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SAGA2: Rename class viariables in weapons.h
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@ -143,15 +143,15 @@ GameObject *getShieldItem(GameObject *defender) {
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WeaponProtoEffect member functions
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* ===================================================================== */
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WeaponProtoEffect::~WeaponProtoEffect(void) {
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if (effect != NULL)
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delete effect;
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if (_effect != NULL)
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delete _effect;
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}
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void WeaponProtoEffect::implement(Actor *enactor, GameObject *target, GameObject *, uint8) {
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SpellTarget targ(target);
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if (effect != NULL)
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effect->implement(enactor, &targ);
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if (_effect != NULL)
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_effect->implement(enactor, &targ);
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}
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/* ===================================================================== *
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@ -164,44 +164,44 @@ void WeaponStrikeEffect::implement(Actor *enactor, GameObject *target, GameObjec
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int8 totalDice, totalBase;
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totalDice = dice + strength * skillDice;
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totalBase = base + strength * skillBase;
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totalDice = _dice + strength * _skillDice;
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totalBase = _base + strength * _skillBase;
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target->acceptDamage(enactor->thisID(), totalBase, type, totalDice, sides);
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target->acceptDamage(enactor->thisID(), totalBase, _type, totalDice, _sides);
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}
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WeaponStuff::WeaponStuff() {
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effects = NULL;
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master = nullWeapon;
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_effects = NULL;
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_master = nullWeapon;
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}
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WeaponStuff::~WeaponStuff() {
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while (effects != NULL) {
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WeaponEffect *curEffect = effects;
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while (_effects != NULL) {
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WeaponEffect *curEffect = _effects;
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effects = effects->next;
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_effects = _effects->_next;
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delete curEffect;
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}
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master = nullWeapon;
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_master = nullWeapon;
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}
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void WeaponStuff::killEffects(void) {
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while (effects != NULL) {
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WeaponEffect *curEffect = effects;
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while (_effects != NULL) {
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WeaponEffect *curEffect = _effects;
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effects = effects->next;
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_effects = _effects->_next;
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delete curEffect;
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}
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}
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void WeaponStuff::addEffect(WeaponEffect *we) {
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WeaponEffect *e = effects;
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if (effects) {
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while (e->next)
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e = e->next;
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e->next = we;
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WeaponEffect *e = _effects;
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if (_effects) {
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while (e->_next)
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e = e->_next;
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e->_next = we;
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} else {
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effects = we;
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_effects = we;
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}
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}
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@ -234,18 +234,18 @@ void WeaponStuff::addEffect(Common::SeekableReadStream *stream) {
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if (we == NULL)
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error("failed to alloc weapon effect");
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if (effects == NULL)
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effects = we;
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if (_effects == NULL)
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_effects = we;
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else {
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WeaponEffect *tail;
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for (tail = effects; tail->next; tail = tail->next)
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for (tail = _effects; tail->_next; tail = tail->_next)
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;
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tail->next = we;
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tail->_next = we;
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}
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}
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void WeaponStuff::implement(Actor *enactor, GameObject *target, GameObject *strikingObj, uint8 strength) {
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for (WeaponEffect *we = effects; we != NULL; we = we->next)
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for (WeaponEffect *we = _effects; we != NULL; we = we->_next)
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we->implement(enactor, target, strikingObj, strength);
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}
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@ -41,9 +41,9 @@ ProtoEffect *createNewProtoEffect(Common::SeekableReadStream *stream);
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class WeaponEffect {
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public:
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WeaponEffect *next; // pointer to additional effects
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WeaponEffect *_next; // pointer to additional effects
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WeaponEffect(void) : next(NULL) {}
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WeaponEffect(void) : _next(NULL) {}
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virtual ~WeaponEffect(void) {}
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virtual void implement(Actor *enactor, GameObject *target, GameObject *strikingObj, uint8 strength) = 0;
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};
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@ -51,10 +51,10 @@ public:
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//-----------------------------------------------------------------------
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class WeaponProtoEffect : public WeaponEffect {
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ProtoEffect *effect;
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ProtoEffect *_effect;
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public:
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WeaponProtoEffect(Common::SeekableReadStream *stream) : effect(createNewProtoEffect(stream)) {
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WeaponProtoEffect(Common::SeekableReadStream *stream) : _effect(createNewProtoEffect(stream)) {
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}
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~WeaponProtoEffect(void);
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@ -64,16 +64,16 @@ public:
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//-----------------------------------------------------------------------
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class WeaponStrikeEffect : public WeaponEffect {
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effectDamageTypes type; // damage type
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int8 dice; // # of dice to roll
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int8 sides; // # of sides on dice
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int8 skillDice; // multiply additional dice
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int8 base; // absolute damage amount
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int8 skillBase;
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effectDamageTypes _type;// damage type
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int8 _dice; // # of dice to roll
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int8 _sides; // # of sides on dice
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int8 _skillDice; // multiply additional dice
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int8 _base; // absolute damage amount
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int8 _skillBase;
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public:
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WeaponStrikeEffect(effectDamageTypes t, int8 d, int8 s, int8 sd, int8 b, int8 sb) :
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type(t), dice(d), sides(s), skillDice(sd), base(b), skillBase(sb) {
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_type(t), _dice(d), _sides(s), _skillDice(sd), _base(b), _skillBase(sb) {
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}
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void implement(Actor *enactor, GameObject *target, GameObject *strikingObj, uint8 trength);
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@ -82,14 +82,14 @@ public:
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//-----------------------------------------------------------------------
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class WeaponStuff {
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weaponID master; // index in array
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WeaponEffect *effects; // the effects of this weapon
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weaponID _master; // index in array
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WeaponEffect *_effects; // the effects of this weapon
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public:
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WeaponStuff();
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~WeaponStuff();
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void setID(weaponID id) {
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master = id;
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_master = id;
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}
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void addEffect(WeaponEffect *we);
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void addEffect(Common::SeekableReadStream *stream);
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