forked from swordlegend/journey_client
/
clothing.h
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/
clothing.h
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/////////////////////////////////////////////////////////////////////////////
// This file is part of the Journey MMORPG client //
// Copyright © 2015 SYJourney //
// //
// This program is free software: you can redistribute it and/or modify //
// it under the terms of the GNU Affero General Public License as //
// published by the Free Software Foundation, either version 3 of the //
// License, or (at your option) 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 Affero General Public License for more details. //
// //
// You should have received a copy of the GNU Affero General Public License //
// along with this program. If not, see <http://www.gnu.org/licenses/>. //
//////////////////////////////////////////////////////////////////////////////
#pragma once
#include "charsprites.h"
#include "mapleequip.h"
#include "maplestats.h"
using namespace gameplay;
namespace character
{
enum equiplayer
{
EQL_NONE,
EQL_CAP,
EQL_FACEACC,
EQL_EYEACC,
EQL_EARRINGS,
EQL_COAT,
EQL_LONGCOAT,
EQL_PANTS,
EQL_SHOES,
EQL_GLOVES,
EQL_SHIELD,
EQL_CAPE,
EQL_WEAPON,
EQL_RING,
EQL_PENDANT,
EQL_BELT,
EQL_MEDAL
};
class clothing : public charsprites
{
public:
clothing(int, map<string, map<byte, map<charlayer, map<string, vector2d>>>>*);
clothing();
~clothing() {}
string getdisplayspeed();
string getdisplaystat(equipstat);
float getwmultiplier();
equiplayer getlayer() { return layer; }
string gettype() { return iscash() ? "CASH" : type; }
string getname() { return name; }
string getdesc() { return desc; }
short getreqstat(maplestat ms) { return reqstats.count(ms) ? reqstats[ms] : 0; }
short getdefstat(equipstat es) { return defstats.count(es) ? defstats[es] : 0; }
bool iscash() { return cash; }
bool istransparent() { return transparent; }
bool isweapon() { return layer == EQL_WEAPON; }
bool istwo_h() { return isweapon() ? twohanded : false; }
byte getwspeed() { return isweapon() ? attackspeed : 0; }
byte getattack() { return isweapon() ? attack : 0; }
rectangle2d getrange();
weapontype getweptype() { return isweapon() ? weptype : WEP_NONE; }
byte getslots() { return slots; }
int getid() { return itemid; }
texture geticon(bool r) { return icon[r]; }
map<bool, texture> geticons() { return icon; }
private:
map<bool, texture> icon;
int itemid;
equiplayer layer;
string type;
string name;
string desc;
bool cash;
bool tradeable;
bool transparent;
int price;
byte slots;
map<maplestat, short> reqstats;
map<equipstat, short> defstats;
string afterimage;
string sfx;
byte attackspeed;
byte attack;
weapontype weptype;
bool twohanded;
};
}