/* * 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