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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef ITEM_H
#define ITEM_H
#include <vector>
#include "game-server/actor.h"
class Being;
typedef std::list< std::pair< unsigned int, unsigned int> > ItemEquipInfo;
typedef std::list< ItemEquipInfo > ItemEquipsInfo;
/**
* 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
};
struct ItemAutoAttackInfo
{
unsigned int base;
unsigned int range;
unsigned int baseSpeed;
unsigned int skillId;
/// attribute id -> damage bonus per point
std::map< unsigned int, double > attrBonus;
};
enum ItemTriggerType
{
ITT_NULL = 0,
ITT_IN_INVY, // Associated effects apply when the item is in the inventory
ITT_ACTIVATE, // Associated effects apply when the item is activated
ITT_EQUIP, // Assosciated effects apply when the item is equipped
ITT_LEAVE_INVY, // Associated effects apply when the item leaves the inventory
ITT_UNEQUIP, // Associated effects apply when the item is unequipped
ITT_EQUIPCHG // When the item is still equipped, but in a different way
};
enum ItemEffectType
{
// Effects that are removed automatically when the trigger ends
// (ie. item no longer exists in invy, unequipped)
IET_ATTR_MOD = 0, // Modify a given attribute with a given value
IET_AUTOATTACK, // Give the associated being an autoattack
// Effects that do not need any automatic removal
IET_COOLDOWN, // Set a cooldown to this item, preventing activation for n ticks
IET_G_COOLDOWN, // Set a cooldown to all items of this type for this being
IET_SCRIPT // Call an associated lua script with given variables
};
class ItemEffectInfo
{
public:
virtual bool apply(Being *itemUser) = 0;
virtual void dispell(Being *itemUser) = 0;
};
class ItemEffectAttrMod : public ItemEffectInfo
{
public:
ItemEffectAttrMod(unsigned int attrId, unsigned int layer, double value,
unsigned int id, unsigned int duration = 0) :
mAttributeId(attrId), mAttributeLayer(layer),
mMod(value), mDuration(duration), mId(id) {}
bool apply(Being *itemUser);
void dispell(Being *itemUser);
private:
unsigned int mAttributeId;
unsigned int mAttributeLayer;
double mMod;
unsigned int mDuration;
unsigned int mId;
};
class ItemEffectAutoAttack : public ItemEffectInfo
{
public:
bool apply(Being *itemUser);
void dispell(Being *itemUser);
};
class ItemEffectConsumes : public ItemEffectInfo
{
public:
bool apply(Being *)
{ return true; }
void dispell(Being *)
{}
};
class ItemEffectScript : public ItemEffectInfo
{
public:
bool apply(Being *itemUser);
void dispell(Being *itemUser);
};
/**
* Class for simple reference to item information.
*/
class ItemClass
{
public:
ItemClass(int id, unsigned int maxperslot)
: mDatabaseID(id)
, mName("unnamed")
, mSpriteID(0)
, mCost(0)
, mMaxPerSlot(maxperslot)
{}
~ItemClass() { resetEffects(); }
/**
* Returns the name of the item type
*/
const std::string &getName() const
{ return mName; }
/**
* Sets the name of the item type
*/
void setName(const std::string &name)
{ mName = name; }
/**
* Applies the modifiers of an item to a given user.
* @return true if item should be removed.
*/
bool useTrigger(Being *itemUser, ItemTriggerType trigger);
/**
* Gets unit cost of these items.
*/
int getCost() const
{ return mCost; }
/**
* Gets max item per slot.
*/
unsigned int getMaxPerSlot() const
{ return mMaxPerSlot; }
bool hasTrigger(ItemTriggerType id)
{ return mEffects.count(id); }
/**
* Gets database ID.
*/
int getDatabaseID() const
{ return mDatabaseID; }
/**
* Gets the sprite ID.
* @note At present this is only a stub, and will always return zero.
* When you would want to extend serializeLooks to be more
* efficient, keep track of a sprite id here.
*/
int getSpriteID() const
{ return mSpriteID; }
/**
* Returns equip requirements.
*/
const ItemEquipsInfo &getItemEquipData() const { return mEquip; }
private:
/**
* Add an effect to a trigger
* @param effect The effect to be run when the trigger is hit.
* @param id The trigger type.
* @param dispell The trigger that the effect should be dispelled on.
* @note FIXME: Should be more than one trigger that an effect
* can be dispelled from.
*/
void addEffect(ItemEffectInfo *effect,
ItemTriggerType id,
ItemTriggerType dispell = ITT_NULL)
{
mEffects.insert(std::make_pair(id, effect));
if (dispell)
mDispells.insert(std::make_pair(dispell, effect));
}
void resetEffects()
{
while (mEffects.begin() != mEffects.end())
{
delete mEffects.begin()->second;
mEffects.erase(mEffects.begin());
}
while (mDispells.begin() != mDispells.end())
{
delete mDispells.begin()->second;
mDispells.erase(mDispells.begin());
}
}
unsigned short mDatabaseID; /**< Item reference information */
std::string mName; /**< name used to identify the item class */
/** The sprite that should be shown to the character */
unsigned short mSpriteID;
unsigned short mCost; /**< Unit cost the item. */
/** Max item amount per slot in inventory. */
unsigned int mMaxPerSlot;
std::multimap< ItemTriggerType, ItemEffectInfo * > mEffects;
std::multimap< ItemTriggerType, ItemEffectInfo * > mDispells;
/**
* List of list of requirements for equipping. Only one inner list
* need be satisfied to sucessfully equip. Checks occur in order
* from outer front to back.
* All conditions in an inner list must be met for success.
*/
ItemEquipsInfo mEquip;
friend class ItemManager;
};
/**
* Class for an item stack laying on the floor in the game world
*/
class Item : public Actor
{
public:
Item(ItemClass *type, int amount);
ItemClass *getItemClass() const
{ return mType; }
int getAmount() const
{ return mAmount; }
virtual void update();
private:
ItemClass *mType;
unsigned char mAmount;
int mLifetime;
};
#endif // ITEM_H
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