Esempio n. 1
0
weapon::weapon (string name, CHARACTER_WEAPON type, SIZE_CATEGORY size, int damage, int dice, int range, 
		double value, double weight, bool reach, int enhancementBonus, DAMAGE_TYPE one, 
		DAMAGE_TYPE two, DAMAGE_TYPE three, WEAPON_CATEGORY cat, WEAPON_SUBCATEGORY subcat, int critChance,
			int critValue, MATERIAL substance ) {

	setItemName(name);
	setDamageDie(damage);
	setNumDMGDice(dice);
	setWeaponType(type);
	setRangeIncrement(range);
	setWeight(weight);
	setBaseValue(value);
	setHardness(subcat, substance, enhancementBonus);
	setDurability(subcat, substance, enhancementBonus, size);
	setSize(size);
	setReach(reach);
	setDamageType1( one );
	setDamageType2( two );
	setDamageType3( three );
	setCritChance(critChance);
	setCritValue(critValue);
	setWeaponCategory( cat );
	setWeaponSubCategory ( subcat );
	setEnhancementBonus (enhancementBonus);
}
Esempio n. 2
0
ActorInfo::ActorInfo(AEvaCharacter * character) : name(character->getName()) {
	setDirection(character->getDirection());
	setPosition(character->getPosition());
	setTeam(character->team);
	setWeaponType(character->currentWeapon);
	setHealth(character->health);
	setArmour(character->armour);
}
Esempio n. 3
0
weapon::weapon ( CHARACTER_WEAPON type ) {
	setWeaponsArray();
	char*** myWeapons = getWeaponsArray();
	int row;

	switch (type) {
	case 0:
		row = 0;
		break;
	case 1:
		row = 1;
		break;
	case 2:
		row = 2;
		break;
	case 3:
		row = 3;
		break;
	default:
		row = 1;
		break;
	}

	setItemName((string)(myWeapons[row][0]));
	setDamageDie(atoi(myWeapons[row][2]));
	setNumDMGDice(atoi(myWeapons[row][3]));
	setWeaponType((CHARACTER_WEAPON)atoi(myWeapons[row][1]));
	setRangeIncrement(atoi(myWeapons[row][5]));
	setWeight(atoi(myWeapons[row][6]));
	setBaseValue(atoi(myWeapons[row][7]));
	setHardness((WEAPON_SUBCATEGORY)atoi(myWeapons[row][8]), (MATERIAL)atoi(myWeapons[row][9]), atoi(myWeapons[row][10]));
	setDurability((WEAPON_SUBCATEGORY)atoi(myWeapons[row][8]), (MATERIAL)atoi(myWeapons[row][9]), atoi(myWeapons[row][10]), size);
	setSize(size);
	setReach((bool)atoi(myWeapons[row][11]));
	setDamageType1( (DAMAGE_TYPE)atoi(myWeapons[row][12]) );
	setDamageType2( (DAMAGE_TYPE)atoi(myWeapons[row][12]) );
	setDamageType3( (DAMAGE_TYPE)atoi(myWeapons[row][12]) );
	setCritChance(atoi(myWeapons[row][13]));
	setCritValue(atoi(myWeapons[row][14]));
	setWeaponCategory( (WEAPON_CATEGORY)atoi(myWeapons[row][15]) );
	setWeaponSubCategory ( (WEAPON_SUBCATEGORY)atoi(myWeapons[row][8]) );
	setEnhancementBonus (atoi(myWeapons[row][10]));

}
Esempio n. 4
0
weapon::weapon () {
	setDamageDie(8);
	setNumDMGDice(1);
	setWeaponType(myEnums::LONGSWORD);
	setItemName("longsword");
	setRangeIncrement(0);
	setWeight(4.0);
	setBaseValue(15.0);
	setHardness(ONE_HANDED_MELEE, METAL, 0);
	setDurability( ONE_HANDED_MELEE, METAL, 0, MEDIUM);
	setSize(MEDIUM);
	setReach(false);
	setDamageType1( SLASHING );
	setDamageType2( SLASHING );
	setDamageType3( SLASHING );
	setCritChance(19);
	setCritValue(2);
	setWeaponCategory( MARTIAL );
	setWeaponSubCategory ( ONE_HANDED_MELEE );
	setEnhancementBonus (0);
}
Esempio n. 5
0
weapon::weapon ( SIZE_CATEGORY size) {

	switch ( size ) {
	case 0:
		this->size = FINE;
		setDamageDie(2);
		setNumDMGDice(1);
		break;
	case 1:
		this->size = DIMINUTIVE;
		setDamageDie(3);
		setNumDMGDice(1);
		break;
	case 2:
		this->size = TINY;
		setDamageDie(4);
		setNumDMGDice(1);
		break;
	case 3:
		this->size = SMALL;
		setDamageDie(6);
		setNumDMGDice(1);
		break;
	case 4:
		this->size = MEDIUM;
		setDamageDie(8);
		setNumDMGDice(1);
		break;
	case 5:
		this->size = LARGE;
		setDamageDie(6);
		setNumDMGDice(2);
		break;
	case 6:
		this->size = myEnums::HUGE;
		setDamageDie(6);
		setNumDMGDice(3);
		break;
	case 7:
		this->size = GARGANTUAN;
		setDamageDie(6);
		setNumDMGDice(4);
		break;
	case 8:
		this->size = COLOSSAL;
		setDamageDie(6);
		setNumDMGDice(6);
		break;
	case 9:
		this->size = COLOSSAL_P;
		setDamageDie(6);
		setNumDMGDice(7);
		break;
	case 10:
		this->size = COLOSSAL_PP;
		setDamageDie(6);
		setNumDMGDice(8);
		break;
	default:
		this->size = MEDIUM;
		setDamageDie(8);
		setNumDMGDice(1);
		break;
	}
	setWeaponType(myEnums::LONGSWORD);
	setItemName("longsword");
	setRangeIncrement(0);
	setWeight(4.0);
	setBaseValue(15.0);
	setHardness(ONE_HANDED_MELEE, METAL, 0);
	setDurability(ONE_HANDED_MELEE, METAL, 0, MEDIUM);

	setReach(false);
	setDamageType1( SLASHING );
	setDamageType2( SLASHING );
	setDamageType3( SLASHING );
	setCritChance(19);
	setCritValue(2);
	setWeaponCategory( MARTIAL );
	setWeaponSubCategory ( ONE_HANDED_MELEE );
	setEnhancementBonus (0);
}