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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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef WAGE_OBJ_H
#define WAGE_OBJ_H
#include "common/rect.h"
#include "wage/designed.h"
namespace Wage {
class Weapon {
public:
int _accuracy;
String _operativeVerb;
int _type;
int _damage;
String _sound;
int _numberOfUses;
Weapon() : _numberOfUses(0) {}
void decrementNumberOfUses() {
if (_numberOfUses != -1) {
_numberOfUses--;
}
}
};
class Design;
class Scene;
class Chr;
class Obj : public Weapon, public Designed {
public:
Obj() : _currentOwner(NULL), _currentScene(NULL) {}
enum ObjectTypes {
REGULAR_WEAPON = 1,
THROW_WEAPON = 2,
MAGICAL_OBJECT = 3,
HELMET = 4,
SHIELD = 5,
CHEST_ARMOR = 6,
SPIRITUAL_ARMOR = 7,
MOBILE_OBJECT = 8,
IMMOBILE_OBJECT = 9
};
enum AttackTypes {
CAUSES_PHYSICAL_DAMAGE = 0,
CAUSES_SPIRITUAL_DAMAGE = 1,
CAUSES_PHYSICAL_AND_SPIRITUAL_DAMAGE = 2,
HEALS_PHYSICAL_DAMAGE = 3,
HEALS_SPIRITUAL_DAMAGE = 4,
HEALS_PHYSICAL_AND_SPIRITUAL_DAMAGE = 5,
FREEZES_OPPONENT = 6
};
public:
int _index;
bool _namePlural;
int _value;
int _attackType;
int _numberOfUses;
bool _returnToRandomScene;
String _sceneOrOwner;
String _clickMessage;
String _failureMessage;
String _useMessage;
Scene *_currentScene;
Chr *_currentOwner;
public:
void setCurrentOwner(Chr *currentOwner) {
_currentOwner = currentOwner;
if (currentOwner != NULL)
_currentScene = NULL;
}
void setCurrentScene(Scene *currentScene) {
_currentScene = currentScene;
if (currentScene != NULL)
_currentOwner = NULL;
}
};
} // End of namespace Wage
#endif
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