X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fcommon%2FItem.cpp;h=2bd337d061321d2b3a07de749d65b24be52514b4;hb=1907ca03c5e865c4d398170042aa384c67ffff29;hp=9a1a735ea1db2ff3c916cec81509575d243aeef2;hpb=b02da898c7c8a08141df4e797774a61cf5e0163f;p=l2e.git diff --git a/src/common/Item.cpp b/src/common/Item.cpp index 9a1a735..2bd337d 100644 --- a/src/common/Item.cpp +++ b/src/common/Item.cpp @@ -7,9 +7,17 @@ #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 { @@ -40,31 +48,25 @@ Item::Item() void Item::CreateTypeDescription() { Item i; - int animationId(TypeDescription::GetTypeId("Animation")); - int boolId(TypeDescription::GetTypeId("Boolean")); - 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)); + 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), boolId, false)); - td.AddField("equipable", FieldDescription(((char *)&i.equipable) - ((char *)&i), boolId, false)); - td.AddField("cursed", FieldDescription(((char *)&i.cursed) - ((char *)&i), boolId, false)); - td.AddField("fruit", FieldDescription(((char *)&i.fruit) - ((char *)&i), boolId, false)); - td.AddField("scenario", FieldDescription(((char *)&i.scenario) - ((char *)&i), boolId, false)); - td.AddField("status", FieldDescription(((char *)&i.status) - ((char *)&i), boolId, false)); - td.AddField("battle", FieldDescription(((char *)&i.battle) - ((char *)&i), boolId, false)); + td.AddField("mostUseful", FieldDescription(((char *)&i.mostUseful) - ((char *)&i), Interpreter::BOOLEAN_ID)); + td.AddField("equipable", FieldDescription(((char *)&i.equipable) - ((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), 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("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")); } void Item::Construct(void *data) {