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 8 * modify it under the terms of the GNU General Public License 9 * as published by the Free Software Foundation; either version 2 10 * of the License, or (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, write to the Free Software 19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 20 * 21 */ 22 23 #ifndef ULTIMA8_WORLD_WEAPONINFO_H 24 #define ULTIMA8_WORLD_WEAPONINFO_H 25 26 #include "ultima/shared/std/string.h" 27 28 namespace Ultima { 29 namespace Ultima8 { 30 31 struct WeaponInfo { 32 Std::string _name; 33 uint32 _shape; 34 uint8 _overlayType; 35 uint32 _overlayShape; 36 uint8 _damageModifier; 37 uint8 _baseDamage; 38 uint8 _dexAttackBonus; 39 uint8 _dexDefendBonus; 40 uint8 _armourBonus; 41 uint16 _damageType; 42 int _treasureChance; 43 44 // Crusader-specific fields: 45 uint16 _sound; //!< The sound this weapon makes when fired 46 uint16 _reloadSound; //!< The sound made when reloaded 47 uint16 _ammoType; //!< The inventory frame for the ammo used 48 uint16 _ammoShape; //!< The shape number for the ammo used 49 uint16 _displayGumpShape; //! The gump shape to use for inventory display (3,4,5) 50 uint16 _displayGumpFrame; //!< The frame to use in the inventory gump 51 uint8 _small; //! A flag whether or not the weapon is "small" (changes the animations used) 52 uint16 _clipSize; //! Count of ammo the weapon starts with and gets from a reload 53 uint16 _energyUse; //! Energy used by each shot 54 uint8 _field8; //! Not totally sure, used like "cycle time" in Attack Process 55 uint16 _shotDelay; //! Delay between shots 56 57 enum DmgType { 58 DMG_NORMAL = 0x0001, 59 DMG_BLADE = 0x0002, 60 DMG_BLUNT = 0x0004, 61 DMG_FIRE = 0x0008, 62 DMG_UNDEAD = 0x0010, 63 DMG_MAGIC = 0x0020, 64 DMG_SLAYER = 0x0040, 65 DMG_PIERCE = 0x0080, 66 DMG_FALLING = 0x0100 67 }; 68 }; 69 70 } // End of namespace Ultima8 71 } // End of namespace Ultima 72 73 #endif 74