/*
* Copyright 2011-2012 Arx Libertatis Team (see the AUTHORS file)
*
* This file is part of Arx Libertatis.
*
* Arx Libertatis 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.
*
* Arx Libertatis 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 Arx Libertatis. If not, see .
*/
/* Based on:
===========================================================================
ARX FATALIS GPL Source Code
Copyright (C) 1999-2010 Arkane Studios SA, a ZeniMax Media company.
This file is part of the Arx Fatalis GPL Source Code ('Arx Fatalis Source Code').
Arx Fatalis Source Code 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.
Arx Fatalis Source Code 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 Arx Fatalis Source Code. If not, see
.
In addition, the Arx Fatalis Source Code is also subject to certain additional terms. You should have received a copy of these
additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Arx
Fatalis Source Code. If not, please request a copy in writing from Arkane Studios at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing Arkane Studios, c/o
ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
// Code: Cyril Meynier
//
// Copyright (c) 1999-2001 ARKANE Studios SA. All rights reserved
#ifndef ARX_GAME_EQUIPMENT_H
#define ARX_GAME_EQUIPMENT_H
#include
#include
#include "game/Item.h"
#include "math/MathFwd.h"
#include "platform/Flags.h"
class Entity;
enum WeaponType {
WEAPON_BARE = 0,
WEAPON_DAGGER = 1,
WEAPON_1H = 2,
WEAPON_2H = 3,
WEAPON_BOW = 4
};
enum EquipmentSlot {
EQUIP_SLOT_RING_LEFT = 0,
EQUIP_SLOT_RING_RIGHT = 1,
EQUIP_SLOT_WEAPON = 2,
EQUIP_SLOT_SHIELD = 3,
EQUIP_SLOT_TORCH = 4,
EQUIP_SLOT_ARMOR = 5,
EQUIP_SLOT_HELMET = 6,
EQUIP_SLOT_LEGGINGS = 7
};
void ARX_EQUIPMENT_Init();
void ARX_EQUIPMENT_Remove_All_Special(Entity * io);
void ARX_EQUIPMENT_SetEquip(Entity * io, bool special,
const std::string & param2, float val,
EquipmentModifierFlags flags);
//! Sets/unsets an object type flag
bool ARX_EQUIPMENT_SetObjectType(Entity & io, const std::string & temp, bool set);
ItemType ARX_EQUIPMENT_GetObjectTypeFlag(const std::string& temp);
void ARX_EQUIPMENT_Equip(Entity * target, Entity * toequip);
void ARX_EQUIPMENT_UnEquip(Entity * target, Entity * toequip, long flags = 0);
void ARX_EQUIPMENT_ReleaseAll(Entity * io);
void ARX_EQUIPMENT_AttachPlayerWeaponToHand();
void ARX_EQUIPMENT_AttachPlayerWeaponToBack();
void ARX_EQUIPMENT_LaunchPlayerReadyWeapon();
void ARX_EQUIPMENT_LaunchPlayerUnReadyWeapon();
long ARX_EQUIPMENT_GetPlayerWeaponType();
float ARX_EQUIPMENT_Apply(Entity * io, EquipmentModifierType ident,
float trueval);
float ARX_EQUIPMENT_ApplyPercent(Entity * io, EquipmentModifierType ident,
float trueval);
bool ARX_EQUIPMENT_Strike_Check(Entity * io_source, Entity * io_weapon, float percentaim, long flags, long targ = -1);
void ARX_EQUIPMENT_RecreatePlayerMesh();
float ARX_EQUIPMENT_ComputeDamages(Entity * io_source, Entity * io_target, float ratioaim, Vec3f * pos = NULL);
void ARX_EQUIPMENT_IdentifyAll();
void ARX_EQUIPMENT_UnEquipAllPlayer();
float GetHitValue(const std::string & name);
void ARX_EQUIPMENT_UnEquipPlayerWeapon();
bool ARX_EQUIPMENT_IsPlayerEquip(Entity * _pIO);
#endif // ARX_GAME_EQUIPMENT_H