pandemonium_engine/modules/entity_spell_system/data/items/item_template.h

268 lines
8.0 KiB
C++

#ifndef ITEM_TEMPLATE_H
#define ITEM_TEMPLATE_H
/*************************************************************************/
/* item_template.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/containers/vector.h"
#include "core/object/resource.h"
#include "scene/resources/texture.h"
#include "../../item_enums.h"
#include "model_visual.h"
class ItemInstance;
class Spell;
class EntityClassData;
class ItemTemplate : public Resource {
GDCLASS(ItemTemplate, Resource);
public:
int get_id() const;
void set_id(const int value);
ItemEnums::ItemType get_item_type() const;
void set_item_type(const ItemEnums::ItemType value);
ItemEnums::ItemSubtype get_item_sub_type() const;
void set_item_sub_type(const ItemEnums::ItemSubtype value);
ItemEnums::ItemSubSubtype get_item_sub_sub_type() const;
void set_item_sub_sub_type(const ItemEnums::ItemSubSubtype value);
ItemEnums::ItemRarity get_rarity() const;
void set_rarity(const ItemEnums::ItemRarity value);
ItemEnums::ArmorType get_armor_type() const;
void set_armor_type(const ItemEnums::ArmorType value);
int get_equip_slot() const;
void set_equip_slot(const int value);
Ref<ModelVisual> get_model_visual() const;
void set_model_visual(const Ref<ModelVisual> &value);
Ref<EntityClassData> get_required_character_class() const;
void set_required_character_class(const Ref<EntityClassData> &value);
int get_price() const;
void set_price(const int value);
int get_stack_size() const;
void set_stack_size(const int value);
Ref<Texture> get_icon() const;
void set_icon(const Ref<Texture> &value);
float get_scale_x() const;
void set_scale_x(const float value);
float get_scale_y() const;
void set_scale_y(const float value);
float get_scale_z() const;
void set_scale_z(const float value);
int get_bag_size() const;
void set_bag_size(const int size);
String get_text_translation_key() const;
void set_text_translation_key(const String &value);
//Teaches
int get_num_teaches_spells() const;
void set_num_teaches_spells(const int value);
Ref<Spell> get_teaches_spell(const int index);
void set_teaches_spell(const int index, const Ref<Spell> &teaches_spell);
Vector<Variant> get_teaches_spells();
void set_teaches_spells(const Vector<Variant> &teaches_spells);
//Grants Spells
int get_num_grants_spells() const;
void set_num_grants_spells(const int value);
Ref<Spell> get_grants_spell(const int index);
void set_grants_spell(const int index, const Ref<Spell> &grants_spell);
Vector<Variant> get_grants_spells();
void set_grants_spells(const Vector<Variant> &grants_spells);
//Auras
int get_num_auras() const;
void set_num_auras(const int value);
Ref<Spell> get_aura(const int index);
void set_aura(const int index, const Ref<Spell> &aura);
Vector<Variant> get_auras();
void set_auras(const Vector<Variant> &auras);
//Required Skills
int get_num_required_skills() const;
Ref<Spell> get_required_skill(const int index);
void set_required_skill(const int index, const Ref<Spell> &skills);
Vector<Variant> get_required_skills();
void set_required_skills(const Vector<Variant> &grants_spells);
//use spell
Ref<Spell> get_use_spell();
void set_use_spell(const Ref<Spell> &use_spell);
int get_charges() const;
void set_charges(const int value);
bool get_consumed() const;
void set_consumed(const bool value);
//Stat mods
int stat_modifier_get_count() const;
void stat_modifier_set_count(const int value);
int stat_modifier_get_stat_id(int index) const;
void stat_modifier_set_stat_id(int index, int value);
float stat_modifier_get_min_base_mod(const int index) const;
void stat_modifier_set_min_base_mod(const int index, const float value);
float stat_modifier_get_max_base_mod(const int index) const;
void stat_modifier_set_max_base_mod(const int index, const float value);
float stat_modifier_get_min_bonus_mod(const int index) const;
void stat_modifier_set_min_bonus_mod(const int index, const float value);
float stat_modifier_get_max_bonus_mod(const int index) const;
void stat_modifier_set_max_bonus_mod(const int index, const float value);
float stat_modifier_get_min_percent_mod(const int index) const;
void stat_modifier_set_min_percent_mod(const int index, const float value);
float stat_modifier_get_max_percent_mod(const int index) const;
void stat_modifier_set_max_percent_mod(const int index, const float value);
float stat_modifier_get_scaling_factor(const int index) const;
void stat_modifier_set_scaling_factor(const int index, const float value);
int get_animator_weapon_type();
Ref<ItemInstance> create_item_instance();
String get_description();
ItemTemplate();
~ItemTemplate();
public:
struct SkillEntry {
Ref<Spell> aura;
int level;
};
protected:
void _validate_property(PropertyInfo &property) const;
static void _bind_methods();
protected:
struct ItemTemplateStatModifier {
int stat_id;
float min_base_mod;
float max_base_mod;
float min_bonus_mod;
float max_bonus_mod;
float min_percent_mod;
float max_percent_mod;
float scaling_factor;
ItemTemplateStatModifier() {
stat_id = 0;
min_base_mod = 0;
max_base_mod = 0;
min_bonus_mod = 0;
max_bonus_mod = 0;
min_percent_mod = 0;
max_percent_mod = 0;
scaling_factor = 1;
}
};
private:
enum {
MAX_ITEM_STAT_MOD = 6,
};
int _id;
ItemEnums::ItemRarity _rarity;
ItemEnums::ItemType _item_type;
ItemEnums::ItemSubtype _item_sub_type;
ItemEnums::ItemSubSubtype _item_sub_sub_type;
ItemEnums::ArmorType _armor_type;
int _equip_slot;
int _price;
Ref<EntityClassData> _required_character_class;
Ref<ModelVisual> _model_visual;
int _stack_size;
Ref<Texture> _icon;
float _scale_x;
float _scale_y;
float _scale_z;
int _bag_size;
String _text_translation_key;
Vector<Ref<Spell>> _teaches_spells;
Vector<Ref<Spell>> _grants_spells;
Vector<Ref<Spell>> _auras;
Vector<Ref<Spell>> _required_skills;
Ref<Spell> _use_spell;
int _charges;
bool _consumed;
int _modifier_count;
ItemTemplateStatModifier _modifiers[MAX_ITEM_STAT_MOD];
};
#endif