-/*
- * Item.cpp
- *
- * Created on: Aug 9, 2012
- * Author: holy
- */
-
#include "Item.h"
+#include "Ikari.h"
+#include "TargetingMode.h"
+#include "../graphics/Animation.h"
+#include "../graphics/Sprite.h"
+#include "../loader/Interpreter.h"
#include "../loader/TypeDescription.h"
+using graphics::Animation;
+using graphics::Sprite;
using loader::FieldDescription;
+using loader::Interpreter;
using loader::TypeDescription;
namespace common {
, value(0)
, properties(0)
-, usability(0)
-, equipable(0) {
+, equipability(0)
+, heroMask(0)
+
+, mostUseful(false)
+, cursed(false)
+, fruit(false)
+, scenario(false)
+, status(false)
+, battle(false) {
}
void Item::CreateTypeDescription() {
Item i;
- 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"));
-
- TypeDescription &td(TypeDescription::CreateOrGet("Item"));
+ TypeDescription &td(TypeDescription::Create(TYPE_ID, "Item"));
+ td.SetDescription("All data of an item (soon).");
+ td.SetConstructor(&Construct);
td.SetSize(sizeof(Item));
- 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"));
+ td.AddField("heroMask", FieldDescription(((char *)&i.heroMask) - ((char *)&i), Interpreter::NUMBER_ID).SetDescription("which heroes may equip this item"));
+}
+
+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;
}
}