-/*
- * Item.h
- *
- * Created on: Aug 9, 2012
- * Author: holy
- */
-
#ifndef COMMON_ITEM_H_
#define COMMON_ITEM_H_
-#include "fwd.h"
-#include "HeroGroup.h"
+namespace common {
+ class Ikari;
+}
+namespace graphics {
+ class Animation;
+ class Sprite;
+}
+
+#include "Hero.h"
#include "TargetingMode.h"
-#include "../graphics/fwd.h"
#include <SDL.h>
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; }
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,
TargetingMode targettingMode;
int equipability;
- HeroGroup equipableBy;
+ int heroMask;
// TODO: turn these back into bits as soon as fields are implemented in the loader
bool mostUseful;
}
-#endif /* COMMON_ITEM_H_ */
+#endif