/* 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 . * * * 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