/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2013 The ManaPlus Developers
*
* This file is part of The ManaPlus 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 RESOURCES_ITEMINFO_H
#define RESOURCES_ITEMINFO_H
#include "being/being.h"
#include "resources/db/colordb.h"
#include <map>
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
};
// sprite, <itemfrom, itemto>
typedef std::map<int, std::map<int, int> > SpriteToItemMap;
typedef SpriteToItemMap::const_iterator SpriteToItemMapCIter;
/**
* Defines a class for storing item infos. This includes information used when
* the item is equipped.
*/
class ItemInfo final
{
public:
/**
* Constructor.
*/
ItemInfo();
A_DELETE_COPY(ItemInfo)
~ItemInfo();
void setId(const int id)
{ mId = id; }
int getId() const A_WARN_UNUSED
{ return mId; }
void setName(const std::string &name)
{ mName = name; }
const std::string &getName() const A_WARN_UNUSED
{ return mName; }
const std::string getName(const unsigned char color)
const A_WARN_UNUSED;
void setDisplay(const SpriteDisplay &display)
{ mDisplay = display; }
const SpriteDisplay &getDisplay() const A_WARN_UNUSED
{ return mDisplay; }
void setDescription(const std::string &description)
{ mDescription = description; }
const std::string &getDescription() const A_WARN_UNUSED
{ return mDescription; }
const std::string getDescription(const unsigned char color)
const A_WARN_UNUSED;
void setEffect(const std::string &effect)
{ mEffect = effect; }
const std::string &getEffect() const A_WARN_UNUSED
{ return mEffect; }
void setType(const ItemType type)
{ mType = type; }
ItemType getType() const A_WARN_UNUSED
{ return mType; }
void setWeight(const int weight)
{ mWeight = weight; }
int getWeight() const A_WARN_UNUSED
{ return mWeight; }
int getView() const
{ return mView; }
void setView(const int view)
{ mView = view; }
void setSprite(const std::string &animationFile,
const Gender gender, const int race);
const std::string &getSprite(const Gender gender,
const int race) const A_WARN_UNUSED;
void setAttackAction(const std::string &attackAction);
void setSkyAttackAction(const std::string &attackAction);
void setWaterAttackAction(const std::string &attackAction);
// Handlers for seting and getting the string
// used for particles when attacking
void setMissileParticleFile(const std::string &s)
{ mMissileParticleFile = s; }
const std::string &getMissileParticleFile() const A_WARN_UNUSED
{ return mMissileParticleFile; }
void setHitEffectId(const int s)
{ mHitEffectId = s; }
int getHitEffectId() const A_WARN_UNUSED
{ return mHitEffectId; }
void setCriticalHitEffectId(const int s)
{ mCriticalHitEffectId = s; }
int getCriticalHitEffectId() const A_WARN_UNUSED
{ return mCriticalHitEffectId; }
void setMissEffectId(const int s)
{ mMissEffectId = s; }
int getMissEffectId() const A_WARN_UNUSED
{ return mMissEffectId; }
const std::string &getAttackAction() const
{ return mAttackAction; }
const std::string &getSkyAttackAction() const
{ return mSkyAttackAction; }
const std::string &getWaterAttackAction() const
{ return mWaterAttackAction; }
int getAttackRange() const A_WARN_UNUSED
{ return mAttackRange; }
void setAttackRange(const int r)
{ mAttackRange = r; }
void addSound(const ItemSoundEvent event,
const std::string &filename,
const int delay);
const SoundInfo &getSound(const ItemSoundEvent event)
const A_WARN_UNUSED;
int getDrawBefore(const int direction) const A_WARN_UNUSED;
void setDrawBefore(const int direction, const int n);
int getDrawAfter(const int direction) const A_WARN_UNUSED;
void setDrawAfter(const int direction, const int n);
int getDrawPriority(const int direction) const A_WARN_UNUSED;
void setDrawPriority(const int direction, const int n);
void setSpriteOrder(int *const ptr, const int direction,
const int n, const int def = -1) const;
const std::map<int, int> &getTags() const A_WARN_UNUSED
{ return mTags; }
void addTag(const int tag)
{ mTags[tag] = 1; }
void setRemoveSprites()
{ mIsRemoveSprites = true; }
bool isRemoveSprites() const A_WARN_UNUSED
{ return mIsRemoveSprites; }
void setMaxFloorOffset(const int i)
{ maxFloorOffset = i; }
int getMaxFloorOffset() const A_WARN_UNUSED
{ return maxFloorOffset; }
bool isRemoveItemId(int id) const A_WARN_UNUSED;
void setPet(const int pet)
{ mPet = pet; }
int getPet() const
{ return mPet; }
/** Effects to be shown when weapon attacks - see also effects.xml */
std::string mMissileParticleFile;
int getReplaceToSpriteId(int id) const A_WARN_UNUSED;
std::map<int, int> *addReplaceSprite(const int sprite,
const int direction);
const SpriteToItemMap *getSpriteToItemReplaceMap(const int directions)
const A_WARN_UNUSED;
std::string getDyeColorsString(const int color) const A_WARN_UNUSED;
void setColorsList(const std::string &name);
bool isHaveColors() const A_WARN_UNUSED
{ return !mColorList.empty(); }
const std::string replaceColors(std::string str,
const unsigned char color)
const A_WARN_UNUSED;
void setPickupCursor(const std::string &cursor)
{ return setPickupCursor(Cursor::stringToCursor(cursor)); }
void setPickupCursor(const Cursor::Cursor &cursor)
{ mPickupCursor = cursor; }
Cursor::Cursor getPickupCursor() const A_WARN_UNUSED
{ return mPickupCursor; }
void setProtected(const bool b)
{ mProtected = b; }
bool isProtected() const
{ return mProtected; }
int getColorsSize() const
{ return mColors ? mColors->size() : 0; }
std::string getColorName(const int idx) const;
std::string getColor(const int idx) const;
int mDrawBefore[10];
int mDrawAfter[10];
int mDrawPriority[10];
protected:
SpriteDisplay mDisplay; /**< Display info (like icon) */
std::string mName;
std::string mDescription; /**< Short description. */
std::string mEffect; /**< Description of effects. */
ItemType mType; /**< Item type. */
int mWeight; /**< Weight in grams. */
int mView; /**< Item ID of how this item looks. */
int mId; /**< Item ID */
bool mIsRemoveSprites;
// sprite, <itemfrom, itemto> [direction]
SpriteToItemMap *mSpriteToItemReplaceMap[10];
std::vector<SpriteToItemMap*> mSpriteToItemReplaceList;
// 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;
std::string mSkyAttackAction;
std::string mWaterAttackAction;
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 <ItemSoundEvent, SoundInfoVect> mSounds;
std::map <int, int> mTags;
const std::map <int, ColorDB::ItemColor> *mColors;
std::string mColorList;
int mHitEffectId;
int mCriticalHitEffectId;
int mMissEffectId;
int maxFloorOffset;
Cursor::Cursor mPickupCursor;
int mPet;
bool mProtected;
};
#endif // RESOURCES_ITEMINFO_H