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engines/saga2/weapons.h
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engines/saga2/weapons.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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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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namespace Saga2 {
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struct ResourceItemEffect;
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class Actor;
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class GameObject;
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class ProtoEffect;
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ProtoEffect *createNewProtoEffect(Common::SeekableReadStream *stream);
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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() : _next(NULL) {}
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virtual ~WeaponEffect() {}
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virtual void implement(Actor *enactor, GameObject *target, GameObject *strikingObj, 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(Common::SeekableReadStream *stream) : _effect(createNewProtoEffect(stream)) {
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}
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~WeaponProtoEffect();
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void implement(Actor *enactor, GameObject*target, GameObject *strikingObj, 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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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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}
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void implement(Actor *enactor, GameObject *target, GameObject *strikingObj, uint8 trength);
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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(Common::SeekableReadStream *stream);
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void killEffects();
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void implement(Actor *enactor, GameObject *target, GameObject *strikingObj, uint8 strength);
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};
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//-----------------------------------------------------------------------
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void initWeapons();
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void cleanupWeapons();
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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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