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scummvm-cursorfix/engines/ultima/ultima8/world/weapon_info.h
2026-02-02 04:50:13 +01:00

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/* 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