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1 /*
2  * Item.h
3  *
4  *  Created on: Aug 9, 2012
5  *      Author: holy
6  */
7
8 #ifndef COMMON_ITEM_H_
9 #define COMMON_ITEM_H_
10
11 #include "HeroGroup.h"
12 #include "TargetingMode.h"
13
14 #include <SDL.h>
15
16 namespace graphics { class Sprite; }
17
18 namespace common {
19
20 class Item {
21
22 public:
23         Item();
24
25 public:
26         const char *Name() const { return name; }
27
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; }
37
38         TargetingMode &GetTargetingMode() { return targettingMode; }
39         const TargetingMode &GetTargetingMode() const { return targettingMode; }
40
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; }
45
46         Uint16 Value() const { return value; }
47
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; }
54
55         HeroGroup &EquipableBy() { return equipableBy; }
56         const HeroGroup &EquipableBy() const { return equipableBy; }
57
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; }
71
72 // temporary setters
73 public:
74         void SetName(const char *n) { name = n; }
75         void SetMenuIcon(const graphics::Sprite *icon) { menuIcon = icon; }
76         void SetUsableInBattle() { usability |= USABILITY_BATTLE; }
77
78 private:
79         enum Usability {
80                 USABILITY_MOST_USEFUL = 1,
81                 USABILITY_EQUIPABLE = 2,
82                 // USABILITY_UNUSED = 4,
83                 USABILITY_CURSED = 8,
84                 USABILITY_FRUIT = 16,
85                 USABILITY_SCENARIO = 32,
86                 USABILITY_STATUS = 64,
87                 USABILITY_BATTLE = 128,
88         };
89         enum Equipable {
90                 EQUIPPABLE_NONE = 0,
91                 EQUIPPABLE_WEAPON = 1,
92                 EQUIPPABLE_ARMOR = 2,
93                 EQUIPPABLE_SHIELD = 4,
94                 EQUIPPABLE_HELMET = 8,
95                 EQUIPPABLE_RING = 16,
96                 EQUIPPABLE_JEWEL = 32,
97         };
98         enum Property {
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,
115         };
116
117 private:
118         const char *name;
119         const graphics::Sprite *menuIcon;
120         const graphics::Sprite *chestIcon;
121
122         Uint16 value;
123         Uint16 properties;
124
125         Uint8 usability;
126         TargetingMode targettingMode;
127         Uint8 equipable;
128         HeroGroup equipableBy;
129
130 };
131
132 }
133
134 #endif /* COMMON_ITEM_H_ */