-/*
- * Item.h
- *
- * Created on: Aug 9, 2012
- * Author: holy
- */
-
#ifndef COMMON_ITEM_H_
#define COMMON_ITEM_H_
#include "fwd.h"
-#include "HeroGroup.h"
+#include "Hero.h"
#include "TargetingMode.h"
#include "../graphics/fwd.h"
const char *Name() const { return name; }
bool IsMostUseful() const { return mostUseful; }
- bool IsEquipable() const { return equipable; }
+ bool IsEquipable() const { return equipability; }
bool IsCursed() const { return cursed; }
bool IsFruit() const { return fruit; }
bool IsScenario() const { return scenario; }
Uint16 Value() const { return value; }
- 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; }
+ bool EquipableAt(Hero::EquipSlot slot) const { return equipability & (1 << slot); }
- HeroGroup &EquipableBy() { return equipableBy; }
- const HeroGroup &EquipableBy() const { return equipableBy; }
+ int HeroMask() const { return heroMask; }
bool HasEffectOnStatusScreen() const { return properties & PROPERTY_HAS_EFFECT_STATUS; }
bool HasEffectInBattle() const { return properties & PROPERTY_HAS_EFFECT_BATTLE; }
bool HasBattleAnimation() const { return properties & PROPERTY_HAS_BATTLE_ANIMATION; }
bool HasIkariEffect() const { return properties & PROPERTY_HAS_IKARI_EFFECT; }
+ static bool Less(const Item &, const Item &);
+
// temporary setters
public:
void SetName(const char *n) { name = n; }
static void Construct(void *);
private:
- enum Equipable {
- EQUIPPABLE_NONE = 0,
- EQUIPPABLE_WEAPON = 1,
- EQUIPPABLE_ARMOR = 2,
- EQUIPPABLE_SHIELD = 4,
- EQUIPPABLE_HELMET = 8,
- EQUIPPABLE_RING = 16,
- EQUIPPABLE_JEWEL = 32,
- };
enum Property {
PROPERTY_HAS_EFFECT_STATUS = 1,
PROPERTY_HAS_EFFECT_BATTLE = 2,
Uint16 properties;
TargetingMode targettingMode;
- Uint8 equipability;
- HeroGroup equipableBy;
+ int equipability;
+ int heroMask;
// 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;