#ifndef COMMON_ITEM_H_
#define COMMON_ITEM_H_
+#include "HeroGroup.h"
+#include "TargetingMode.h"
+
#include <SDL.h>
namespace graphics { class Sprite; }
namespace common {
+class Ikari;
+
class Item {
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 CanUseOnStatusScreen() const { return usability & USABILITY_STATUS; }
bool CanUseInBattle() const { return usability & USABILITY_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; }
+
Uint16 Value() const { return value; }
bool CanEquipWeapon() const { return equipable & EQUIPPABLE_WEAPON; }
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; }
+ HeroGroup &EquipableBy() { return equipableBy; }
+ const HeroGroup &EquipableBy() const { return equipableBy; }
- bool HasItemEffectOnStatusScreen() const { return properties & PROPERTY_HAS_ITEM_EFFECT_STATUS; }
- bool HasItemEffectInBattle() const { return properties & PROPERTY_HAS_ITEM_EFFECT_BATTLE; }
+ 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; }
+// temporary setters
+public:
+ void SetName(const char *n) { name = n; }
+ void SetMenuIcon(const graphics::Sprite *icon) { menuIcon = icon; }
+ void SetUsableInBattle() { usability |= USABILITY_BATTLE; }
+ void SetIkari(const Ikari *i) { ikari = i; }
+
private:
enum Usability {
USABILITY_MOST_USEFUL = 1,
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_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,
};
private:
- graphics::Sprite *menuIcon;
- graphics::Sprite *chestIcon;
+ const char *name;
+ const graphics::Sprite *menuIcon;
+ const graphics::Sprite *chestIcon;
+ const Ikari *ikari;
Uint16 value;
Uint16 properties;
Uint8 usability;
- Uint8 targettingMode;
+ TargetingMode targettingMode;
Uint8 equipable;
- Uint8 equipableBy;
+ HeroGroup equipableBy;
};