4 * Created on: Aug 9, 2012
11 #include "HeroGroup.h"
12 #include "TargetingMode.h"
16 namespace graphics { class Sprite; }
26 const char *Name() const { return name; }
28 bool IsMostUseful() const { return usability & USABILITY_MOST_USEFUL; }
29 bool IsEquipable() const { return usability & USABILITY_EQUIPABLE; }
30 bool IsCursed() const { return usability & USABILITY_CURSED; }
31 bool IsFruit() const { return usability & USABILITY_FRUIT; }
32 bool IsScenario() const { return usability & USABILITY_SCENARIO; }
33 bool CanSell() const { return !IsScenario(); }
34 bool CanDrop() const { return !IsScenario(); }
35 bool CanUseOnStatusScreen() const { return usability & USABILITY_STATUS; }
36 bool CanUseInBattle() const { return usability & USABILITY_BATTLE; }
38 TargetingMode &GetTargetingMode() { return targettingMode; }
39 const TargetingMode &GetTargetingMode() const { return targettingMode; }
41 bool HasMenuIcon() const { return menuIcon; }
42 const graphics::Sprite *MenuIcon() const { return menuIcon; }
43 bool HasChestIcon() const { return chestIcon; }
44 const graphics::Sprite *ChestIcon() const { return chestIcon; }
46 Uint16 Value() const { return value; }
48 bool CanEquipWeapon() const { return equipable & EQUIPPABLE_WEAPON; }
49 bool CanEquipArmor() const { return equipable & EQUIPPABLE_ARMOR; }
50 bool CanEquipShield() const { return equipable & EQUIPPABLE_SHIELD; }
51 bool CanEquipHelmet() const { return equipable & EQUIPPABLE_HELMET; }
52 bool CanEquipRing() const { return equipable & EQUIPPABLE_RING; }
53 bool CanEquipJewel() const { return equipable & EQUIPPABLE_JEWEL; }
55 HeroGroup &EquipableBy() { return equipableBy; }
56 const HeroGroup &EquipableBy() const { return equipableBy; }
58 bool HasEffectOnStatusScreen() const { return properties & PROPERTY_HAS_EFFECT_STATUS; }
59 bool HasEffectInBattle() const { return properties & PROPERTY_HAS_EFFECT_BATTLE; }
60 bool HasWeaponEffect() const { return properties & PROPERTY_HAS_WEAPON_EFFECT; }
61 bool HasArmorEffect() const { return properties & PROPERTY_HAS_ARMOR_EFFECT; }
62 bool IncreasesATP() const { return properties & PROPERTY_INCREASE_ATP; }
63 bool IncreasesDFP() const { return properties & PROPERTY_INCREASE_DFP; }
64 bool IncreasesSTR() const { return properties & PROPERTY_INCREASE_STR; }
65 bool IncreasesAGL() const { return properties & PROPERTY_INCREASE_AGL; }
66 bool IncreasesINT() const { return properties & PROPERTY_INCREASE_INT; }
67 bool IncreasesGUT() const { return properties & PROPERTY_INCREASE_GUT; }
68 bool IncreasesMGR() const { return properties & PROPERTY_INCREASE_MGR; }
69 bool HasBattleAnimation() const { return properties & PROPERTY_HAS_BATTLE_ANIMATION; }
70 bool HasIkariEffect() const { return properties & PROPERTY_HAS_IKARI_EFFECT; }
74 void SetName(const char *n) { name = n; }
75 void SetMenuIcon(const graphics::Sprite *icon) { menuIcon = icon; }
76 void SetUsableInBattle() { usability |= USABILITY_BATTLE; }
80 USABILITY_MOST_USEFUL = 1,
81 USABILITY_EQUIPABLE = 2,
82 // USABILITY_UNUSED = 4,
85 USABILITY_SCENARIO = 32,
86 USABILITY_STATUS = 64,
87 USABILITY_BATTLE = 128,
91 EQUIPPABLE_WEAPON = 1,
93 EQUIPPABLE_SHIELD = 4,
94 EQUIPPABLE_HELMET = 8,
96 EQUIPPABLE_JEWEL = 32,
99 PROPERTY_HAS_EFFECT_STATUS = 1,
100 PROPERTY_HAS_EFFECT_BATTLE = 2,
101 PROPERTY_HAS_WEAPON_EFFECT = 4,
102 PROPERTY_HAS_ARMOR_EFFECT = 8,
103 PROPERTY_INCREASE_ATP = 16,
104 PROPERTY_INCREASE_DFP = 32,
105 PROPERTY_INCREASE_STR = 64,
106 PROPERTY_INCREASE_AGL = 128,
107 PROPERTY_INCREASE_INT = 256,
108 PROPERTY_INCREASE_GUT = 512,
109 PROPERTY_INCREASE_MGR = 1024,
110 // PROPERTY_UNUSED = 2048,
111 // PROPERTY_UNUSED = 4096,
112 PROPERTY_HAS_BATTLE_ANIMATION = 8192,
113 // PROPERTY_UNKNOWN = 16384,
114 PROPERTY_HAS_IKARI_EFFECT = 32768,
119 const graphics::Sprite *menuIcon;
120 const graphics::Sprite *chestIcon;
126 TargetingMode targettingMode;
128 HeroGroup equipableBy;
134 #endif /* COMMON_ITEM_H_ */