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ItemDatabase.cpp
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139 lines (103 loc) · 9.26 KB
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#include "stdafx.h"
#include "ItemDatabase.h"
#define ITEM_MAX 34
#define ITEM_MAKE_MAX 40
void ItemDatabase::init()
{
_itemDictionary.clear();
_itemMaterials.clear();
// 임시로 10개
tagItem items[ITEM_MAX];
tagItemInfo item_make[ITEM_MAKE_MAX];
int t_cnt = 0;
int m_cnt = 0;
// 소비템 필드아이템키 슬롯키 이름 설명 아이템유형 장비유형 가치 옵션1 옵션2
// 4개
items[t_cnt++] = tagItem("berryDrop", "berryDrop", "열매", "체력을 회복시켜준다.", CONSUMABLE, WeaponType::NONE2, 1, 10, 0);
items[t_cnt++] = tagItem("fishDrop", "fishDrop", "물고기", "체력을 회복시켜준다.", CONSUMABLE, WeaponType::NONE2, 3, 30);
items[t_cnt++] = tagItem("milkDrop", "milkDrop", "우유", "체력을 회복시켜준다.", CONSUMABLE, WeaponType::NONE2, 5, 50);
items[t_cnt++] = tagItem("roast_fishDrop", "roast_fishDrop", "구운 고기", " ", CONSUMABLE, WeaponType::NONE2, 5, 50, 1);
// 추가할때마다 Define문 ITEM_MAX 크기 늘려줄 것!!!
// 재료템 필드아이템키 슬롯키 이름 설명 아이템유형 장비유형 가치 옵션1 옵션2
// 15개
items[t_cnt++] = tagItem("rockDrop", "rockDrop", "돌", " ", INGREDIANT, WeaponType::NONE2, 1, 0, 0);
items[t_cnt++] = tagItem("treeDrop", "treeDrop", "목재", " ", INGREDIANT, WeaponType::NONE2, 1, 0);
items[t_cnt++] = tagItem("goldBarDrop", "goldBarDrop", "금괴", " ", INGREDIANT, WeaponType::NONE2, 2, 0);
items[t_cnt++] = tagItem("ironBarDrop", "ironBarDrop", "괴철", " ", INGREDIANT, WeaponType::NONE2, 2, 0);
items[t_cnt++] = tagItem("goldOreDrop", "goldOreDrop", "금광석", " ", INGREDIANT, WeaponType::NONE2, 1, 0);
items[t_cnt++] = tagItem("ironOreDrop", "ironOreDrop", "철광석", " ", INGREDIANT, WeaponType::NONE2, 1, 0);
items[t_cnt++] = tagItem("coalDrop", "coalDrop", "석탄", " ", INGREDIANT, WeaponType::NONE2, 1, 0);
items[t_cnt++] = tagItem("brickDrop", "brickDrop", "벽돌", " ", INGREDIANT, WeaponType::NONE2, 3, 0);
items[t_cnt++] = tagItem("skullHeadDrop", "skullHeadDrop", "스컬머리", " ", INGREDIANT, WeaponType::NONE2, 1, 0);
items[t_cnt++] = tagItem("leatherDrop", "leatherDrop", "가죽", " ", INGREDIANT, WeaponType::NONE2, 1, 0);
items[t_cnt++] = tagItem("threadDrop", "threadDrop", "실", " ", INGREDIANT, WeaponType::NONE2, 1, 0);
items[t_cnt++] = tagItem("high_class_cloth", "high_class_cloth", "고급 옷감", " ", INGREDIANT, WeaponType::NONE2, 1, 0);
items[t_cnt++] = tagItem("high_class_SteelDrop", "high_class_SteelDrop", "고급 강철", " ", INGREDIANT, WeaponType::NONE2, 1, 0);
items[t_cnt++] = tagItem("SteelhDrop", "SteelhDrop", "강철", " ", INGREDIANT, WeaponType::NONE2, 1, 0);
items[t_cnt++] = tagItem("arrowDrop", "arrowDrop", "화살", " ", INGREDIANT, WeaponType::NONE2, 1, 0);
items[t_cnt++] = tagItem("GlassDrop", "GlassDrop", "유리", " ", INGREDIANT, WeaponType::NONE2, 1, 0);
// 장비템 필드아이템키 슬롯키 이름 설명 아이템유형 장비유형 가치 옵션1 옵션2
// 12개
items[t_cnt++] = tagItem("bowDrop1", "bowDrop1", "활", " ", EQUIPMENT, BOW, 5, 10);
items[t_cnt++] = tagItem("bowDrop2", "bowDrop2", "강철 활", " ", EQUIPMENT, BOW, 10, 10);
items[t_cnt++] = tagItem("bowDrop3", "bowDrop3", "합금 활", " ", EQUIPMENT, BOW, 15, 10);
items[t_cnt++] = tagItem("bowDrop4", "bowDrop4", "폭발 활", " ", EQUIPMENT, BOW, 20, 10);
items[t_cnt++] = tagItem("pickaxe1", "pickaxe1", "곡괭이", " ", EQUIPMENT, PICKAXE, 1, 15);
items[t_cnt++] = tagItem("pickaxe2", "pickaxe2", "단단한 곡괭이", " ", EQUIPMENT, PICKAXE, 5, 20);
items[t_cnt++] = tagItem("pickaxe3", "pickaxe3", "강철 곡괭이", " ", EQUIPMENT, PICKAXE, 10, 25);
items[t_cnt++] = tagItem("pickaxe4", "pickaxe4", "합금 곡괭이", " ", EQUIPMENT, PICKAXE, 15, 30);
items[t_cnt++] = tagItem("swordDrop1", "swordDrop1", "검", " ", EQUIPMENT, SWORD, 5, 25);
items[t_cnt++] = tagItem("swordDrop2", "swordDrop2", "강철 검", " ", EQUIPMENT, SWORD, 10, 35);
items[t_cnt++] = tagItem("swordDrop3", "swordDrop3", "황금 검", " ", EQUIPMENT, SWORD, 15, 45);
items[t_cnt++] = tagItem("swordDrop4", "swordDrop4", "화염 검", " ", EQUIPMENT, SWORD, 20, 55);
//======================================================================================================
//제작 이름 재료1 필요개수1 재료2 필요개수2 재료3 필요개수3 재료4 필요개수4 시간 재료갯수 빌딩이름
//제봉소
item_make[m_cnt++] = tagItemInfo("threadDrop","treeDrop",1,"",0,"",0,"",0,5,1, MaterialsType::SEWINGMACHINE);
item_make[m_cnt++] = tagItemInfo("Flag1", "threadDrop", 100, "treeDrop", 50, "boositemDrop", 10, "", 0, 72, 3, MaterialsType::SEWINGMACHINE);
item_make[m_cnt++] = tagItemInfo("Flag2", "threadDrop", 120, "treeDrop", 100, "boositemDrop", 20, "", 0, 96, 3, MaterialsType::SEWINGMACHINE);
item_make[m_cnt++] = tagItemInfo("Flag3", "threadDrop", 150, "treeDrop", 150, "boositemDrop", 30, "", 0, 126, 3, MaterialsType::SEWINGMACHINE);
item_make[m_cnt++] = tagItemInfo("Flag4", "threadDrop", 200, "treeDrop", 200, "boositemDrop", 40, "", 0, 168, 3, MaterialsType::SEWINGMACHINE);
//모루
item_make[m_cnt++] = tagItemInfo("img_game_money_icon","goldOreDrop",1,"",0,"",0,"",0,5,1, MaterialsType::ANVIL);
item_make[m_cnt++] = tagItemInfo("arrowDrop","treeDrop",2,"rockDrop",2,"",0,"",0,1,2, MaterialsType::ANVIL);
item_make[m_cnt++] = tagItemInfo("pickaxe2","ironOreDrop",3,"rockDrop",5,"",0,"",0,5,2, MaterialsType::ANVIL);
item_make[m_cnt++] = tagItemInfo("pickaxe3","SteelhDrop",2,"coalDrop",5,"",0,"",0,5,2, MaterialsType::ANVIL);
item_make[m_cnt++] = tagItemInfo("pickaxe4","high_class_SteelDrop",2,"ironBarDrop",4,"",0,"",0,5,2, MaterialsType::ANVIL);
item_make[m_cnt++] = tagItemInfo("swordDrop1","goldBarDrop",2,"rockDrop",5,"",0,"",0,16,2, MaterialsType::ANVIL);
item_make[m_cnt++] = tagItemInfo("swordDrop2","ironBarDrop",6,"ironOreDrop",8,"",0,"",0,24,2, MaterialsType::ANVIL);
item_make[m_cnt++] = tagItemInfo("swordDrop3","SteelhDrop",5,"goldBarDrop",5,"goldOreDrop",10,"",0,32,3, MaterialsType::ANVIL);
item_make[m_cnt++] = tagItemInfo("swordDrop4","high_class_SteelDrop",5,"goldBarDrop",5,"ironBarDrop",5,"coalDrop",25,64,4, MaterialsType::ANVIL);
item_make[m_cnt++] = tagItemInfo("bowDrop1","ironBarDrop",2,"rockDrop",5,"",0,"",0,5,2, MaterialsType::ANVIL);
item_make[m_cnt++] = tagItemInfo("bowDrop2","threadDrop",2,"SteelhDrop",2,"ironOreDrop",5,"",0,15,3, MaterialsType::ANVIL);
item_make[m_cnt++] = tagItemInfo("bowDrop3","threadDrop",5,"goldBarDrop",5,"goldOreDrop",5,"",0,30,3, MaterialsType::ANVIL);
item_make[m_cnt++] = tagItemInfo("bowDrop4","threadDrop",10,"goldBarDrop",5,"ironBarDrop",5,"coalDrop",10,60,4, MaterialsType::ANVIL);
//용광로
item_make[m_cnt++] = tagItemInfo("coalDrop","treeDrop",1,"",0,"",0,"",0,5,1, MaterialsType::STEELWORK);
item_make[m_cnt++] = tagItemInfo("brickDrop","coalDrop",2,"rockDrop",2,"",0,"",0,5,2, MaterialsType::STEELWORK);
item_make[m_cnt++] = tagItemInfo("ironBarDrop","ironOreDrop",1,"coalDrop",1,"",0,"",0,5,2, MaterialsType::STEELWORK);
item_make[m_cnt++] = tagItemInfo("goldBarDrop","goldOreDrop",1,"coalDrop",1,"",0,"",0,5,2, MaterialsType::STEELWORK);
item_make[m_cnt++] = tagItemInfo("SteelhDrop","ironOreDrop",2,"rockDrop",2,"",0,"",0,5,2, MaterialsType::STEELWORK);
item_make[m_cnt++] = tagItemInfo("high_class_SteelDrop","SteelhDrop",1,"ironOreDrop",3,"",0,"",0,5,2, MaterialsType::STEELWORK);
item_make[m_cnt++] = tagItemInfo("roast_fishDrop","fishDrop",1,"coalDrop",2,"",0,"",0,5,2, MaterialsType::STEELWORK);
item_make[m_cnt++] = tagItemInfo("GlassDrop","goldOreDrop",1,"coalDrop",2,"rockDrop",2,"",0,5,3, MaterialsType::STEELWORK);
//우물
item_make[m_cnt++] = tagItemInfo("goddess2", "high_class_SteelDrop", 10, "GlassDrop", 10, "goldBarDrop", 20, "", 0, 5, 3, MaterialsType::NONE3);
item_make[m_cnt++] = tagItemInfo("goddess3", "high_class_SteelDrop", 30, "GlassDrop", 30, "goldBarDrop", 30, "", 0, 5, 3, MaterialsType::NONE3);
item_make[m_cnt++] = tagItemInfo("goddess4", "high_class_SteelDrop", 50, "GlassDrop", 40, "goldBarDrop", 40, "", 0, 5, 3, MaterialsType::NONE3);
item_make[m_cnt++] = tagItemInfo("goddess5", "high_class_SteelDrop", 60, "GlassDrop", 60, "goldBarDrop", 50, "", 0, 5, 3, MaterialsType::NONE3);
item_make[m_cnt++] = tagItemInfo("elvenstatue2", "GlassDrop", 10, "brickDrop", 10, "goldBarDrop", 20, "", 0, 5, 3, MaterialsType::NONE3);
item_make[m_cnt++] = tagItemInfo("elvenstatue3", "GlassDrop", 30, "brickDrop", 30, "goldBarDrop", 30, "", 0, 5, 3, MaterialsType::NONE3);
item_make[m_cnt++] = tagItemInfo("elvenstatue4", "GlassDrop", 50, "brickDrop", 40, "goldBarDrop", 40, "", 0, 5, 3, MaterialsType::NONE3);
item_make[m_cnt++] = tagItemInfo("elvenstatue5", "GlassDrop", 60, "brickDrop", 60, "goldBarDrop", 50, "", 0, 5, 3, MaterialsType::NONE3);
item_make[m_cnt++] = tagItemInfo("tombCenter2", "high_class_SteelDrop", 10, "brickDrop", 10, "goldBarDrop", 20, "", 0, 5, 3, MaterialsType::NONE3);
item_make[m_cnt++] = tagItemInfo("tombCenter3", "high_class_SteelDrop", 30, "brickDrop", 30, "goldBarDrop", 30, "", 0, 5, 3, MaterialsType::NONE3);
item_make[m_cnt++] = tagItemInfo("tombCenter4", "high_class_SteelDrop", 50, "brickDrop", 40, "goldBarDrop", 40, "", 0, 5, 3, MaterialsType::NONE3);
item_make[m_cnt++] = tagItemInfo("tombCenter5", "high_class_SteelDrop", 60, "brickDrop", 50, "goldBarDrop", 50, "", 0, 5, 3, MaterialsType::NONE3);
for (int i = 0; i < ITEM_MAX; i++) {
_itemDictionary.insert(make_pair(items[i].itemKey, items[i]));
}
for (int i = 0; i < ITEM_MAKE_MAX; i++) {
_itemMaterials.insert(make_pair(item_make[i].itemKey, item_make[i]));
}
}