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/*
* The Mana Server
* Copyright (C) 2004-2010 The Mana World Development Team
* Copyright (C) 2010-2012 The Mana Developers
*
* 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"
#include "game-server/attack.h"
#include "scripting/script.h"
class Entity;
class ItemClass;
class MapComposite;
// Indicates the equip slot "cost" to equip an item.
struct ItemEquipRequirement {
ItemEquipRequirement():
equipSlotId(0),
capacityRequired(0)
{}
unsigned equipSlotId, capacityRequired;
};
/**
* 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
};
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, // Associated 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_ATTACK, // Give the associated being an attack
// 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
};
struct ItemTrigger
{
ItemTriggerType apply;
ItemTriggerType dispell;
};
class ItemEffectInfo
{
public:
virtual ~ItemEffectInfo() {}
virtual bool apply(Entity *itemUser) = 0;
virtual void dispell(Entity *itemUser) = 0;
};
class ItemEffectAttrMod : public ItemEffectInfo
{
public:
ItemEffectAttrMod(unsigned attrId, unsigned layer, double value,
unsigned id, unsigned duration = 0) :
mAttributeId(attrId), mAttributeLayer(layer),
mMod(value), mDuration(duration), mId(id)
{}
bool apply(Entity *itemUser);
void dispell(Entity *itemUser);
private:
unsigned mAttributeId;
unsigned mAttributeLayer;
double mMod;
unsigned mDuration;
unsigned mId;
};
class ItemEffectAttack : public ItemEffectInfo
{
public:
ItemEffectAttack(AttackInfo *attackInfo) :
mAttackInfo(attackInfo)
{}
bool apply(Entity *itemUser);
void dispell(Entity *itemUser);
private:
AttackInfo *mAttackInfo;
};
class ItemEffectConsumes : public ItemEffectInfo
{
public:
bool apply(Entity *)
{ return true; }
void dispell(Entity *)
{}
};
class ItemEffectScript : public ItemEffectInfo
{
public:
ItemEffectScript(ItemClass *itemClass,
const std::string &activateEventName,
const std::string &dispellEventName):
mItemClass(itemClass),
mActivateEventName(activateEventName),
mDispellEventName(dispellEventName)
{}
~ItemEffectScript();
bool apply(Entity *itemUser);
void dispell(Entity *itemUser);
private:
ItemClass *mItemClass;
std::string mActivateEventName;
std::string mDispellEventName;
};
/**
* Class for simple reference to item information.
*/
class ItemClass
{
public:
ItemClass(int id, unsigned maxperslot):
mDatabaseID(id),
mName("unnamed"),
mSpriteID(0),
mCost(0),
mMaxPerSlot(maxperslot)
{}
~ItemClass();
/**
* 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(Entity *itemUser, ItemTriggerType trigger);
/**
* Gets unit cost of these items.
*/
int getCost() const
{ return mCost; }
/**
* Gets max item per slot.
*/
unsigned 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 requirement.
*/
const ItemEquipRequirement &getItemEquipRequirement() const
{ return mEquipReq; }
void setEventCallback(const std::string &event, Script *script)
{ script->assignCallback(mEventCallbacks[event]); }
Script::Ref getEventCallback(const std::string &event) const
{ return mEventCallbacks.value(event); }
void addAttack(AttackInfo *attackInfo, ItemTriggerType applyTrigger,
ItemTriggerType dispellTrigger);
std::vector<AttackInfo *> &getAttackInfos()
{ return mAttackInfos; }
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);
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 mMaxPerSlot;
std::multimap< ItemTriggerType, ItemEffectInfo * > mEffects;
std::multimap< ItemTriggerType, ItemEffectInfo * > mDispells;
/**
* Requirement for equipping.
*/
ItemEquipRequirement mEquipReq;
/**
* Named event callbacks. Can be used in custom item effects.
*/
utils::NameMap<Script::Ref> mEventCallbacks;
std::vector<AttackInfo *> mAttackInfos;
friend class ItemManager;
};
/**
* An item stack lying on the floor in the game world.
*/
class ItemComponent : public Component
{
public:
static const ComponentType type = CT_Item;
ItemComponent(ItemClass *type, int amount);
ItemClass *getItemClass() const
{ return mType; }
int getAmount() const
{ return mAmount; }
void update(Entity &entity);
private:
ItemClass *mType;
unsigned char mAmount;
int mLifetime;
};
namespace Item {
/**
* @brief Creates an item actor.
*
* The returned actor should be inserted into the game state, usually with
* either GameState::insertOrDelete or GameState::enqueueInsert.
*
* @param map the map of the item
* @param pos the position of the item
* @param itemClass the class of the item
* @param amount the amount of items on the stack
*
* @return the created item
*/
Entity *create(MapComposite *map, Point pos, ItemClass *itemClass, int amount);
} // namespace Item
#endif // ITEM_H
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