#include "Spell.h"
+#include "TargetingMode.h"
+#include "../loader/Interpreter.h"
#include "../loader/TypeDescription.h"
using loader::FieldDescription;
+using loader::Interpreter;
using loader::TypeDescription;
namespace common {
Spell::Spell()
-: name(""), value(0), cost(0), usability(0) {
+: name(""), value(0), cost(0), status(false), battle(false) {
}
void Spell::CreateTypeDescription() {
Spell s;
- TypeDescription &td(TypeDescription::CreateOrGet("Spell"));
+ TypeDescription &td(TypeDescription::Create(TYPE_ID, "Spell"));
+ td.SetDescription("All data about a spell (soon).");
+ td.SetConstructor(&Construct);
td.SetSize(sizeof(Spell));
- // TODO: flags
- int numberId(TypeDescription::GetTypeId("Number"));
- int stringId(TypeDescription::GetTypeId("String"));
- int targetsId(TypeDescription::GetTypeId("TargetingMode"));
+ td.AddField("name", FieldDescription(((char *)&s.name) - ((char *)&s), Interpreter::STRING_ID).SetReferenced().SetDescription("the spell's name"));
+ td.AddField("cost", FieldDescription(((char *)&s.cost) - ((char *)&s), Interpreter::NUMBER_ID).SetDescription("Amount of magic points needed and deducted for invocation"));
+ td.AddField("targets", FieldDescription(((char *)&s.targetingMode) - ((char *)&s), TargetingMode::TYPE_ID).SetDescription("how target selection is to be performed"));
+ td.AddField("status", FieldDescription(((char *)&s.status) - ((char *)&s), Interpreter::BOOLEAN_ID).SetDescription("if the spell can be used at the status screen"));
+ td.AddField("battle", FieldDescription(((char *)&s.battle) - ((char *)&s), Interpreter::BOOLEAN_ID).SetDescription("if the spell can be used in battle"));
+}
- td.AddField("name", FieldDescription(((char *)&s.name) - ((char *)&s), stringId, true));
- td.AddField("cost", FieldDescription(((char *)&s.cost) - ((char *)&s), numberId, false));
- td.AddField("targets", FieldDescription(((char *)&s.targetingMode) - ((char *)&s), targetsId, false));
+void Spell::Construct(void *data) {
+ new (data) Spell;
}
}