]> git.localhorst.tv Git - l2e.git/blobdiff - src/common/Item.h
added sword attack animation
[l2e.git] / src / common / Item.h
index 2f662074c286e75b619a8d539899637fd96ba427..1d9d51c56baa8260779f6b3115d876bc8d4a964d 100644 (file)
@@ -8,12 +8,20 @@
 #ifndef COMMON_ITEM_H_
 #define COMMON_ITEM_H_
 
+#include "HeroGroup.h"
+#include "TargetingMode.h"
+
 #include <SDL.h>
 
-namespace graphics { class Sprite; }
+namespace graphics {
+       class Animation;
+       class Sprite;
+}
 
 namespace common {
 
+class Ikari;
+
 class Item {
 
 public:
@@ -32,17 +40,20 @@ public:
        bool CanUseOnStatusScreen() const { return usability & USABILITY_STATUS; }
        bool CanUseInBattle() const { return usability & USABILITY_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; }
@@ -52,16 +63,11 @@ public:
        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; }
+       HeroGroup &EquipableBy() { return equipableBy; }
+       const HeroGroup &EquipableBy() const { return equipableBy; }
 
-       bool HasItemEffectOnStatusScreen() const { return properties & PROPERTY_HAS_ITEM_EFFECT_STATUS; }
-       bool HasItemEffectInBattle() const { return properties & PROPERTY_HAS_ITEM_EFFECT_BATTLE; }
+       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; }
@@ -79,6 +85,8 @@ public:
        void SetName(const char *n) { name = n; }
        void SetMenuIcon(const graphics::Sprite *icon) { menuIcon = icon; }
        void SetUsableInBattle() { usability |= USABILITY_BATTLE; }
+       void SetIkari(const Ikari *i) { ikari = i; }
+       void SetAttackAnimation(graphics::Animation *a) { attackAnimation = a; }
 
 private:
        enum Usability {
@@ -91,15 +99,6 @@ private:
                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,
-       };
        enum Equipable {
                EQUIPPABLE_NONE = 0,
                EQUIPPABLE_WEAPON = 1,
@@ -109,19 +108,9 @@ private:
                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,
@@ -142,14 +131,16 @@ 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;
+       TargetingMode targettingMode;
        Uint8 equipable;
-       Uint8 equipableBy;
+       HeroGroup equipableBy;
 
 };