X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fcommon%2FItem.cpp;h=56f083ef62f854dd8849dbcd57d0a3f1d0ab036f;hb=4bc70f5311dcbcca4e6b9e852bbcb19602f50eeb;hp=e695e8d641c0ccf3f7530a024e1c04b081cb82c2;hpb=3c176f86a79039b2bd9cc59a0c072fe37ef601cc;p=l2e.git diff --git a/src/common/Item.cpp b/src/common/Item.cpp index e695e8d..56f083e 100644 --- a/src/common/Item.cpp +++ b/src/common/Item.cpp @@ -24,31 +24,52 @@ Item::Item() , value(0) , properties(0) -, usability(0) -, equipable(0) { +, equipability(0) + +, mostUseful(false) +, equipable(false) +, cursed(false) +, fruit(false) +, scenario(false) +, status(false) +, battle(false) { } void Item::CreateTypeDescription() { Item i; - TypeDescription &td(TypeDescription::CreateOrGet("Item")); - - td.SetSize(sizeof(Item)); int animationId(TypeDescription::GetTypeId("Animation")); + int boolId(TypeDescription::GetTypeId("Boolean")); int ikariId(TypeDescription::GetTypeId("Ikari")); - int numberId(TypeDescription::GetTypeId("Number")); int spriteId(TypeDescription::GetTypeId("Sprite")); int stringId(TypeDescription::GetTypeId("String")); int targetsId(TypeDescription::GetTypeId("TargetingMode")); - 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)); + TypeDescription &td(TypeDescription::CreateOrGet("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).SetReferenced().SetDescription("the item's name")); + td.AddField("menuicon", FieldDescription(((char *)&i.menuIcon) - ((char *)&i), spriteId).SetReferenced().SetDescription("icon that is displayed in menus")); + + td.AddField("mostUseful", FieldDescription(((char *)&i.mostUseful) - ((char *)&i), boolId)); + td.AddField("equipable", FieldDescription(((char *)&i.equipable) - ((char *)&i), boolId)); + td.AddField("cursed", FieldDescription(((char *)&i.cursed) - ((char *)&i), boolId)); + td.AddField("fruit", FieldDescription(((char *)&i.fruit) - ((char *)&i), boolId)); + td.AddField("scenario", FieldDescription(((char *)&i.scenario) - ((char *)&i), boolId)); + td.AddField("status", FieldDescription(((char *)&i.status) - ((char *)&i), boolId)); + td.AddField("battle", FieldDescription(((char *)&i.battle) - ((char *)&i), boolId).SetDescription("if the item can be used in battle")); + + td.AddField("targets", FieldDescription(((char *)&i.targettingMode) - ((char *)&i), targetsId).SetDescription("how target selection is to be performed")); + td.AddField("ikari", FieldDescription(((char *)&i.ikari) - ((char *)&i), ikariId).SetReferenced().SetDescription("ikari attack of the item (sensible only for equipment)")); + td.AddField("attackanimation", FieldDescription(((char *)&i.attackAnimation) - ((char *)&i), animationId).SetReferenced().SetDescription("animation that is run when the item is used for attacking")); +} + +void Item::Construct(void *data) { + new (data) Item; } }