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diff --git a/src/Items.h b/src/Items.h
index 04929b1..06e047d 100644
--- a/src/Items.h
+++ b/src/Items.h
@@ -1,183 +1,184 @@
#ifndef ITEMS_H
#define ITEMS_H
#include "Constants.h"
/** Alignment enum
* Alignment of the player and equipment.
*/
enum enumAlignment
{
AlignmentNone, /**< No alignment */
AlignmentLight, /**< Light (order) */
AlignmentDark /**< Dark (chaos) */
};
const int SPECIAL_SHOT_SLOTS_STANDARD = 2;
const int SPECIAL_SHOT_SLOTS_ADVANCED = 2;
const int SPECIAL_SHOT_SLOTS = 1 + SPECIAL_SHOT_SLOTS_STANDARD + SPECIAL_SHOT_SLOTS_ADVANCED;
/** Rarity enum
* Rarity of the equipment.
*/
enum enumRarity
{
RarityCommon, /**< Common */
RarityUnommon, /**< Uncommon */
RarityRare /**< Rare */
};
/** Item type enum
* All the items and equipments.
*/
enum enumItemType
{
ItemCopperCoin,
ItemSilverCoin,
ItemGoldCoin,
itemHealth,
itemBossHeart,
ItemMagicianHat, // first equip item
ItemLeatherBoots,
ItemBookDualShots,
ItemRageAmulet,
ItemBossKey,
ItemVibrationGloves,
ItemMahoganyStaff,
ItemFairy,
ItemLeatherBelt,
ItemBloodSnake,
ItemGemIce,
ItemGemIllusion,
ItemGemStone,
ItemGemLightning
};
const int FirstEquipItem = (int) ItemMagicianHat; /*!< Used as an offset when creating items */
/*!
* \brief Item structure
*
* Contains all the data for an item.
*/
struct itemStuct
{
enumItemType type; /**< The item ID */
std::string name; /**< The item name */
std::string description; /**< The item description */
int price; /**< The item price (for shops) */
bool equip; /**< True if the item is an equipment */
+ bool familiar; /**< True if the "item" is a familiar */
bool canBeSold; /**< True if the item is can be sold */
bool canBeFound; /**< True if the item is can be found */
bool generatesStance; /**< True if picking the item generates an acquiring stance*/
int level; /**< Minimal level where the item can be found */
enumRarity rarity; /**< Item rarity */
enumAlignment alignment; /**< Item alignment */
int requirement; /**< Pre-requisite item */
enumShotType specialShot; /**< Special shot */
};
const int NUMBER_ITEMS = 19; /*!< Total number of items */
/** Array with all the items and data */
const itemStuct items[NUMBER_ITEMS] =
{
{
ItemCopperCoin, "Copper coin", "A copper coin (value 1)",
- 1, false, false, false, false, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
+ 1, false, false, false, false, false, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemSilverCoin, "Silver coin", "A silver coin (value 5)",
- 5, false, false, false, false, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
+ 5, false, false, false, false, false, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemGoldCoin, "Gold coin", "A gold coin (value 20)",
- 20, false, false, false, false, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
+ 20, false, false, false, false, false, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
itemHealth, "Health potion", "A health potion",
- 8, false, true, false, false, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
+ 8, false, false, true, false, false, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
itemBossHeart, "Titan's Heart", "Increases Max HP",
- 250, false, false, false, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
+ 250, false, false, false, false, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemMagicianHat, "Enchanter Hat", "Increases fire rate",
- 20, true, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
+ 20, true, false, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemLeatherBoots, "Velvet Boots", "Increases speed",
- 20, true, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
+ 20, true, false, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemBookDualShots, "Spell : Dual Bolts", "Shoots two bolts",
- 20, true, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
+ 20, true, false, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemRageAmulet, "Rage Amulet", "Increases fire range",
- 20, true, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
+ 20, true, false, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemBossKey, "Boss Key", "Open the Boss gate",
- 200, true, false, false, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
+ 200, true, false, false, false, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemVibrationGloves, "Vibration Gloves", "Increases bolt's speed and damages",
- 20, true, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
+ 20, true, false, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemMahoganyStaff, "Mahogany Staff", "Increases bolt's speed and damages",
- 20, true, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
+ 20, true, false, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemFairy, "Fairy", "Help you in the dungeon",
- 20, true, false, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
+ 20, true, true, false, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemLeatherBelt, "Leather Belt", "Increases fire rate",
- 20, true, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
+ 20, true, false, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemBloodSnake, "Blood Snake", "Increases damages",
- 25, true, true, true, true, 1, RarityUnommon, AlignmentNone, -1, ShotTypeStandard
+ 25, true, false, true, true, true, 1, RarityUnommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemGemIce, "Ice Gem", "Ice attack (freeze)",
- 25, true, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeIce
+ 25, true, false, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeIce
},
{
ItemGemIllusion, "Illusion Gem", "Illusion attack (ignore walls)",
- 25, true, true, true, true, 4, RarityUnommon, AlignmentDark, -1, ShotTypeIllusion
+ 25, true, false, true, true, true, 4, RarityUnommon, AlignmentDark, -1, ShotTypeIllusion
},
{
ItemGemStone, "Stone Gem", "Stone attack (repulse)",
- 25, true, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStone
+ 25, true, false, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStone
},
{
ItemGemLightning, "Lighting Gem", "Lightning attack (bouncing)",
- 25, true, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeLightning
+ 25, true, false, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeLightning
}
};
const int NUMBER_EQUIP_ITEMS = 14; /*!< Number of equip items */
/** Item equipment type enum
* All the equipments.
*/
enum item_equip_enum {
EQUIP_ENCHANTER_HAT,
EQUIP_LEATHER_BOOTS,
EQUIP_BOOK_DUAL,
EQUIP_CONCENTRATION_AMULET,
EQUIP_BOSS_KEY,
EQUIP_VIBRATION_GLOVES,
EQUIP_MAHOGANY_STAFF,
EQUIP_FAIRY,
EQUIP_LEATHER_BELT,
EQUIP_BLOOD_SNAKE,
EQUIP_GEM_ICE,
EQUIP_GEM_ILLUSION,
EQUIP_GEM_STONE,
EQUIP_GEM_LIGHTNING
};
#endif
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