3 #include "TargetingMode.h"
4 #include "../loader/Interpreter.h"
5 #include "../loader/TypeDescription.h"
7 using loader::FieldDescription;
8 using loader::Interpreter;
9 using loader::TypeDescription;
21 void Ikari::CreateTypeDescription() {
24 TypeDescription &td(TypeDescription::Create(TYPE_ID, "Ikari"));
26 "Information of a single ikari attack.");
27 td.SetConstructor(&Construct);
28 td.SetSize(sizeof(Ikari));
30 td.AddField("name", FieldDescription(((char *)&i.name) - ((char *)&i), Interpreter::STRING_ID).SetReferenced().SetDescription("the attack's name"));
31 td.AddField("cost", FieldDescription(((char *)&i.cost) - ((char *)&i), Interpreter::NUMBER_ID).SetDescription("amount of ikari points needed and deducted for use"));
32 td.AddField("targets", FieldDescription(((char *)&i.targetingMode) - ((char *)&i), TargetingMode::TYPE_ID).SetDescription("how target selection is to be performed"));
33 td.AddField("type", FieldDescription(((char *)&i.isPhysical) - ((char *)&i), Interpreter::BOOLEAN_ID).SetDescription("if the attack is physical (true) or magical(false)"));
36 void Ikari::Construct(void *data) {