4 * Created on: Aug 9, 2012
13 namespace graphics { class Sprite; }
23 const char *Name() const { return name; }
25 bool IsMostUseful() const { return usability & USABILITY_MOST_USEFUL; }
26 bool IsEquipable() const { return usability & USABILITY_EQUIPABLE; }
27 bool IsCursed() const { return usability & USABILITY_CURSED; }
28 bool IsFruit() const { return usability & USABILITY_FRUIT; }
29 bool IsScenario() const { return usability & USABILITY_SCENARIO; }
30 bool CanSell() const { return !IsScenario(); }
31 bool CanDrop() const { return !IsScenario(); }
32 bool CanUseOnStatusScreen() const { return usability & USABILITY_STATUS; }
33 bool CanUseInBattle() const { return usability & USABILITY_BATTLE; }
35 bool TargetEnemy() const { return targettingMode & TARGETTING_MODE_ENEMY; }
36 bool TargetAlly() const { return !TargetEnemy(); }
37 bool TargetAll() const { return (targettingMode & TARGETTING_MODE_COUNT_MASK) == TARGETTING_MODE_ALL; }
38 bool TargetMultiple() const { return (targettingMode & TARGETTING_MODE_COUNT_MASK) == TARGETTING_MODE_MULTIPLE; }
39 bool TargetOne() const { return (targettingMode & TARGETTING_MODE_COUNT_MASK) == TARGETTING_MODE_ONE; }
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 bool EquipableByMaxim() const { return equipableBy & EQUIPABLE_BY_MAXIM; }
56 bool EquipableBySelan() const { return equipableBy & EQUIPABLE_BY_SELAN; }
57 bool EquipableByGuy() const { return equipableBy & EQUIPABLE_BY_GUY; }
58 bool EquipableByArtea() const { return equipableBy & EQUIPABLE_BY_ARTEA; }
59 bool EquipableByTia() const { return equipableBy & EQUIPABLE_BY_TIA; }
60 bool EquipableByDekar() const { return equipableBy & EQUIPABLE_BY_DEKAR; }
61 bool EquipableByLexis() const { return equipableBy & EQUIPABLE_BY_LEXIS; }
63 bool HasItemEffectOnStatusScreen() const { return properties & PROPERTY_HAS_ITEM_EFFECT_STATUS; }
64 bool HasItemEffectInBattle() const { return properties & PROPERTY_HAS_ITEM_EFFECT_BATTLE; }
65 bool HasWeaponEffect() const { return properties & PROPERTY_HAS_WEAPON_EFFECT; }
66 bool HasArmorEffect() const { return properties & PROPERTY_HAS_ARMOR_EFFECT; }
67 bool IncreasesATP() const { return properties & PROPERTY_INCREASE_ATP; }
68 bool IncreasesDFP() const { return properties & PROPERTY_INCREASE_DFP; }
69 bool IncreasesSTR() const { return properties & PROPERTY_INCREASE_STR; }
70 bool IncreasesAGL() const { return properties & PROPERTY_INCREASE_AGL; }
71 bool IncreasesINT() const { return properties & PROPERTY_INCREASE_INT; }
72 bool IncreasesGUT() const { return properties & PROPERTY_INCREASE_GUT; }
73 bool IncreasesMGR() const { return properties & PROPERTY_INCREASE_MGR; }
74 bool HasBattleAnimation() const { return properties & PROPERTY_HAS_BATTLE_ANIMATION; }
75 bool HasIkariEffect() const { return properties & PROPERTY_HAS_IKARI_EFFECT; }
79 void SetName(const char *n) { name = n; }
80 void SetMenuIcon(const graphics::Sprite *icon) { menuIcon = icon; }
81 void SetUsableInBattle() { usability |= USABILITY_BATTLE; }
82 void SetTargettingMode(int m) { targettingMode = m; }
86 USABILITY_MOST_USEFUL = 1,
87 USABILITY_EQUIPABLE = 2,
88 // USABILITY_UNUSED = 4,
91 USABILITY_SCENARIO = 32,
92 USABILITY_STATUS = 64,
93 USABILITY_BATTLE = 128,
96 TARGETTING_MODE_ALL = 0,
97 TARGETTING_MODE_ALLY = 0,
98 TARGETTING_MODE_MULTIPLE = 1,
99 TARGETTING_MODE_ONE = 2,
100 TARGETTING_MODE_COUNT_MASK = 127,
101 TARGETTING_MODE_ENEMY = 128,
102 TARGETTING_MODE_FACTION_MASK = 128,
106 EQUIPPABLE_WEAPON = 1,
107 EQUIPPABLE_ARMOR = 2,
108 EQUIPPABLE_SHIELD = 4,
109 EQUIPPABLE_HELMET = 8,
110 EQUIPPABLE_RING = 16,
111 EQUIPPABLE_JEWEL = 32,
114 EQUIPABLE_BY_NOBODY = 0,
115 EQUIPABLE_BY_MAXIM = 1,
116 EQUIPABLE_BY_SELAN = 2,
117 EQUIPABLE_BY_GUY = 4,
118 EQUIPABLE_BY_ARTEA = 8,
119 EQUIPABLE_BY_TIA = 16,
120 EQUIPABLE_BY_DEKAR = 32,
121 EQUIPABLE_BY_LEXIS = 64,
124 PROPERTY_HAS_ITEM_EFFECT_STATUS = 1,
125 PROPERTY_HAS_ITEM_EFFECT_BATTLE = 2,
126 PROPERTY_HAS_WEAPON_EFFECT = 4,
127 PROPERTY_HAS_ARMOR_EFFECT = 8,
128 PROPERTY_INCREASE_ATP = 16,
129 PROPERTY_INCREASE_DFP = 32,
130 PROPERTY_INCREASE_STR = 64,
131 PROPERTY_INCREASE_AGL = 128,
132 PROPERTY_INCREASE_INT = 256,
133 PROPERTY_INCREASE_GUT = 512,
134 PROPERTY_INCREASE_MGR = 1024,
135 // PROPERTY_UNUSED = 2048,
136 // PROPERTY_UNUSED = 4096,
137 PROPERTY_HAS_BATTLE_ANIMATION = 8192,
138 // PROPERTY_UNKNOWN = 16384,
139 PROPERTY_HAS_IKARI_EFFECT = 32768,
144 const graphics::Sprite *menuIcon;
145 const graphics::Sprite *chestIcon;
151 Uint8 targettingMode;
159 #endif /* COMMON_ITEM_H_ */