X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fcommon%2FItem.h;h=1af15f3de365fc289d5e74a62ac14b0908b63b94;hb=ec8e74c6f78502fb4c1d971051960ce9f1757978;hp=1dde8878f7c0d4f2dfe79fcd80e516ec150f4edd;hpb=b7a90738b9ae701cfc86bf74a11ba59d7fcb17ba;p=l2e.git diff --git a/src/common/Item.h b/src/common/Item.h index 1dde887..1af15f3 100644 --- a/src/common/Item.h +++ b/src/common/Item.h @@ -8,12 +8,20 @@ #ifndef COMMON_ITEM_H_ #define COMMON_ITEM_H_ +#include "HeroGroup.h" +#include "TargetingMode.h" + #include -namespace graphics { class Sprite; } +namespace graphics { + class Animation; + class Sprite; +} namespace common { +class Ikari; + class Item { public: @@ -22,46 +30,44 @@ public: public: const char *Name() const { return name; } - bool IsMostUseful() const { return usability & USABILITY_MOST_USEFUL; } - bool IsEquipable() const { return usability & USABILITY_EQUIPABLE; } - bool IsCursed() const { return usability & USABILITY_CURSED; } - bool IsFruit() const { return usability & USABILITY_FRUIT; } - bool IsScenario() const { return usability & USABILITY_SCENARIO; } + bool IsMostUseful() const { return mostUseful; } + bool IsEquipable() const { return equipable; } + bool IsCursed() const { return cursed; } + bool IsFruit() const { return fruit; } + bool IsScenario() const { return scenario; } bool CanSell() const { return !IsScenario(); } bool CanDrop() const { return !IsScenario(); } - bool CanUseOnStatusScreen() const { return usability & USABILITY_STATUS; } - bool CanUseInBattle() const { return usability & USABILITY_BATTLE; } + bool CanUseOnStatusScreen() const { return status; } + bool CanUseInBattle() const { return battle; } - bool TargetEnemy() const { return targettingMode & TARGETTING_MODE_ENEMY; } - bool TargetAlly() const { return !TargetEnemy(); } - bool TargetAll() const { return (targettingMode & TARGETTING_MODE_COUNT_MASK) == TARGETTING_MODE_ALL; } - bool TargetMultiple() const { return (targettingMode & TARGETTING_MODE_COUNT_MASK) == TARGETTING_MODE_MULTIPLE; } - bool TargetOne() const { return (targettingMode & TARGETTING_MODE_COUNT_MASK) == TARGETTING_MODE_ONE; } + TargetingMode &GetTargetingMode() { return targettingMode; } + const TargetingMode &GetTargetingMode() const { return targettingMode; } bool HasMenuIcon() const { return menuIcon; } const graphics::Sprite *MenuIcon() const { return menuIcon; } bool HasChestIcon() const { return chestIcon; } const graphics::Sprite *ChestIcon() const { return chestIcon; } + bool HasIkari() const { return ikari; } + const Ikari *GetIkari() const { return ikari; } + + graphics::Animation *AttackAnimation() { return attackAnimation; } + const graphics::Animation *AttackAnimation() const { return attackAnimation; } + Uint16 Value() const { return value; } - bool CanEquipWeapon() const { return equipable & EQUIPPABLE_WEAPON; } - bool CanEquipArmor() const { return equipable & EQUIPPABLE_ARMOR; } - bool CanEquipShield() const { return equipable & EQUIPPABLE_SHIELD; } - bool CanEquipHelmet() const { return equipable & EQUIPPABLE_HELMET; } - bool CanEquipRing() const { return equipable & EQUIPPABLE_RING; } - bool CanEquipJewel() const { return equipable & EQUIPPABLE_JEWEL; } - - bool EquipableByMaxim() const { return equipableBy & EQUIPABLE_BY_MAXIM; } - bool EquipableBySelan() const { return equipableBy & EQUIPABLE_BY_SELAN; } - bool EquipableByGuy() const { return equipableBy & EQUIPABLE_BY_GUY; } - bool EquipableByArtea() const { return equipableBy & EQUIPABLE_BY_ARTEA; } - bool EquipableByTia() const { return equipableBy & EQUIPABLE_BY_TIA; } - bool EquipableByDekar() const { return equipableBy & EQUIPABLE_BY_DEKAR; } - bool EquipableByLexis() const { return equipableBy & EQUIPABLE_BY_LEXIS; } - - bool HasItemEffectOnStatusScreen() const { return properties & PROPERTY_HAS_ITEM_EFFECT_STATUS; } - bool HasItemEffectInBattle() const { return properties & PROPERTY_HAS_ITEM_EFFECT_BATTLE; } + 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; } + + HeroGroup &EquipableBy() { return equipableBy; } + const HeroGroup &EquipableBy() const { return equipableBy; } + + bool HasEffectOnStatusScreen() const { return properties & PROPERTY_HAS_EFFECT_STATUS; } + bool HasEffectInBattle() const { return properties & PROPERTY_HAS_EFFECT_BATTLE; } bool HasWeaponEffect() const { return properties & PROPERTY_HAS_WEAPON_EFFECT; } bool HasArmorEffect() const { return properties & PROPERTY_HAS_ARMOR_EFFECT; } bool IncreasesATP() const { return properties & PROPERTY_INCREASE_ATP; } @@ -78,29 +84,14 @@ public: public: void SetName(const char *n) { name = n; } void SetMenuIcon(const graphics::Sprite *icon) { menuIcon = icon; } - void SetUsableInBattle() { usability |= USABILITY_BATTLE; } - void SetTargettingMode(int m) { targettingMode = m; } + void SetUsableInBattle() { battle = true; } + void SetIkari(const Ikari *i) { ikari = i; } + void SetAttackAnimation(graphics::Animation *a) { attackAnimation = a; } -public: - enum Usability { - USABILITY_MOST_USEFUL = 1, - USABILITY_EQUIPABLE = 2, - // USABILITY_UNUSED = 4, - USABILITY_CURSED = 8, - USABILITY_FRUIT = 16, - USABILITY_SCENARIO = 32, - USABILITY_STATUS = 64, - USABILITY_BATTLE = 128, - }; - enum TargettingMode { - TARGETTING_MODE_ALL = 0, - TARGETTING_MODE_ALLY = 0, - TARGETTING_MODE_MULTIPLE = 1, - TARGETTING_MODE_ONE = 2, - TARGETTING_MODE_COUNT_MASK = 127, - TARGETTING_MODE_ENEMY = 128, - TARGETTING_MODE_FACTION_MASK = 128, - }; + static void CreateTypeDescription(); + static void Construct(void *); + +private: enum Equipable { EQUIPPABLE_NONE = 0, EQUIPPABLE_WEAPON = 1, @@ -110,19 +101,9 @@ public: EQUIPPABLE_RING = 16, EQUIPPABLE_JEWEL = 32, }; - enum EquipableBy { - EQUIPABLE_BY_NOBODY = 0, - EQUIPABLE_BY_MAXIM = 1, - EQUIPABLE_BY_SELAN = 2, - EQUIPABLE_BY_GUY = 4, - EQUIPABLE_BY_ARTEA = 8, - EQUIPABLE_BY_TIA = 16, - EQUIPABLE_BY_DEKAR = 32, - EQUIPABLE_BY_LEXIS = 64, - }; enum Property { - PROPERTY_HAS_ITEM_EFFECT_STATUS = 1, - PROPERTY_HAS_ITEM_EFFECT_BATTLE = 2, + PROPERTY_HAS_EFFECT_STATUS = 1, + PROPERTY_HAS_EFFECT_BATTLE = 2, PROPERTY_HAS_WEAPON_EFFECT = 4, PROPERTY_HAS_ARMOR_EFFECT = 8, PROPERTY_INCREASE_ATP = 16, @@ -143,14 +124,24 @@ private: const char *name; const graphics::Sprite *menuIcon; const graphics::Sprite *chestIcon; + const Ikari *ikari; + graphics::Animation *attackAnimation; Uint16 value; Uint16 properties; - Uint8 usability; - Uint8 targettingMode; - Uint8 equipable; - Uint8 equipableBy; + TargetingMode targettingMode; + Uint8 equipability; + HeroGroup equipableBy; + + // 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; + bool status; + bool battle; };