X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fcommon%2FItem.h;h=afd802ea838c9b964dc80fc0ceb202d7638723fa;hb=4309d259becd96ead792678257e910c03a6b4a3d;hp=1d9d51c56baa8260779f6b3115d876bc8d4a964d;hpb=c0068263474818f39e704eee12f753c0419f7708;p=l2e.git diff --git a/src/common/Item.h b/src/common/Item.h index 1d9d51c..afd802e 100644 --- a/src/common/Item.h +++ b/src/common/Item.h @@ -1,44 +1,41 @@ -/* - * Item.h - * - * Created on: Aug 9, 2012 - * Author: holy - */ - #ifndef COMMON_ITEM_H_ #define COMMON_ITEM_H_ -#include "HeroGroup.h" -#include "TargetingMode.h" - -#include - +namespace common { + class Ikari; +} namespace graphics { class Animation; class Sprite; } -namespace common { +#include "Hero.h" +#include "TargetingMode.h" -class Ikari; +#include + +namespace common { class Item { +public: + static const int TYPE_ID = 303; + public: Item(); 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 equipability; } + 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; } TargetingMode &GetTargetingMode() { return targettingMode; } const TargetingMode &GetTargetingMode() const { return targettingMode; } @@ -56,15 +53,9 @@ public: 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 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; } @@ -80,34 +71,20 @@ public: bool HasBattleAnimation() const { return properties & PROPERTY_HAS_BATTLE_ANIMATION; } bool HasIkariEffect() const { return properties & PROPERTY_HAS_IKARI_EFFECT; } + static bool Less(const Item &, const Item &); + // temporary setters public: void SetName(const char *n) { name = n; } void SetMenuIcon(const graphics::Sprite *icon) { menuIcon = icon; } - void SetUsableInBattle() { usability |= USABILITY_BATTLE; } + void SetUsableInBattle() { battle = true; } void SetIkari(const Ikari *i) { ikari = i; } void SetAttackAnimation(graphics::Animation *a) { attackAnimation = a; } + static void CreateTypeDescription(); + static void Construct(void *); + private: - 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 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, @@ -137,13 +114,20 @@ private: Uint16 value; Uint16 properties; - Uint8 usability; TargetingMode targettingMode; - Uint8 equipable; - HeroGroup equipableBy; + int equipability; + int heroMask; + + // TODO: turn these back into bits as soon as fields are implemented in the loader + bool mostUseful; + bool cursed; + bool fruit; + bool scenario; + bool status; + bool battle; }; } -#endif /* COMMON_ITEM_H_ */ +#endif