/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 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 "player.h" #include "resources/spritedef.h" #include #include #include 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, 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 }; /** * 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(): mType(ITEM_UNUSABLE), mWeight(0), mView(0), mId(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; } void setType(ItemType type) { mType = type; } ItemType getType() const { return mType; } void setWeight(int weight) { mWeight = weight; } int 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); // Handlers for seting and getting the string used for particles when attacking void setMissileParticle(std::string s) { mMissileParticle = s; } std::string getMissileParticle() const { return mMissileParticle; } 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. */ 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 */ // Equipment related members SpriteAction mAttackType; /**< Attack type, in case of weapon. */ int mAttackRange; /**< Attack range, will be zero if non weapon. */ // Particle to be shown when weapon attacks std::string mMissileParticle; /** 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