khanat-opennel-code/code/ryzom/common/src/game_share/item_infos.h
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

148 lines
5.3 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// 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/>.
#ifndef RY_ITEM_INFOS_H
#define RY_ITEM_INFOS_H
#include "nel/misc/types_nl.h"
#include "damage_types.h"
#include "protection_type.h"
#include "people.h"
#include "skills.h"
#include "characteristics.h"
#include "sphrase_com.h"
#include "type_skill_mod.h"
///\structure defining the protection of an item
struct SProtection
{
inline SProtection():Factor(0.0f),Max(0){}
void serial( NLMISC::IStream & f )
{
f.serial( Factor );
f.serial( Max );
}
/// protection factor ( must be in [0..1] range 0 means no protection)
float Factor;
/// max absorbed damage
uint16 Max;
};
/**
* class used to store the item advanced infos and to send it to the client
* \author Nicolas Brigand
* \author Nevrax France
* \date 2003
*/
class CItemInfos
{
public:
enum
{
// The number of bits of the lower bits part (the index part)
// 10 because the trading list can have 1024 entries
SlotIdIndexBitSize= 11,
SlotIdIndexBitMask= (1<<SlotIdIndexBitSize)-1,
};
enum
{
MaxMagicProtectionByJewel= 3,
MaxMagicResistanceByJewel= 3,
};
public:
/// ctor
CItemInfos();
///\serial
void serial(NLMISC::IStream & s);
/// inventoryId(6 higher order bits )/slotId(10 lowers bits)
uint16 slotId;
/// version of the inventory slot
uint16 versionInfo;
///\name item properties
//{@
uint32 Hp; // Current Durability of item
uint32 HpMax; // Max Durability of item (when is new)
uint32 CreatorName; // player character crafted item (if is a item crafted by PC)
uint32 CurrentDamage; // if is weapons or ammo, damage made by item whith current PC skill, if item is an range weapon, it is a modifier (+/- and base is ammo) (can be modified by action)
uint32 MaxDamage; // if is weapons or ammo, maximum damage can be made by item (due to his recommended skill (= old quality for weapon and ammos), this is reached when skill = recommended (can be modified by action)
float HitRate; // nb hits per minute item made (can be modified by action)
uint32 SapLoadCurrent; // sap load of item (for enchantment)
uint32 SapLoadMax; // sap load of item (for enchantment)
float Range; // range of weapon in milimeter, if item is an ammo, it is a modifier (+/-, base is range weapon)
sint32 ParryModifier; // parry modifier
sint32 DodgeModifier; // dodge modifier
sint32 AdversaryParryModifier; // target parry modifier
sint32 AdversaryDodgeModifier; // target dodge modifier
float ProtectionFactor; // protection in % gived by item
uint32 MaxSlashingProtection; // max damage absorbed by protection
uint32 MaxBluntProtection; // max damage absorbed by protection
uint32 MaxPiercingProtection; // max damage absorbed by protection
PROTECTION_TYPE::TProtectionType MagicProtection[MaxMagicProtectionByJewel]; //magic protection, only gived by jewel
uint32 MagicProtectionFactor[MaxMagicProtectionByJewel];
uint32 DesertMagicResistance; // Magic resistances
uint32 ForestMagicResistance;
uint32 LacustreMagicResistance;
uint32 JungleMagicResistance;
uint32 PrimaryRootMagicResistance;
sint32 HpBuff; // hp buff / debuff gived when item is equiped
sint32 SapBuff; // sap buff / debuff gived when item is equiped
sint32 StaBuff; // sta buff / debuff gived when item is equiped
sint32 FocusBuff; // focus buff / debuff gived when item is equiped
SKILLS::ESkills RequiredSkill; // required skill
uint16 RequiredSkillLevel; // required skill level
SKILLS::ESkills RequiredSkill2; // required skill
uint16 RequiredSkillLevel2; // required skill level
CHARACTERISTICS::TCharacteristics RequiredCharac; // required stat
uint16 RequiredCharacLevel; // min required stat level
// type specific skill bonus (applied against given race ennemies)
std::vector<CTypeSkillMod> TypeSkillMods;
// magic focus factor
enum TMagicFactorType
{
OffensiveElemental=0, // elemental spells (DD acid, fire...)
OffensiveAffliction, // offensive affliction spells
DefensiveHeal, // heal spells
DefensiveAffliction, // defensive affliction spells
NumMagicFactorType
};
float CastingSpeedFactor[NumMagicFactorType];
float MagicPowerFactor[NumMagicFactorType];
CSPhraseCom Enchantment;
float WearEquipmentMalus; // Malus for wearing this equipment (malus is used when execute an magic, forage action, craft action...), malus is only applicable for weapon and armor pieces
ucstring CustomText;
ucstring R2ItemDescription;
ucstring R2ItemComment;
//@}
};
#endif // RY_ITEM_INFOS_H
/* End of item_infos.h */