/* * The Mana World * Copyright 2004 The Mana World Development Team * * This file is part of The Mana World. * * The Mana World 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. * * The Mana World 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 The Mana World; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id$ */ #ifndef _TMW_ITEMINFO_H_ #define _TMW_ITEMINFO_H_ #include #include #include #include "spritedef.h" class Image; enum EquipmentSoundEvent { EQUIP_EVENT_STRIKE, EQUIP_EVENT_HIT }; /** * Defines a class for storing item infos. This includes information used when * the item is equipped. */ class ItemInfo { public: /** * Constructor. */ ItemInfo(): mImage(NULL), mType(0), mWeight(0), mView(0), mAttackType(ACTION_DEFAULT) { } /** * Destructor. */ ~ItemInfo(); void setName(const std::string &name) { mName = name; } const std::string& getName() const { return mName; } void setImage(const std::string &image); Image* getImage() const { return mImage; } 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; } void setType(short type) { mType = type; } short getType() const { return mType; } void setWeight(short weight) { mWeight = weight; } short getWeight() const { return mWeight; } void setView(int view) { mView = view; } void setSprite(const std::string &animationFile, int gender) { mAnimationFiles[gender] = animationFile; } const std::string& getSprite(int gender) const; void setWeaponType(int); const SpriteAction getAttackType() const { return mAttackType; } 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. */ /* TODO (BL): I do not think the item info should keep a reference to * the item icon. It would probably be better if this was kept in the * Item class, so that the images can be lazily instantiated and also * unloaded when no longer used. */ Image *mImage; /**< The loaded icon image. */ std::string mName; std::string mDescription; /**< Short description. */ std::string mEffect; /**< Description of effects. */ char mType; /**< Item type. */ short mWeight; /**< Weight in grams. */ int mView; /**< Item ID of how this item looks. */ // Equipment related members SpriteAction mAttackType; /**< Attack type, in case of weapon. */ /** 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; }; #endif