1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*
* Based on the original sources
* Faery Tale II -- The Halls of the Dead
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
*/
#ifndef SAGA2_WEAPONS_H
#define SAGA2_WEAPONS_H
namespace Saga2 {
struct ResourceItemEffect;
class Actor;
class GameObject;
class ProtoEffect;
ProtoEffect *createNewProtoEffect(Common::SeekableReadStream *stream);
//-----------------------------------------------------------------------
class WeaponEffect {
public:
WeaponEffect *_next; // pointer to additional effects
WeaponEffect() : _next(NULL) {}
virtual ~WeaponEffect() {}
virtual void implement(Actor *enactor, GameObject *target, GameObject *strikingObj, uint8 strength) = 0;
};
//-----------------------------------------------------------------------
class WeaponProtoEffect : public WeaponEffect {
ProtoEffect *_effect;
public:
WeaponProtoEffect(Common::SeekableReadStream *stream) : _effect(createNewProtoEffect(stream)) {
}
~WeaponProtoEffect();
void implement(Actor *enactor, GameObject*target, GameObject *strikingObj, uint8 strength);
};
//-----------------------------------------------------------------------
class WeaponStrikeEffect : public WeaponEffect {
effectDamageTypes _type;// damage type
int8 _dice; // # of dice to roll
int8 _sides; // # of sides on dice
int8 _skillDice; // multiply additional dice
int8 _base; // absolute damage amount
int8 _skillBase;
public:
WeaponStrikeEffect(effectDamageTypes t, int8 d, int8 s, int8 sd, int8 b, int8 sb) :
_type(t), _dice(d), _sides(s), _skillDice(sd), _base(b), _skillBase(sb) {
}
void implement(Actor *enactor, GameObject *target, GameObject *strikingObj, uint8 trength);
};
//-----------------------------------------------------------------------
class WeaponStuff {
weaponID _master; // index in array
WeaponEffect *_effects; // the effects of this weapon
public:
WeaponStuff();
~WeaponStuff();
void setID(weaponID id) {
_master = id;
}
void addEffect(WeaponEffect *we);
void addEffect(Common::SeekableReadStream *stream);
void killEffects();
void implement(Actor *enactor, GameObject *target, GameObject *strikingObj, uint8 strength);
};
//-----------------------------------------------------------------------
void initWeapons();
void cleanupWeapons();
WeaponStuff &getWeapon(weaponID i);
GameObject *getShieldItem(GameObject *defender);
} // End of namespace Saga2
#endif
|