#include "Item.h"
+#include "Ikari.h"
+#include "TargetingMode.h"
+#include "../graphics/Animation.h"
+#include "../graphics/Sprite.h"
+#include "../loader/Interpreter.h"
#include "../loader/TypeDescription.h"
+using graphics::Animation;
+using graphics::Sprite;
using loader::FieldDescription;
+using loader::Interpreter;
using loader::TypeDescription;
namespace common {
, equipability(0)
, mostUseful(false)
-, equipable(false)
, cursed(false)
, fruit(false)
, scenario(false)
void Item::CreateTypeDescription() {
Item i;
- int animationId(TypeDescription::GetTypeId("Animation"));
- int boolId(TypeDescription::GetTypeId("Boolean"));
- int ikariId(TypeDescription::GetTypeId("Ikari"));
- int spriteId(TypeDescription::GetTypeId("Sprite"));
- int stringId(TypeDescription::GetTypeId("String"));
- int targetsId(TypeDescription::GetTypeId("TargetingMode"));
-
- TypeDescription &td(TypeDescription::CreateOrGet("Item"));
+ TypeDescription &td(TypeDescription::Create(TYPE_ID, "Item"));
td.SetDescription("All data of an item (soon).");
td.SetConstructor(&Construct);
td.SetSize(sizeof(Item));
- td.AddField("name", FieldDescription(((char *)&i.name) - ((char *)&i), stringId).SetReferenced().SetDescription("the item's name"));
- td.AddField("menuicon", FieldDescription(((char *)&i.menuIcon) - ((char *)&i), spriteId).SetReferenced().SetDescription("icon that is displayed in menus"));
+ td.AddField("name", FieldDescription(((char *)&i.name) - ((char *)&i), Interpreter::STRING_ID).SetReferenced().SetDescription("the item's name"));
+ td.AddField("menuicon", FieldDescription(((char *)&i.menuIcon) - ((char *)&i), Sprite::TYPE_ID).SetReferenced().SetDescription("icon that is displayed in menus"));
- td.AddField("mostUseful", FieldDescription(((char *)&i.mostUseful) - ((char *)&i), boolId));
- td.AddField("equipable", FieldDescription(((char *)&i.equipable) - ((char *)&i), boolId));
- td.AddField("cursed", FieldDescription(((char *)&i.cursed) - ((char *)&i), boolId));
- td.AddField("fruit", FieldDescription(((char *)&i.fruit) - ((char *)&i), boolId));
- td.AddField("scenario", FieldDescription(((char *)&i.scenario) - ((char *)&i), boolId));
- td.AddField("status", FieldDescription(((char *)&i.status) - ((char *)&i), boolId));
- td.AddField("battle", FieldDescription(((char *)&i.battle) - ((char *)&i), boolId).SetDescription("if the item can be used in battle"));
+ td.AddField("mostUseful", FieldDescription(((char *)&i.mostUseful) - ((char *)&i), Interpreter::BOOLEAN_ID));
+ td.AddField("cursed", FieldDescription(((char *)&i.cursed) - ((char *)&i), Interpreter::BOOLEAN_ID));
+ td.AddField("fruit", FieldDescription(((char *)&i.fruit) - ((char *)&i), Interpreter::BOOLEAN_ID));
+ td.AddField("scenario", FieldDescription(((char *)&i.scenario) - ((char *)&i), Interpreter::BOOLEAN_ID));
+ td.AddField("status", FieldDescription(((char *)&i.status) - ((char *)&i), Interpreter::BOOLEAN_ID));
+ td.AddField("battle", FieldDescription(((char *)&i.battle) - ((char *)&i), Interpreter::BOOLEAN_ID).SetDescription("if the item can be used in battle"));
- td.AddField("targets", FieldDescription(((char *)&i.targettingMode) - ((char *)&i), targetsId).SetDescription("how target selection is to be performed"));
- td.AddField("ikari", FieldDescription(((char *)&i.ikari) - ((char *)&i), ikariId).SetReferenced().SetDescription("ikari attack of the item (sensible only for equipment)"));
- td.AddField("attackanimation", FieldDescription(((char *)&i.attackAnimation) - ((char *)&i), animationId).SetReferenced().SetDescription("animation that is run when the item is used for attacking"));
+ td.AddField("targets", FieldDescription(((char *)&i.targettingMode) - ((char *)&i), TargetingMode::TYPE_ID).SetDescription("how target selection is to be performed"));
+ td.AddField("ikari", FieldDescription(((char *)&i.ikari) - ((char *)&i), Ikari::TYPE_ID).SetReferenced().SetDescription("ikari attack of the item (sensible only for equipment)"));
+ td.AddField("attackanimation", FieldDescription(((char *)&i.attackAnimation) - ((char *)&i), Animation::TYPE_ID).SetReferenced().SetDescription("animation that is run when the item is used for attacking"));
+ td.AddField("equipability", FieldDescription(((char *)&i.equipability) - ((char *)&i), Interpreter::NUMBER_ID).SetDescription("how this item can be equipped"));
}
void Item::Construct(void *data) {
new (data) Item;
}
+
+bool Item::Less(const Item &lhs, const Item &rhs) {
+ if (lhs.IsMostUseful()) {
+ return !rhs.IsMostUseful();
+ }
+ if (lhs.IsEquipable()) {
+ if (rhs.IsMostUseful()) {
+ return false;
+ }
+ if (!rhs.IsEquipable()) {
+ return true;
+ }
+ return lhs.equipability < rhs.equipability;
+ }
+ if (lhs.IsFruit()) {
+ if (rhs.IsMostUseful() || rhs.IsEquipable()) {
+ return true;
+ }
+ return !rhs.IsFruit();
+ }
+ return false;
+}
+
}