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145 lines
3.7 KiB
C++
145 lines
3.7 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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// nel
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#include "nel/misc/i18n.h"
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#include "nel/misc/string_conversion.h"
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#include "item_family.h"
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using namespace std;
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using namespace NLMISC;
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namespace ITEMFAMILY
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{
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// The conversion table
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const CStringConversion<EItemFamily>::CPair stringTable [] =
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{
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{ "UNDEFINED", UNDEFINED },
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{ "SERVICE", SERVICE },
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{ "ARMOR", ARMOR },
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{ "MELEE_WEAPON", MELEE_WEAPON },
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{ "RANGE_WEAPON", RANGE_WEAPON },
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{ "AMMO", AMMO },
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{ "RAW_MATERIAL", RAW_MATERIAL },
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{ "SHIELD", SHIELD },
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{ "CRAFTING_TOOL", CRAFTING_TOOL },
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{ "HARVEST_TOOL", HARVEST_TOOL },
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{ "TAMING_TOOL", TAMING_TOOL },
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{ "TRAINING_TOOL", TRAINING_TOOL },
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{ "AI", AI },
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{ "BRICK", BRICK },
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{ "FOOD", FOOD },
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{ "JEWELRY", JEWELRY },
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{ "CORPSE", CORPSE },
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{ "CARRION", CARRION },
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{ "BAG", BAG },
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{ "STACK", STACK },
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{ "DEAD_SEED", DEAD_SEED },
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{ "TELEPORT", TELEPORT },
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{ "GUILD_FLAG", GUILD_FLAG },
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{ "LIVING_SEED", LIVING_SEED },
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{ "LITTLE_SEED", LITTLE_SEED },
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{ "MEDIUM_SEED", MEDIUM_SEED },
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{ "BIG_SEED", BIG_SEED },
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{ "VERY_BIG_SEED", VERY_BIG_SEED },
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{ "MISSION_ITEM", MISSION_ITEM },
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{ "CRYSTALLIZED_SPELL", CRYSTALLIZED_SPELL },
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{ "ITEM_SAP_RECHARGE", ITEM_SAP_RECHARGE },
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{ "PET_ANIMAL_TICKET", PET_ANIMAL_TICKET },
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{ "GUILD_OPTION", GUILD_OPTION },
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{ "COSMETIC", COSMETIC },
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{ "HANDLED_ITEM", HANDLED_ITEM },
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{ "CONSUMABLE", CONSUMABLE },
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{ "XP_CATALYSER", XP_CATALYSER },
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{ "SCROLL", SCROLL },
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{ "SCROLL_R2", SCROLL_R2 },
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{ "COMMAND_TICKET", COMMAND_TICKET },
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{ "GENERIC_ITEM", GENERIC_ITEM },
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};
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CStringConversion<EItemFamily> conversion(stringTable, sizeof(stringTable) / sizeof(stringTable[0]), UNDEFINED);
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// convert item family id to item family name string
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const std::string& toString( EItemFamily itemFamily )
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{
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return conversion.toString(itemFamily);
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}
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// convert item family name to item family enum value
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EItemFamily stringToItemFamily( const std::string& str )
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{
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return conversion.fromString(str);
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}
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bool isSellableByPlayer( EItemFamily fam )
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{
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return fam!=FOOD;
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}
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bool isResellable( EItemFamily fam )
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{
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return
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fam == ARMOR ||
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fam == MELEE_WEAPON ||
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fam == RANGE_WEAPON ||
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fam == AMMO ||
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fam == RAW_MATERIAL ||
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fam == SHIELD ||
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fam == JEWELRY ||
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fam == CRYSTALLIZED_SPELL ||
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fam == ITEM_SAP_RECHARGE;
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}
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bool isTextCustomizable( EItemFamily fam )
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{
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return
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fam == ARMOR ||
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fam == MELEE_WEAPON ||
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fam == RANGE_WEAPON ||
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fam == SHIELD ||
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fam == JEWELRY ||
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fam == SCROLL;
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}
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/**
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* returns true if items of this family are destroyed when they are completely worned out
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*/
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bool destroyedWhenWorned(EItemFamily family)
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{
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switch(family)
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{
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case ITEMFAMILY::MELEE_WEAPON:
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case ITEMFAMILY::RANGE_WEAPON:
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case ITEMFAMILY::ARMOR:
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case ITEMFAMILY::SHIELD:
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return true;
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default:
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return false;
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}
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}
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}; // ITEMFAMILY
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