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
|
/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef ITEMINFO_H
#define ITEMINFO_H
#include "being.h"
#include "resources/spritedef.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,
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
};
/**
* 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),
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<std::string> &getEffect() const { return mEffect; }
int getWeight() const
{ return mWeight; }
const std::string &getSprite(Gender gender) const;
void setAttackAction(std::string attackAction);
// 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; }
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; }
private:
void setSprite(const std::string &animationFile, Gender gender)
{ mAnimationFiles[gender] = animationFile; }
void addSound(EquipmentSoundEvent event, const std::string &filename);
void setWeaponType(int);
SpriteDisplay mDisplay; /**< Display info (like icon) */
std::string mName;
std::string mDescription; /**< Short description. */
std::vector<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 */
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;
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<int, std::string> mAnimationFiles;
/** Stores the names of sounds to be played at certain event. */
std::map< EquipmentSoundEvent, std::vector<std::string> > mSounds;
friend class ItemDB;
friend void loadSpriteRef(ItemInfo *itemInfo, xmlNodePtr node);
};
#endif
|