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#ifndef BATTLE_T_HPP
#define BATTLE_T_HPP
#include "../common/utils2.hpp"
namespace e
{
enum class BF : uint16_t
{
ZERO = 0x0000,
NEGATIVE_1 = 0xffff,
WEAPON = 0x0001,
#define BF_WEAPON BF::WEAPON
MAGIC = 0x0002,
#define BF_MAGIC BF::MAGIC
MISC = 0x0004,
#define BF_MISC BF::MISC
SHORT = 0x0010,
#define BF_SHORT BF::SHORT
LONG = 0x0040,
#define BF_LONG BF::LONG
SKILL = 0x0100,
#define BF_SKILL BF::SKILL
NORMAL = 0x0200,
#define BF_NORMAL BF::NORMAL
WEAPONMASK = 0x000f,
#define BF_WEAPONMASK BF::WEAPONMASK
RANGEMASK = 0x00f0,
#define BF_RANGEMASK BF::RANGEMASK
SKILLMASK = 0x0f00,
#define BF_SKILLMASK BF::SKILLMASK
};
ENUM_BITWISE_OPERATORS(BF)
}
using e::BF;
struct BCT
{
// former representation:
uint8_t lo; // 0x 00 00 00 ff
uint8_t mid; // 0x 00 00 ff 00
uint8_t classic:4; // 0x 00 0f 00 00
uint8_t level:4; // 0x 00 f0 00 00
uint8_t unused; // 0x ff 00 00 00
operator bool() { return lo || mid || classic || level || unused; }
};
constexpr
BCT operator & (BCT l, BCT r) { return {uint8_t(l.lo & r.lo), uint8_t(l.mid & r.mid), uint8_t(l.classic & r.classic), uint8_t(l.level & r.level), uint8_t(l.unused & r.unused) }; }
constexpr
BCT operator | (BCT l, BCT r) { return {uint8_t(l.lo | r.lo), uint8_t(l.mid | r.mid), uint8_t(l.classic | r.classic), uint8_t(l.level | r.level), uint8_t(l.unused | r.unused) }; }
constexpr
BCT operator ^ (BCT l, BCT r) { return {uint8_t(l.lo ^ r.lo), uint8_t(l.mid ^ r.mid), uint8_t(l.classic ^ r.classic), uint8_t(l.level ^ r.level), uint8_t(l.unused ^ r.unused) }; }
inline
BCT& operator &= (BCT& l, BCT r) { return l = l & r; }
inline
BCT& operator |= (BCT& l, BCT r) { return l = l & r; }
inline
BCT& operator ^= (BCT& l, BCT r) { return l = l & r; }
// BCT operator ~(BCT r);
constexpr
bool operator == (BCT l, BCT r) { return l.lo == r.lo && l.mid == r.mid && l.classic == r.classic && l.level == r.level && l.unused == r.unused; }
constexpr
bool operator != (BCT l, BCT r) { return !(l == r); }
constexpr
BCT BCT_NOENEMY = {0x00, 0x00, 0x0, 0x0, 0x00};
constexpr
BCT BCT_ZERO = BCT_NOENEMY;
constexpr
BCT BCT_PARTY = {0x00, 0x00, 0x1, 0x0, 0x00};
constexpr
BCT BCT_ENEMY = {0x00, 0x00, 0x4, 0x0, 0x00};
constexpr
BCT BCT_NOPARTY = {0x00, 0x00, 0x5, 0x0, 0x00};
constexpr
BCT BCT_ALL = {0x00, 0x00, 0x2, 0x0, 0x00};
constexpr
BCT BCT_NOONE = {0x00, 0x00, 0x6, 0x0, 0x00};
constexpr
BCT BCT_lo_x01 = {0x01, 0x00, 0x0, 0x0, 0x00};
constexpr
BCT BCT_lo_x02 = {0x02, 0x00, 0x0, 0x0, 0x00};
constexpr
BCT BCT_mid_x05 = {0x00, 0x05, 0x0, 0x0, 0x00};
constexpr
BCT BCT_mid_x80 = {0x00, 0x80, 0x0, 0x0, 0x00};
constexpr
BCT BCT_highnib = {0x00, 0x00, 0x0, 0xf, 0x00};
#endif // BATTLE_T_HPP
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