#ifndef COMMON_ITEM_H_
#define COMMON_ITEM_H_
+#include "fwd.h"
#include "HeroGroup.h"
#include "TargetingMode.h"
+#include "../graphics/fwd.h"
#include <SDL.h>
-namespace graphics { class Sprite; }
-
namespace common {
class 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 equipable; }
+ 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; }
TargetingMode &GetTargetingMode() { return targettingMode; }
const TargetingMode &GetTargetingMode() const { return targettingMode; }
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 CanEquipWeapon() const { return equipability & EQUIPPABLE_WEAPON; }
+ bool CanEquipArmor() const { return equipability & EQUIPPABLE_ARMOR; }
+ bool CanEquipShield() const { return equipability & EQUIPPABLE_SHIELD; }
+ bool CanEquipHelmet() const { return equipability & EQUIPPABLE_HELMET; }
+ bool CanEquipRing() const { return equipability & EQUIPPABLE_RING; }
+ bool CanEquipJewel() const { return equipability & EQUIPPABLE_JEWEL; }
HeroGroup &EquipableBy() { return equipableBy; }
const HeroGroup &EquipableBy() const { return equipableBy; }
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 Equipable {
EQUIPPABLE_NONE = 0,
EQUIPPABLE_WEAPON = 1,
const char *name;
const graphics::Sprite *menuIcon;
const graphics::Sprite *chestIcon;
+ const Ikari *ikari;
+ graphics::Animation *attackAnimation;
Uint16 value;
Uint16 properties;
- Uint8 usability;
TargetingMode targettingMode;
- Uint8 equipable;
+ Uint8 equipability;
HeroGroup equipableBy;
+ // TODO: turn these back into bits as soon as fields are implemented in the loader
+ bool mostUseful;
+ bool equipable;
+ bool cursed;
+ bool fruit;
+ bool scenario;
+ bool status;
+ bool battle;
+
};
}