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141 lines
3.6 KiB
C++
141 lines
3.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*
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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#ifndef SAGA2_WEAPONS_H
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#define SAGA2_WEAPONS_H
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#include "saga2/spelshow.h"
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namespace Saga2 {
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struct ResourceItemEffect;
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ProtoEffect *createNewProtoEffect(ResourceItemEffect *rie);
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//-----------------------------------------------------------------------
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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(void) : next(NULL) {}
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virtual ~WeaponEffect(void) {}
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virtual void implement(
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Actor *enactor,
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GameObject *target,
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GameObject *strikingObj,
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uint8 strength) = 0;
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};
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//-----------------------------------------------------------------------
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class WeaponProtoEffect : public WeaponEffect {
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ProtoEffect *effect;
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public:
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WeaponProtoEffect(ResourceItemEffect *rie) :
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effect(createNewProtoEffect(rie)) {
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}
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~WeaponProtoEffect(void) {
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if (effect != NULL) delete effect;
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}
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void implement(
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Actor *enactor,
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GameObject *target,
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GameObject *strikingObj,
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uint8 strength);
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};
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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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sides, // # of sides on dice
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skillDice, // multiply additional dice
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base, // absolute damage amount
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skillBase;
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public:
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WeaponStrikeEffect(
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effectDamageTypes t,
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int8 d,
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int8 s,
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int8 sd,
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int8 b,
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int8 sb) :
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type(t),
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dice(d),
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sides(s),
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skillDice(sd),
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base(b),
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skillBase(sb) {
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}
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void implement(
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Actor *enactor,
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GameObject *target,
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GameObject *strikingObj,
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uint8 strength);
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};
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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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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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}
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void addEffect(WeaponEffect *we);
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void addEffect(ResourceItemEffect *rse);
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void killEffects(void);
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void implement(
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Actor *enactor,
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GameObject *target,
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GameObject *strikingObj,
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uint8 strength);
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};
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//-----------------------------------------------------------------------
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void initWeapons(void);
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void cleanupWeapons(void);
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WeaponStuff &getWeapon(weaponID i);
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GameObject *getShieldItem(GameObject *defender);
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} // End of namespace Saga2
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#endif
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