JNR
rpgAttack.h
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2 
3 Jump'n'Run Engine
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28 */
29 #ifndef M_ATTACK_H
30 #define M_ATTACK_H
31 
33 
34 
43 
44 // Attack 'element'; Creatures can have different defensive abilities
45 // against different elements
46 //
47 #define M_ELEMENTS 6
48 #define M_ELEMENT_PHYSICAL 0
49 #define M_ELEMENT_PSYCHIC 1
50 #define M_ELEMENT_TOXIC 2
51 #define M_ELEMENT_ELECTRIC 3
52 #define M_ELEMENT_FROST 4
53 #define M_ELEMENT_FIRE 5
54 
55 class rpgAttack: public laLoadableObj
56 {
57 public:
58  // Pointer to the tileset
59  // TODO: Remove this, make the TS a property list like all the rest and use pTSE->getTopmost()
60  //
61  // Currently the TS is not a property list, so there is no way to get a global TS element
62  // using the property list interface;
63  //
64  static class laTileset* _pTS;
65  friend class laTileset;
66 
67  // Attack properites
68  //
69  unsigned nAP; //< Attack Points
70  unsigned nElement; //< Attack Element
71 
72  double dRange;
73  double dChargeTime;
74 
75  // Special properites
76  //
77  shared_ptr<rpgProjectile> spProjectile; //< Projectile properties if ranged attack
78  shared_ptr<rpgPotion> spPotion; //< Any associated potion-like effect
79 
80  // Constructor/destr
81  //
82  rpgAttack(unsigned element = M_ELEMENT_PHYSICAL, unsigned ap = 1);
83  ~rpgAttack();
84 
86  void upgrade();
87 
88  // Load from TS
89  virtual void load(class laPropertyList* pElement);
90 
91  // This method is part of the laLoadableObj interface
92  //
93  // Load attack and its associated special effects from the tileset file ( .ts, for mobs ),
94  // or the save game file ( for the rpgSheet_PlayableChar );
95  //
96  virtual void load(class laFileParser *fp);
97  //save
98 };
100 #endif
void upgrade()
Upgrade attack (called on level up)
Definition: rpgAttack.cpp:125
Interface for loadable objects.
Definition: laLoadableObj.h:43
Attack RPG Properties.
Definition: rpgAttack.h:55
Tileset Class.
Definition: laTileset.h:46
File Parser.
Definition: laFileParser.h:41