- int animationId(TypeDescription::GetTypeId("Animation"));
- int ikariId(TypeDescription::GetTypeId("Ikari"));
- int spriteId(TypeDescription::GetTypeId("Sprite"));
- int stringId(TypeDescription::GetTypeId("String"));
- int targetsId(TypeDescription::GetTypeId("TargetingMode"));
-
- td.AddField("name", FieldDescription(((char *)&i.name) - ((char *)&i), stringId, true));
- td.AddField("menuicon", FieldDescription(((char *)&i.menuIcon) - ((char *)&i), spriteId, true));
- // TODO: implement flags/fields (e.g. for usability)
- 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));
+ td.AddField("name", FieldDescription(((char *)&i.name) - ((char *)&i), Interpreter::STRING_ID).SetReferenced().SetDescription("the item's name"));
+ td.AddField("menuicon", FieldDescription(((char *)&i.menuIcon) - ((char *)&i), Sprite::TYPE_ID).SetReferenced().SetDescription("icon that is displayed in menus"));
+
+ td.AddField("mostUseful", FieldDescription(((char *)&i.mostUseful) - ((char *)&i), Interpreter::BOOLEAN_ID));
+ td.AddField("cursed", FieldDescription(((char *)&i.cursed) - ((char *)&i), Interpreter::BOOLEAN_ID));
+ td.AddField("fruit", FieldDescription(((char *)&i.fruit) - ((char *)&i), Interpreter::BOOLEAN_ID));
+ td.AddField("scenario", FieldDescription(((char *)&i.scenario) - ((char *)&i), Interpreter::BOOLEAN_ID));
+ td.AddField("status", FieldDescription(((char *)&i.status) - ((char *)&i), Interpreter::BOOLEAN_ID));
+ td.AddField("battle", FieldDescription(((char *)&i.battle) - ((char *)&i), Interpreter::BOOLEAN_ID).SetDescription("if the item can be used in battle"));
+
+ td.AddField("targets", FieldDescription(((char *)&i.targettingMode) - ((char *)&i), TargetingMode::TYPE_ID).SetDescription("how target selection is to be performed"));
+ td.AddField("ikari", FieldDescription(((char *)&i.ikari) - ((char *)&i), Ikari::TYPE_ID).SetReferenced().SetDescription("ikari attack of the item (sensible only for equipment)"));
+ td.AddField("attackanimation", FieldDescription(((char *)&i.attackAnimation) - ((char *)&i), Animation::TYPE_ID).SetReferenced().SetDescription("animation that is run when the item is used for attacking"));
+ td.AddField("equipability", FieldDescription(((char *)&i.equipability) - ((char *)&i), Interpreter::NUMBER_ID).SetDescription("how this item can be equipped"));
+}
+
+void Item::Construct(void *data) {
+ new (data) Item;
+}
+
+
+bool Item::Less(const Item &lhs, const Item &rhs) {
+ if (lhs.IsMostUseful()) {
+ return !rhs.IsMostUseful();
+ }
+ if (lhs.IsEquipable()) {
+ if (rhs.IsMostUseful()) {
+ return false;
+ }
+ if (!rhs.IsEquipable()) {
+ return true;
+ }
+ return lhs.equipability < rhs.equipability;
+ }
+ if (lhs.IsFruit()) {
+ if (rhs.IsMostUseful() || rhs.IsEquipable()) {
+ return true;
+ }
+ return !rhs.IsFruit();
+ }
+ return false;