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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 ITEMMANAGER_H
#define ITEMMANAGER_H
#include "utils/xml.h"
#include "utils/string.h"
#include <string>
#include <map>
#include <vector>
class ItemClass;
class ItemManager
{
public:
ItemManager(const std::string &itemFile, const std::string &equipFile) :
mItemsFile(itemFile),
mEquipSlotsFile(equipFile),
mVisibleEquipSlotCount(0),
mItemDatabaseVersion(0)
{}
/**
* Loads item reference file.
*/
void initialize();
/**
* Reloads item reference file.
*/
void reload();
/**
* Destroy item classes.
*/
void deinitialize();
/**
* Gets the ItemClass having the given ID.
*/
ItemClass *getItem(int itemId) const;
/**
* Gets the first item type with a specific name.
* (comparison is case-insensitive).
* Returns null when there is no item with such
* a name.
*/
ItemClass *getItemByName(const std::string &name) const;
/**
* Gets the version of the loaded item database.
*/
unsigned int getDatabaseVersion() const;
const std::string &getEquipNameFromId(unsigned int id) const;
unsigned int getEquipIdFromName(const std::string &name) const;
unsigned int getMaxSlotsFromId(unsigned int id) const;
unsigned int getVisibleSlotCount() const;
bool isEquipSlotVisible(unsigned int id) const;
private:
/** Loads the equip slots that a character has available to them. */
void readEquipSlotsFile();
/** Loads the main item database. */
void readItemsFile();
void readItemNode(xmlNodePtr itemNode);
void readEquipNode(xmlNodePtr equipNode, ItemClass *item);
void readEffectNode(xmlNodePtr effectNode, ItemClass *item);
typedef std::map< int, ItemClass * > ItemClasses;
// Map a string (name of slot) with (str-id, max-per-equip-slot)
typedef std::vector< std::pair< std::string, unsigned int > > EquipSlots;
// Reference to the vector position of equipSlots
typedef std::vector< unsigned int > VisibleEquipSlots;
ItemClasses mItemClasses; /**< Item reference */
utils::NameMap<ItemClass*> mItemClassesByName;
EquipSlots mEquipSlots;
VisibleEquipSlots mVisibleEquipSlots;
std::string mItemsFile;
std::string mEquipSlotsFile;
mutable unsigned int mVisibleEquipSlotCount; // Cache
/** Version of the loaded items database file.*/
unsigned int mItemDatabaseVersion;
};
extern ItemManager *itemManager;
#endif
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