animationFile, Gender gender) { mAnimationFiles[gender] = animationFile; } void addSound(EquipmentSoundEvent event, const std::string &filename); SpriteDisplay mDisplay; /**< Display info (like icon) */ std::string mName; std::string mDescription; /**< Short description. */ std::vector mEffect; /**< Description of effects. */ ItemType mType; /**< Item type. */ std::string mParticle; /**< Particle effect used with this item */ int mWeight; /**< Weight in grams. */ int mView; /**< Item ID of how this item looks. */ int mId; /**< Item ID */ bool mEquippable; /**< Whether this item can be equipped. */ bool mActivatable; /**< Whether this item can be activated. */ // Equipment related members. /** Attack type, in case of weapon. * See SpriteAction in spritedef.h for more info. * Attack action sub-types (bow, sword, ...) are defined in items.xml. */ std::string mAttackAction; /** Attack range, will be equal to ATTACK_RANGE_NOT_SET if no weapon. */ int mAttackRange; /** Effects to be shown when weapon attacks - see also effects.xml */ std::string mMissileParticleFile; int mHitEffectId; int mCriticalHitEffectId; /** Maps gender to sprite filenames. */ std::map mAnimationFiles; /** Stores the names of sounds to be played at certain event. */ std::map< EquipmentSoundEvent, std::vector > mSounds; }; /* * TmwAthena specialization of the itemInfo for TmwAthena */ namespace TmwAthena { 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, EQUIP_VECTOR_END = 11 }; /** * Defines a class for storing TmwAthena specific item infos. * Specialized version for one or another protocol are defined below. */ class TaItemInfo: public ItemInfo { friend class TaItemDB; public: TaItemInfo() : ItemInfo() {} // Declare TmwAthena Specific item info here }; } // namespace TmwAthena namespace ManaServ { /** * Defines a class for storing Manaserv Specific item infos. * Specialized version for one or another protocol are defined below. */ class ManaServItemInfo: public ItemInfo { public: ManaServItemInfo() : ItemInfo() {} // Declare Manaserv Specific item info here }; } // namespace ManaServ #endif // ITEMINFO_H