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engines/ultima/ultima8/world/weapon_info.h
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engines/ultima/ultima8/world/weapon_info.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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#ifndef ULTIMA8_WORLD_WEAPONINFO_H
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#define ULTIMA8_WORLD_WEAPONINFO_H
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#include "ultima/shared/std/string.h"
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namespace Ultima {
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namespace Ultima8 {
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struct WeaponInfo {
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Std::string _name;
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uint32 _shape;
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uint8 _overlayType;
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uint32 _overlayShape;
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uint8 _damageModifier;
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uint8 _baseDamage;
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uint8 _dexAttackBonus;
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uint8 _dexDefendBonus;
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uint8 _armourBonus;
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uint16 _damageType;
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int _treasureChance;
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// Crusader-specific fields:
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uint16 _sound; //!< The sound this weapon makes when fired
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uint16 _reloadSound; //!< The sound made when reloaded
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uint16 _ammoType; //!< The inventory frame for the ammo used
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uint16 _ammoShape; //!< The shape number for the ammo used
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uint16 _displayGumpShape; //! The gump shape to use for inventory display (3,4,5)
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uint16 _displayGumpFrame; //!< The frame to use in the inventory gump
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uint8 _small; //! A flag whether or not the weapon is "small" (changes the animations used)
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uint16 _clipSize; //! Count of ammo the weapon starts with and gets from a reload
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uint16 _energyUse; //! Energy used by each shot
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uint8 _field8; //! Not totally sure, used like "cycle time" in Attack Process
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uint16 _shotDelay; //! Delay between shots
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enum DmgType {
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DMG_NORMAL = 0x0001,
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DMG_BLADE = 0x0002,
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DMG_BLUNT = 0x0004,
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DMG_FIRE = 0x0008,
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DMG_UNDEAD = 0x0010,
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DMG_MAGIC = 0x0020,
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DMG_SLAYER = 0x0040,
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DMG_PIERCE = 0x0080,
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DMG_FALLING = 0x0100
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};
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};
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} // End of namespace Ultima8
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} // End of namespace Ultima
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#endif
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