#include "Ikari.h"
+#include "../loader/TypeDescription.h"
+
+using loader::FieldDescription;
+using loader::TypeDescription;
+
namespace common {
Ikari::Ikari()
}
+
+void Ikari::CreateTypeDescription() {
+ Ikari i;
+
+ int boolId(TypeDescription::GetTypeId("Boolean"));
+ int numberId(TypeDescription::GetTypeId("Number")); // FIXME: need small number type
+ int stringId(TypeDescription::GetTypeId("String"));
+ int targetsId(TypeDescription::GetTypeId("TargetingMode"));
+
+ TypeDescription &td(TypeDescription::CreateOrGet("Ikari"));
+ td.SetDescription(
+ "Information of a single ikari attack.");
+ td.SetConstructor(&Construct);
+ td.SetSize(sizeof(Ikari));
+
+ td.AddField("name", FieldDescription(((char *)&i.name) - ((char *)&i), stringId).SetReferenced().SetDescription("the attack's name"));
+ td.AddField("cost", FieldDescription(((char *)&i.cost) - ((char *)&i), numberId).SetDescription("amount of ikari points needed and deducted for use"));
+ td.AddField("targets", FieldDescription(((char *)&i.targetingMode) - ((char *)&i), targetsId).SetDescription("how target selection is to be performed"));
+ td.AddField("type", FieldDescription(((char *)&i.isPhysical) - ((char *)&i), boolId).SetDescription("if the attack is physical (true) or magical(false)"));
+}
+
+void Ikari::Construct(void *data) {
+ new (data) Ikari;
+}
+
}