ScummVM API documentation
weapon_info.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 #ifndef ULTIMA8_WORLD_WEAPONINFO_H
23 #define ULTIMA8_WORLD_WEAPONINFO_H
24 
25 #include "ultima/shared/std/string.h"
26 
27 namespace Ultima {
28 namespace Ultima8 {
29 
30 struct WeaponInfo {
31  Std::string _name;
32  uint32 _shape;
33  uint8 _overlayType;
34  uint32 _overlayShape;
35  uint8 _damageModifier;
36  uint8 _baseDamage;
37  uint8 _dexAttackBonus;
38  uint8 _dexDefendBonus;
39  uint8 _armourBonus;
40  uint16 _damageType;
41  int _treasureChance;
42 
43  // Crusader-specific fields:
44  uint16 _sound;
45  uint16 _reloadSound;
46  uint16 _ammoType;
47  uint16 _ammoShape;
48  uint16 _displayGumpShape;
50  uint8 _small;
51  uint16 _clipSize;
52  uint16 _energyUse;
53  uint8 _field8;
54  uint16 _shotDelay;
55 
56  enum DmgType {
57  DMG_NORMAL = 0x0001,
58  DMG_BLADE = 0x0002,
59  DMG_BLUNT = 0x0004,
60  DMG_FIRE = 0x0008,
61  DMG_UNDEAD = 0x0010,
62  DMG_MAGIC = 0x0020,
63  DMG_SLAYER = 0x0040,
64  DMG_PIERCE = 0x0080,
65  DMG_FALLING = 0x0100
66  };
67 };
68 
69 } // End of namespace Ultima8
70 } // End of namespace Ultima
71 
72 #endif
uint8 _field8
Energy used by each shot.
Definition: weapon_info.h:53
uint16 _energyUse
Count of ammo the weapon starts with and gets from a reload.
Definition: weapon_info.h:52
uint16 _ammoType
The inventory frame for the ammo used.
Definition: weapon_info.h:46
uint16 _clipSize
A flag whether or not the weapon is "small" (changes the animations used)
Definition: weapon_info.h:51
Definition: detection.h:27
uint16 _sound
The sound this weapon makes when fired.
Definition: weapon_info.h:44
Definition: string.h:30
uint16 _ammoShape
The shape number for the ammo used.
Definition: weapon_info.h:47
uint16 _displayGumpFrame
The gump shape to use for inventory display (3,4,5)
Definition: weapon_info.h:49
uint16 _reloadSound
The sound made when reloaded.
Definition: weapon_info.h:45
uint16 _shotDelay
Not totally sure, used like "cycle time" in Attack Process.
Definition: weapon_info.h:54
DmgType
Delay between shots.
Definition: weapon_info.h:56
Definition: weapon_info.h:30