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item_attributes.h
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item_attributes.h
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/* Copyright (C) 2013-2014 Michal Brzozowski ([email protected])
This file is part of KeeperRL.
KeeperRL 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 (at your option) any later version.
KeeperRL 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 this program.
If not, see http://www.gnu.org/licenses/ . */
#ifndef _ITEM_ATTRIBUTES_H
#define _ITEM_ATTRIBUTES_H
#include <string>
#include <functional>
#include "util.h"
#include "enums.h"
#include "effect_type.h"
#include "modifier_type.h"
#define ITATTR(X) ItemAttributes([&](ItemAttributes& i) { X })
class EnemyCheck;
class ItemAttributes {
public:
ItemAttributes(function<void(ItemAttributes&)> fun) {
fun(*this);
}
SERIALIZATION_DECL(ItemAttributes);
MustInitialize<ViewId> SERIAL(viewId);
MustInitialize<string> SERIAL(name);
string SERIAL(description);
optional<string> SERIAL(shortName);
MustInitialize<double> SERIAL(weight);
MustInitialize<ItemClass> SERIAL(itemClass);
optional<string> SERIAL(plural);
optional<string> SERIAL(blindName);
optional<ItemId> SERIAL(firingWeapon);
optional<string> SERIAL(artifactName);
optional<TrapType> SERIAL(trapType);
optional<CollectiveResourceId> SERIAL(resourceId);
double SERIAL(flamability) = 0;
int SERIAL(price) = 0;
bool SERIAL(noArticle) = false;
EnumMap<ModifierType, int> SERIAL(modifiers);
EnumMap<AttrType, int> SERIAL(attrs);
bool SERIAL(twoHanded) = false;
AttackType SERIAL(attackType) = AttackType::HIT;
double SERIAL(attackTime) = 1;
optional<EquipmentSlot> SERIAL(equipmentSlot);
double SERIAL(applyTime) = 1;
bool SERIAL(fragile) = false;
optional<EffectType> SERIAL(effect);
optional<EffectType> SERIAL(attackEffect);
int SERIAL(uses) = -1;
bool SERIAL(usedUpMsg) = false;
bool SERIAL(displayUses) = false;
optional<LastingEffect> SERIAL(equipedEffect);
optional<string> SERIAL(applyMsgFirstPerson);
optional<string> SERIAL(applyMsgThirdPerson);
};
#endif