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//////////////////////////////////////////////////////////////////////
// OpenTibia - an opensource roleplaying game
//////////////////////////////////////////////////////////////////////
// This program 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.
//
// 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//////////////////////////////////////////////////////////////////////
#ifndef __OTSERV_ITEM_ATTRIBUTES_H__
#define __OTSERV_ITEM_ATTRIBUTES_H__
#include "definitions.h"
#include <string>
#include <map>
#include <boost/any.hpp>
class PropWriteStream;
class PropStream;
class ItemAttribute
{
public:
ItemAttribute();
ItemAttribute(const std::string& v);
ItemAttribute(int32_t v);
ItemAttribute(float v);
ItemAttribute(bool v);
ItemAttribute(const ItemAttribute& o);
ItemAttribute& operator=(const ItemAttribute& o);
~ItemAttribute();
void serialize(PropWriteStream& stream) const;
bool unserialize(PropStream& stream);
void dealloc();
void set(const std::string& v);
void set(int32_t v);
void set(float v);
void set(bool v);
const std::string* getString() const;
const int32_t* getInteger() const;
const float* getFloat() const;
const bool* getBoolean() const;
boost::any get() const;
private:
enum {
STRING = 1,
INTEGER = 2,
FLOAT = 3,
BOOLEAN = 4,
NONE = 0
} m_type;
union {
std::string *string;
uint8_t unsignedChar;
int32_t signedInteger;
uint32_t unsignedInteger;
float signedFloat;
bool boolean;
} m_var;
};
class ItemAttributes
{
public:
ItemAttributes();
ItemAttributes(const ItemAttributes &i);
virtual ~ItemAttributes();
// Save / load
void serializeAttributeMap(PropWriteStream& stream) const;
bool unserializeAttributeMap(PropStream& stream);
public:
void setAttribute(const std::string& key, const std::string& value);
void setAttribute(const std::string& key, int32_t value);
void setAttribute(const std::string& key, float value);
void setAttribute(const std::string& key, bool set);
// returns NULL if the attribute is not set
const std::string* getStringAttribute(const std::string& key) const;
const int32_t* getIntegerAttribute(const std::string& key) const;
const float* getFloatAttribute(const std::string& key) const;
const bool* getBooleanAttribute(const std::string& key) const;
boost::any getAttribute(const std::string& key) const;
// Returns true if the attribute (of that type) exists
bool hasStringAttribute(const std::string& key) const;
bool hasIntegerAttribute(const std::string& key) const;
bool hasFloatAttribute(const std::string& key) const;
bool hasBooleanAttribute(const std::string& key) const;
void eraseAttribute(const std::string& key);
protected:
typedef std::map<std::string, ItemAttribute> AttributeMap;
AttributeMap* attributes;
void createAttributes();
};
#endif