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//-----------------------------------------------------------------------------
// Name: item.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Asset/assetbase.h>
#include <Asset/assetinfobase.h>
#include <Math/vec3.h>
#include <Game/attachment_type.h>
#include <string>
#include <map>
#include <vector>
enum ItemType {
_item_no_type,
_weapon,
_misc,
_collectable
};
struct WeaponLine {
std::string material;
std::string start;
std::string end;
};
struct ItemAttachment {
bool exists;
std::string ik_label;
std::string anim;
std::string anim_base;
ItemAttachment();
};
class Item : public AssetInfo {
public:
Item( AssetManager* owner, uint32_t asset_id );
static AssetType GetType() { return ITEM_ASSET; }
static const char* GetTypeName() { return "ITEM_ASSET"; }
static bool AssetWarning() { return true; }
int sub_error;
int Load(const std::string &path, uint32_t load_flags);
const char* GetLoadErrorString();
const char* GetLoadErrorStringExtended() { return ""; }
void Unload();
void Reload();
void ReportLoad() override;
void ReturnPaths(PathSet &path_set) override;
const std::string &GetIKAttach(AttachmentType type) const;
const std::string &GetAttachAnimPath(AttachmentType type);
const std::string &GetAttachAnimBasePath(AttachmentType type);
const std::string &GetObjPath();
bool HasAnimOverride( const std::string &anim );
const std::string &GetAnimOverride( const std::string &anim );
char GetAnimOverrideFlags( const std::string &anim );
bool HasAnimBlend( const std::string &anim );
const std::string &GetAnimBlend( const std::string &anim );
bool HasAttackOverride( const std::string &anim );
const std::string &GetAttackOverride( const std::string &anim );
vec3 GetPoint(const std::string &name);
size_t GetNumLines();
const vec3& GetLineStart(int which);
const vec3& GetLineEnd(int which);
const std::string& GetLineMaterial(int which);
float GetMass();
float GetRangeExtender();
ItemType GetItemType();
float GetRangeMultiplier();
bool HasAttachment(AttachmentType type);
int GetNumHands();
const std::string &GetLabel();
const std::string & GetContains() const;
const std::string& GetSoundModifier();
const std::list<std::string> & GetAttachmentList();
bool HasReactionOverride( const std::string &anim );
const std::string & GetReactionOverride( const std::string &anim );
AssetLoaderBase* NewLoader() override;
private:
static const int kMaxAttachments = 4;
ItemAttachment attachment[kMaxAttachments];
std::list<std::string> attachments;
std::string obj_path;
std::map<std::string, vec3> points;
std::vector<WeaponLine> lines;
std::map<std::string, std::string> anim_overrides;
std::map<std::string, std::string> reaction_overrides;
std::map<std::string, char> anim_override_flags;
std::map<std::string, std::string> anim_blend;
std::map<std::string, std::string> attack_overrides;
std::string contains;
std::string sound_modifier_;
std::string label;
ItemType type;
int hands;
float mass;
float range_extender;
float range_multiplier;
};
typedef AssetRef<Item> ItemRef;
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