#include "Item.h"
+#include "../loader/TypeDescription.h"
+
+using loader::FieldDescription;
+using loader::TypeDescription;
+
namespace common {
Item::Item()
: name("")
, menuIcon(0)
, chestIcon(0)
+, ikari(0)
+, attackAnimation(0)
, value(0)
, properties(0)
-, usability(0)
-, equipable(0) {
+, equipability(0)
+
+, mostUseful(false)
+, equipable(false)
+, cursed(false)
+, fruit(false)
+, scenario(false)
+, status(false)
+, battle(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"));
+ td.SetConstructor(&Construct);
+ td.SetSize(sizeof(Item));
+
+ td.AddField("name", FieldDescription(((char *)&i.name) - ((char *)&i), stringId, true));
+ td.AddField("menuicon", FieldDescription(((char *)&i.menuIcon) - ((char *)&i), spriteId, true));
+
+ td.AddField("mostUseful", FieldDescription(((char *)&i.mostUseful) - ((char *)&i), boolId, false));
+ td.AddField("equipable", FieldDescription(((char *)&i.equipable) - ((char *)&i), boolId, false));
+ td.AddField("cursed", FieldDescription(((char *)&i.cursed) - ((char *)&i), boolId, false));
+ td.AddField("fruit", FieldDescription(((char *)&i.fruit) - ((char *)&i), boolId, false));
+ td.AddField("scenario", FieldDescription(((char *)&i.scenario) - ((char *)&i), boolId, false));
+ td.AddField("status", FieldDescription(((char *)&i.status) - ((char *)&i), boolId, false));
+ td.AddField("battle", FieldDescription(((char *)&i.battle) - ((char *)&i), boolId, false));
+
+ td.AddField("targets", FieldDescription(((char *)&i.targettingMode) - ((char *)&i), targetsId, false));
+ td.AddField("ikari", FieldDescription(((char *)&i.ikari) - ((char *)&i), ikariId, true));
+ td.AddField("attackanimation", FieldDescription(((char *)&i.attackAnimation) - ((char *)&i), animationId, true));
+}
+void Item::Construct(void *data) {
+ new (data) Item;
}
}