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/*
* The Mana World Server
* 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 _TMWSERV_ITEM
#define _TMWSERV_ITEM
#include <vector>
#include "game-server/object.hpp"
#include "scripting/script.hpp"
class AttackZone;
class Being;
/**
* 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);
/**
* 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
};
WeaponType weaponTypeFromString (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)
: mDatabaseID(id), mType(type), mAttackZone(NULL), mScript(NULL)
{}
~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.
*/
ItemModifiers const &getModifiers() const
{ return mModifiers; }
/**
* Sets item modifiers.
*/
void setModifiers(ItemModifiers const &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 zone (only needed when the item is a weapon)
*/
void setAttackZone(AttackZone* attackZone) { mAttackZone = attackZone; }
/**
* Gets attack zone of weapon (returns NULL for non-weapon items)
*/
AttackZone const *getAttackZone() const
{ return mAttackZone ; }
private:
//Script for using items
Script *mScript;
// Item reference information
unsigned short mDatabaseID;
unsigned short mSpriteID; /**< The sprite that should be shown to the character */
ItemType mType; /**< Type: usable, equipment etc. */
unsigned short mWeight; /**< Weight of the item. */
unsigned short mCost; /**< Unit cost the item. */
unsigned short mMaxPerSlot; /**< Max item amount per slot in inventory. */
ItemModifiers mModifiers; /**< Item modifiers. */
AttackZone *mAttackZone; /**< attack zone when used as a weapon */
};
class Item: public Object
{
public:
Item(ItemClass *type, int amount)
: Object(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
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