HeroGroup &UsableBy() { return usableBy; }
const HeroGroup &UsableBy() const { return usableBy; }
- // TODO: add missing spell properties
-
// temporary setters
public:
void SetName(const char *n) { name = n; }
void SetCost(Uint8 c) { cost = c; }
void SetUsableInBattle() { usability |= USABILITY_BATTLE; }
+ static void CreateTypeDescription();
+ static void Construct(void *);
+
private:
enum Usability {
// USABILITY_UNUSED = 1,
private:
const char *name;
- Uint16 value;
+ int value;
- Uint8 cost;
+ int cost;
Uint8 usability;
TargetingMode targetingMode;
HeroGroup usableBy;