-/*
- * Item.h
- *
- * Created on: Aug 9, 2012
- * Author: holy
- */
-
#ifndef COMMON_ITEM_H_
#define COMMON_ITEM_H_
-#include <SDL.h>
+#include "fwd.h"
+#include "Hero.h"
+#include "TargetingMode.h"
+#include "../graphics/fwd.h"
-namespace graphics { class Sprite; }
+#include <SDL.h>
namespace common {
class Item {
+public:
+ static const int TYPE_ID = 303;
+
public:
Item();
public:
const char *Name() const { return name; }
- bool IsMostUseful() const { return usability & USABILITY_MOST_USEFUL; }
- bool IsEquipable() const { return usability & USABILITY_EQUIPABLE; }
- bool IsCursed() const { return usability & USABILITY_CURSED; }
- bool IsFruit() const { return usability & USABILITY_FRUIT; }
- bool IsScenario() const { return usability & USABILITY_SCENARIO; }
+ bool IsMostUseful() const { return mostUseful; }
+ bool IsEquipable() const { return equipability; }
+ bool IsCursed() const { return cursed; }
+ bool IsFruit() const { return fruit; }
+ bool IsScenario() const { return scenario; }
bool CanSell() const { return !IsScenario(); }
bool CanDrop() const { return !IsScenario(); }
- bool CanUseOnStatusScreen() const { return usability & USABILITY_STATUS; }
- bool CanUseInBattle() const { return usability & USABILITY_BATTLE; }
+ bool CanUseOnStatusScreen() const { return status; }
+ bool CanUseInBattle() const { return battle; }
- bool TargetEnemy() const { return targettingMode & TARGETTING_MODE_ENEMY; }
- bool TargetAlly() const { return !TargetEnemy(); }
- bool TargetAll() const { return (targettingMode & TARGETTING_MODE_COUNT_MASK) == TARGETTING_MODE_ALL; }
- bool TargetMultiple() const { return (targettingMode & TARGETTING_MODE_COUNT_MASK) == TARGETTING_MODE_MULTIPLE; }
- bool TargetOne() const { return (targettingMode & TARGETTING_MODE_COUNT_MASK) == TARGETTING_MODE_ONE; }
+ TargetingMode &GetTargetingMode() { return targettingMode; }
+ const TargetingMode &GetTargetingMode() const { return targettingMode; }
bool HasMenuIcon() const { return menuIcon; }
const graphics::Sprite *MenuIcon() const { return menuIcon; }
bool HasChestIcon() const { return chestIcon; }
const graphics::Sprite *ChestIcon() const { return chestIcon; }
+ bool HasIkari() const { return ikari; }
+ const Ikari *GetIkari() const { return ikari; }
+
+ graphics::Animation *AttackAnimation() { return attackAnimation; }
+ const graphics::Animation *AttackAnimation() const { return attackAnimation; }
+
Uint16 Value() const { return value; }
- bool CanEquipWeapon() const { return equipable & EQUIPPABLE_WEAPON; }
- bool CanEquipArmor() const { return equipable & EQUIPPABLE_ARMOR; }
- bool CanEquipShield() const { return equipable & EQUIPPABLE_SHIELD; }
- bool CanEquipHelmet() const { return equipable & EQUIPPABLE_HELMET; }
- bool CanEquipRing() const { return equipable & EQUIPPABLE_RING; }
- bool CanEquipJewel() const { return equipable & EQUIPPABLE_JEWEL; }
-
- bool EquipableByMaxim() const { return equipableBy & EQUIPABLE_BY_MAXIM; }
- bool EquipableBySelan() const { return equipableBy & EQUIPABLE_BY_SELAN; }
- bool EquipableByGuy() const { return equipableBy & EQUIPABLE_BY_GUY; }
- bool EquipableByArtea() const { return equipableBy & EQUIPABLE_BY_ARTEA; }
- bool EquipableByTia() const { return equipableBy & EQUIPABLE_BY_TIA; }
- bool EquipableByDekar() const { return equipableBy & EQUIPABLE_BY_DEKAR; }
- bool EquipableByLexis() const { return equipableBy & EQUIPABLE_BY_LEXIS; }
-
- bool HasItemEffectOnStatusScreen() const { return properties & PROPERTY_HAS_ITEM_EFFECT_STATUS; }
- bool HasItemEffectInBattle() const { return properties & PROPERTY_HAS_ITEM_EFFECT_BATTLE; }
+ bool EquipableAt(Hero::EquipSlot slot) const { return equipability & (1 << slot); }
+
+ int HeroMask() const { return heroMask; }
+
+ bool HasEffectOnStatusScreen() const { return properties & PROPERTY_HAS_EFFECT_STATUS; }
+ bool HasEffectInBattle() const { return properties & PROPERTY_HAS_EFFECT_BATTLE; }
bool HasWeaponEffect() const { return properties & PROPERTY_HAS_WEAPON_EFFECT; }
bool HasArmorEffect() const { return properties & PROPERTY_HAS_ARMOR_EFFECT; }
bool IncreasesATP() const { return properties & PROPERTY_INCREASE_ATP; }
bool HasBattleAnimation() const { return properties & PROPERTY_HAS_BATTLE_ANIMATION; }
bool HasIkariEffect() const { return properties & PROPERTY_HAS_IKARI_EFFECT; }
+ static bool Less(const Item &, const Item &);
+
// temporary setters
public:
void SetName(const char *n) { name = n; }
void SetMenuIcon(const graphics::Sprite *icon) { menuIcon = icon; }
- void SetUsableInBattle() { usability |= USABILITY_BATTLE; }
+ void SetUsableInBattle() { battle = true; }
+ void SetIkari(const Ikari *i) { ikari = i; }
+ void SetAttackAnimation(graphics::Animation *a) { attackAnimation = a; }
+
+ static void CreateTypeDescription();
+ static void Construct(void *);
private:
- enum Usability {
- USABILITY_MOST_USEFUL = 1,
- USABILITY_EQUIPABLE = 2,
- // USABILITY_UNUSED = 4,
- USABILITY_CURSED = 8,
- USABILITY_FRUIT = 16,
- USABILITY_SCENARIO = 32,
- USABILITY_STATUS = 64,
- USABILITY_BATTLE = 128,
- };
- enum TargettingMode {
- TARGETTING_MODE_ALL = 0,
- TARGETTING_MODE_ALLY = 0,
- TARGETTING_MODE_MULTIPLE = 1,
- TARGETTING_MODE_ONE = 2,
- TARGETTING_MODE_COUNT_MASK = 127,
- TARGETTING_MODE_ENEMY = 128,
- TARGETTING_MODE_FACTION_MASK = 128,
- };
- enum Equipable {
- EQUIPPABLE_NONE = 0,
- EQUIPPABLE_WEAPON = 1,
- EQUIPPABLE_ARMOR = 2,
- EQUIPPABLE_SHIELD = 4,
- EQUIPPABLE_HELMET = 8,
- EQUIPPABLE_RING = 16,
- EQUIPPABLE_JEWEL = 32,
- };
- enum EquipableBy {
- EQUIPABLE_BY_NOBODY = 0,
- EQUIPABLE_BY_MAXIM = 1,
- EQUIPABLE_BY_SELAN = 2,
- EQUIPABLE_BY_GUY = 4,
- EQUIPABLE_BY_ARTEA = 8,
- EQUIPABLE_BY_TIA = 16,
- EQUIPABLE_BY_DEKAR = 32,
- EQUIPABLE_BY_LEXIS = 64,
- };
enum Property {
- PROPERTY_HAS_ITEM_EFFECT_STATUS = 1,
- PROPERTY_HAS_ITEM_EFFECT_BATTLE = 2,
+ PROPERTY_HAS_EFFECT_STATUS = 1,
+ PROPERTY_HAS_EFFECT_BATTLE = 2,
PROPERTY_HAS_WEAPON_EFFECT = 4,
PROPERTY_HAS_ARMOR_EFFECT = 8,
PROPERTY_INCREASE_ATP = 16,
const char *name;
const graphics::Sprite *menuIcon;
const graphics::Sprite *chestIcon;
+ const Ikari *ikari;
+ graphics::Animation *attackAnimation;
Uint16 value;
Uint16 properties;
- Uint8 usability;
- Uint8 targettingMode;
- Uint8 equipable;
- Uint8 equipableBy;
+ TargetingMode targettingMode;
+ int equipability;
+ int heroMask;
+
+ // TODO: turn these back into bits as soon as fields are implemented in the loader
+ bool mostUseful;
+ bool cursed;
+ bool fruit;
+ bool scenario;
+ bool status;
+ bool battle;
};