/*
* The Mana Server
* Copyright (C) 2004-2010 The Mana World Development Team
*
* This file is part of The Mana Server.
*
* The Mana Server 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 Server 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 Server. If not, see .
*/
#ifndef ITEM_HPP
#define ITEM_HPP
#include
#include "game-server/actor.hpp"
class Being;
class Script;
/**
* 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
ITEM_HAIRSPRITE,
ITEM_RACESPRITE,
ITEM_UNKNOWN
};
ItemType itemTypeFromString (const std::string &name);
/**
* State effects to beings, and actors.
* States can be multiple for the same being.
*/
enum
{
SET_STATE_NORMAL = 0,
SET_STATE_POISONED,
SET_STATE_STONED,
SET_STATE_STUNNED,
SET_STATE_SLOWED,
SET_STATE_TIRED,
SET_STATE_MAD,
SET_STATE_BERSERK,
SET_STATE_HASTED,
SET_STATE_FLOATING,
SET_STATE_NOT_POISONED,
SET_STATE_NOT_STONED,
SET_STATE_NOT_STUNNED,
SET_STATE_NOT_SLOWED,
SET_STATE_NOT_TIRED,
SET_STATE_NOT_MAD,
SET_STATE_NOT_BERSERK,
SET_STATE_NOT_HASTED,
SET_STATE_NOT_FLOATING
};
/**
* Item modifier types.
*/
enum
{
MOD_WEAPON_TYPE = 0,
MOD_WEAPON_RANGE,
MOD_WEAPON_DAMAGE,
MOD_ELEMENT_TYPE,
MOD_LIFETIME,
MOD_ATTRIBUTE
};
/**
* Characteristic of an item.
*/
struct ItemModifier
{
unsigned char type;
short value;
};
/**
* Set of item characteristics.
*/
class ItemModifiers
{
public:
/**
* Gets the value associated to a modifier type, or zero if none.
*/
int getValue(int type) const;
/**
* Sets the value associated to a modifier type.
*/
void setValue(int type, int amount);
/**
* Gets the value associated to a MOD_ATTRIBUTE class, or zero if none.
*/
int getAttributeValue(int attr) const;
/**
* Sets the value associated to a MOD_ATTRIBUTE class.
*/
void setAttributeValue(int attr, int amount);
/**
* Applies all the attribute modifiers to a given Being.
*/
void applyAttributes(Being *) const;
/**
* Cancels all the applied modifiers to a given Being.
* Only meant for equipment.
*/
void cancelAttributes(Being *) const;
private:
std::vector< ItemModifier > mModifiers;
};
/**
* Class for simple reference to item information.
*/
class ItemClass
{
public:
ItemClass(int id, ItemType type, Script *s = NULL)
: mScript(NULL), mDatabaseID(id), mType(type), mAttackRange(0)
{}
~ItemClass();
/**
* Applies the modifiers of an item to a given user.
* @return true if the item was sucessfully used and should be removed.
*/
bool use(Being *itemUser);
/**
* Gets item type.
*/
ItemType getType() const
{ return mType; }
/**
* Gets item weight.
*/
int getWeight() const
{ return mWeight; }
/**
* Sets item weight.
*/
void setWeight(int weight)
{ mWeight = weight; }
/**
* Gets unit cost of these items.
*/
int getCost() const
{ return mCost; }
/**
* Sets unit cost of these items.
*/
void setCost(int cost)
{ mCost = cost; }
/**
* Gets max item per slot.
*/
int getMaxPerSlot() const
{ return mMaxPerSlot; }
/**
* Sets max item per slot.
*/
void setMaxPerSlot(int perSlot)
{ mMaxPerSlot = perSlot; }
/**
* Gets item modifiers.
*/
const ItemModifiers &getModifiers() const
{ return mModifiers; }
/**
* Sets item modifiers.
*/
void setModifiers(const ItemModifiers &modifiers)
{ mModifiers = modifiers; }
/**
* Gets database ID.
*/
int getDatabaseID()
{ return mDatabaseID; }
/**
* Sets the sprite ID.
*/
void setSpriteID(int spriteID)
{ mSpriteID = spriteID; }
/**
* Gets the sprite ID.
*/
int getSpriteID()
{ return mSpriteID; }
/**
* Sets the script that is to be used
*/
void setScript(Script *s)
{ mScript = s; }
/**
* Set attack range (only needed when the item is a weapon)
*/
void setAttackRange(unsigned range) { mAttackRange = range; }
/**
* Gets attack zone of weapon (returns NULL for non-weapon items)
*/
const unsigned getAttackRange() const
{ return mAttackRange ; }
private:
Script *mScript; /**< Script for using items */
unsigned short mDatabaseID; /**< Item reference information */
/** The sprite that should be shown to the character */
unsigned short mSpriteID;
ItemType mType; /**< Type: usable, equipment etc. */
unsigned short mWeight; /**< Weight of the item. */
unsigned short mCost; /**< Unit cost the item. */
/** Max item amount per slot in inventory. */
unsigned short mMaxPerSlot;
ItemModifiers mModifiers; /**< Item modifiers. */
unsigned mAttackRange; /**< Attack range when used as a weapon */
};
class Item : public Actor
{
public:
Item(ItemClass *type, int amount)
: Actor(OBJECT_ITEM), mType(type), mAmount(amount)
{}
ItemClass *getItemClass() const
{ return mType; }
int getAmount() const
{ return mAmount; }
virtual void update() {}
private:
ItemClass *mType;
unsigned char mAmount;
};
#endif