mirror of
https://github.com/Relintai/pandemonium_engine.git
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258 lines
6.8 KiB
C++
258 lines
6.8 KiB
C++
#ifndef ITEM_TEMPLATE_H
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#define ITEM_TEMPLATE_H
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/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "core/resource.h"
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#include "core/vector.h"
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#include "scene/resources/texture.h"
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#include "../../item_enums.h"
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#include "model_visual.h"
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class ItemInstance;
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class Spell;
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class EntityClassData;
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class ItemTemplate : public Resource {
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GDCLASS(ItemTemplate, Resource);
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public:
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int get_id() const;
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void set_id(const int value);
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ItemEnums::ItemType get_item_type() const;
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void set_item_type(const ItemEnums::ItemType value);
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ItemEnums::ItemSubtype get_item_sub_type() const;
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void set_item_sub_type(const ItemEnums::ItemSubtype value);
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ItemEnums::ItemSubSubtype get_item_sub_sub_type() const;
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void set_item_sub_sub_type(const ItemEnums::ItemSubSubtype value);
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ItemEnums::ItemRarity get_rarity() const;
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void set_rarity(const ItemEnums::ItemRarity value);
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ItemEnums::ArmorType get_armor_type() const;
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void set_armor_type(const ItemEnums::ArmorType value);
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int get_equip_slot() const;
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void set_equip_slot(const int value);
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Ref<ModelVisual> get_model_visual() const;
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void set_model_visual(const Ref<ModelVisual> &value);
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Ref<EntityClassData> get_required_character_class() const;
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void set_required_character_class(const Ref<EntityClassData> &value);
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int get_price() const;
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void set_price(const int value);
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int get_stack_size() const;
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void set_stack_size(const int value);
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Ref<Texture> get_icon() const;
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void set_icon(const Ref<Texture> &value);
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float get_scale_x() const;
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void set_scale_x(const float value);
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float get_scale_y() const;
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void set_scale_y(const float value);
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float get_scale_z() const;
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void set_scale_z(const float value);
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int get_bag_size() const;
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void set_bag_size(const int size);
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String get_text_translation_key() const;
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void set_text_translation_key(const String &value);
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//Teaches
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int get_num_teaches_spells() const;
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void set_num_teaches_spells(const int value);
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Ref<Spell> get_teaches_spell(const int index);
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void set_teaches_spell(const int index, const Ref<Spell> &teaches_spell);
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Vector<Variant> get_teaches_spells();
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void set_teaches_spells(const Vector<Variant> &teaches_spells);
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//Grants Spells
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int get_num_grants_spells() const;
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void set_num_grants_spells(const int value);
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Ref<Spell> get_grants_spell(const int index);
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void set_grants_spell(const int index, const Ref<Spell> &grants_spell);
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Vector<Variant> get_grants_spells();
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void set_grants_spells(const Vector<Variant> &grants_spells);
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//Auras
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int get_num_auras() const;
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void set_num_auras(const int value);
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Ref<Spell> get_aura(const int index);
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void set_aura(const int index, const Ref<Spell> &aura);
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Vector<Variant> get_auras();
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void set_auras(const Vector<Variant> &auras);
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//Required Skills
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int get_num_required_skills() const;
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Ref<Spell> get_required_skill(const int index);
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void set_required_skill(const int index, const Ref<Spell> &skills);
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Vector<Variant> get_required_skills();
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void set_required_skills(const Vector<Variant> &grants_spells);
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//use spell
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Ref<Spell> get_use_spell();
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void set_use_spell(const Ref<Spell> &use_spell);
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int get_charges() const;
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void set_charges(const int value);
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bool get_consumed() const;
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void set_consumed(const bool value);
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//Stat mods
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int stat_modifier_get_count() const;
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void stat_modifier_set_count(const int value);
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int stat_modifier_get_stat_id(int index) const;
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void stat_modifier_set_stat_id(int index, int value);
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float stat_modifier_get_min_base_mod(const int index) const;
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void stat_modifier_set_min_base_mod(const int index, const float value);
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float stat_modifier_get_max_base_mod(const int index) const;
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void stat_modifier_set_max_base_mod(const int index, const float value);
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float stat_modifier_get_min_bonus_mod(const int index) const;
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void stat_modifier_set_min_bonus_mod(const int index, const float value);
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float stat_modifier_get_max_bonus_mod(const int index) const;
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void stat_modifier_set_max_bonus_mod(const int index, const float value);
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float stat_modifier_get_min_percent_mod(const int index) const;
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void stat_modifier_set_min_percent_mod(const int index, const float value);
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float stat_modifier_get_max_percent_mod(const int index) const;
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void stat_modifier_set_max_percent_mod(const int index, const float value);
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float stat_modifier_get_scaling_factor(const int index) const;
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void stat_modifier_set_scaling_factor(const int index, const float value);
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int get_animator_weapon_type();
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Ref<ItemInstance> create_item_instance();
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String get_description();
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ItemTemplate();
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~ItemTemplate();
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public:
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struct SkillEntry {
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Ref<Spell> aura;
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int level;
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};
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protected:
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void _validate_property(PropertyInfo &property) const;
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static void _bind_methods();
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protected:
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struct ItemTemplateStatModifier {
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int stat_id;
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float min_base_mod;
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float max_base_mod;
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float min_bonus_mod;
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float max_bonus_mod;
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float min_percent_mod;
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float max_percent_mod;
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float scaling_factor;
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ItemTemplateStatModifier() {
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stat_id = 0;
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min_base_mod = 0;
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max_base_mod = 0;
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min_bonus_mod = 0;
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max_bonus_mod = 0;
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min_percent_mod = 0;
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max_percent_mod = 0;
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scaling_factor = 1;
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}
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};
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private:
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enum {
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MAX_ITEM_STAT_MOD = 6,
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};
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int _id;
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ItemEnums::ItemRarity _rarity;
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ItemEnums::ItemType _item_type;
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ItemEnums::ItemSubtype _item_sub_type;
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ItemEnums::ItemSubSubtype _item_sub_sub_type;
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ItemEnums::ArmorType _armor_type;
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int _equip_slot;
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int _price;
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Ref<EntityClassData> _required_character_class;
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Ref<ModelVisual> _model_visual;
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int _stack_size;
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Ref<Texture> _icon;
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float _scale_x;
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float _scale_y;
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float _scale_z;
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int _bag_size;
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String _text_translation_key;
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Vector<Ref<Spell>> _teaches_spells;
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Vector<Ref<Spell>> _grants_spells;
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Vector<Ref<Spell>> _auras;
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Vector<Ref<Spell>> _required_skills;
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Ref<Spell> _use_spell;
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int _charges;
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bool _consumed;
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int _modifier_count;
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ItemTemplateStatModifier _modifiers[MAX_ITEM_STAT_MOD];
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};
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#endif
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