X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fcommon%2FItem.h;h=1af15f3de365fc289d5e74a62ac14b0908b63b94;hb=b02da898c7c8a08141df4e797774a61cf5e0163f;hp=1d9d51c56baa8260779f6b3115d876bc8d4a964d;hpb=c0068263474818f39e704eee12f753c0419f7708;p=l2e.git diff --git a/src/common/Item.h b/src/common/Item.h index 1d9d51c..1af15f3 100644 --- a/src/common/Item.h +++ b/src/common/Item.h @@ -30,15 +30,15 @@ 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; } TargetingMode &GetTargetingMode() { return targettingMode; } const TargetingMode &GetTargetingMode() const { return targettingMode; } @@ -56,12 +56,12 @@ 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 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; } @@ -84,21 +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 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, @@ -137,11 +130,19 @@ private: Uint16 value; Uint16 properties; - Uint8 usability; TargetingMode targettingMode; - Uint8 equipable; + 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; + }; }