4 * Created on: Aug 9, 2012
13 #include "TargetingMode.h"
14 #include "../graphics/fwd.h"
23 static const int TYPE_ID = 303;
29 const char *Name() const { return name; }
31 bool IsMostUseful() const { return mostUseful; }
32 bool IsEquipable() const { return equipability; }
33 bool IsCursed() const { return cursed; }
34 bool IsFruit() const { return fruit; }
35 bool IsScenario() const { return scenario; }
36 bool CanSell() const { return !IsScenario(); }
37 bool CanDrop() const { return !IsScenario(); }
38 bool CanUseOnStatusScreen() const { return status; }
39 bool CanUseInBattle() const { return battle; }
41 TargetingMode &GetTargetingMode() { return targettingMode; }
42 const TargetingMode &GetTargetingMode() const { return targettingMode; }
44 bool HasMenuIcon() const { return menuIcon; }
45 const graphics::Sprite *MenuIcon() const { return menuIcon; }
46 bool HasChestIcon() const { return chestIcon; }
47 const graphics::Sprite *ChestIcon() const { return chestIcon; }
49 bool HasIkari() const { return ikari; }
50 const Ikari *GetIkari() const { return ikari; }
52 graphics::Animation *AttackAnimation() { return attackAnimation; }
53 const graphics::Animation *AttackAnimation() const { return attackAnimation; }
55 Uint16 Value() const { return value; }
57 bool EquipableAt(Hero::EquipSlot slot) const { return equipability & (1 << slot); }
59 int HeroMask() const { return heroMask; }
61 bool HasEffectOnStatusScreen() const { return properties & PROPERTY_HAS_EFFECT_STATUS; }
62 bool HasEffectInBattle() const { return properties & PROPERTY_HAS_EFFECT_BATTLE; }
63 bool HasWeaponEffect() const { return properties & PROPERTY_HAS_WEAPON_EFFECT; }
64 bool HasArmorEffect() const { return properties & PROPERTY_HAS_ARMOR_EFFECT; }
65 bool IncreasesATP() const { return properties & PROPERTY_INCREASE_ATP; }
66 bool IncreasesDFP() const { return properties & PROPERTY_INCREASE_DFP; }
67 bool IncreasesSTR() const { return properties & PROPERTY_INCREASE_STR; }
68 bool IncreasesAGL() const { return properties & PROPERTY_INCREASE_AGL; }
69 bool IncreasesINT() const { return properties & PROPERTY_INCREASE_INT; }
70 bool IncreasesGUT() const { return properties & PROPERTY_INCREASE_GUT; }
71 bool IncreasesMGR() const { return properties & PROPERTY_INCREASE_MGR; }
72 bool HasBattleAnimation() const { return properties & PROPERTY_HAS_BATTLE_ANIMATION; }
73 bool HasIkariEffect() const { return properties & PROPERTY_HAS_IKARI_EFFECT; }
75 static bool Less(const Item &, const Item &);
79 void SetName(const char *n) { name = n; }
80 void SetMenuIcon(const graphics::Sprite *icon) { menuIcon = icon; }
81 void SetUsableInBattle() { battle = true; }
82 void SetIkari(const Ikari *i) { ikari = i; }
83 void SetAttackAnimation(graphics::Animation *a) { attackAnimation = a; }
85 static void CreateTypeDescription();
86 static void Construct(void *);
90 PROPERTY_HAS_EFFECT_STATUS = 1,
91 PROPERTY_HAS_EFFECT_BATTLE = 2,
92 PROPERTY_HAS_WEAPON_EFFECT = 4,
93 PROPERTY_HAS_ARMOR_EFFECT = 8,
94 PROPERTY_INCREASE_ATP = 16,
95 PROPERTY_INCREASE_DFP = 32,
96 PROPERTY_INCREASE_STR = 64,
97 PROPERTY_INCREASE_AGL = 128,
98 PROPERTY_INCREASE_INT = 256,
99 PROPERTY_INCREASE_GUT = 512,
100 PROPERTY_INCREASE_MGR = 1024,
101 // PROPERTY_UNUSED = 2048,
102 // PROPERTY_UNUSED = 4096,
103 PROPERTY_HAS_BATTLE_ANIMATION = 8192,
104 // PROPERTY_UNKNOWN = 16384,
105 PROPERTY_HAS_IKARI_EFFECT = 32768,
110 const graphics::Sprite *menuIcon;
111 const graphics::Sprite *chestIcon;
113 graphics::Animation *attackAnimation;
118 TargetingMode targettingMode;
122 // TODO: turn these back into bits as soon as fields are implemented in the loader
134 #endif /* COMMON_ITEM_H_ */