// Ryzom - MMORPG Framework // 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 . #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< 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 */