File: weapons.h

package info (click to toggle)
scummvm 2.9.1%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 450,580 kB
  • sloc: cpp: 4,299,825; asm: 28,322; python: 12,901; sh: 11,302; java: 9,289; xml: 7,895; perl: 2,639; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (111 lines) | stat: -rw-r--r-- 3,319 bytes parent folder | download | duplicates (3)
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