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