aboutsummaryrefslogtreecommitdiff
path: root/src/magic.hh
blob: d24edd85f367f3193605d05d65e6d3b50db0c05e (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
#ifndef TIBIA_MAGIC_HH_
#define TIBIA_MAGIC_HH_ 1

#include "common.hh"

struct TCreature;

struct TImpact{
	// VIRTUAL FUNCTIONS
	// =========================================================================
	virtual void handleField(int a, int b, int c);										// VTABLE[0]
	virtual void handleCreature(TCreature *Victim);										// VTABLE[1]
	virtual bool isAggressive(void);													// VTABLE[2]

	// DATA
	// =========================================================================
	//void *VTABLE;	// IMPLICIT
};

#if 0
struct TSummonImpact {
	TImpact super_TImpact; // INHERITANCE?
	TCreature *Actor;
	int Race;
	int Maximum;
};

struct TSpeedImpact {
	TImpact super_TImpact; // INHERITANCE?
	TCreature *Actor;
	int Percent;
	int Duration;
};

struct THealingImpact {
	TImpact super_TImpact; // INHERITANCE?
	TCreature *Actor;
	int Power;
};

struct TOutfitImpact {
	TImpact super_TImpact; // INHERITANCE?
	TCreature *Actor;
	TOutfit Outfit;
	int Duration;
};

struct TFieldImpact {
	TImpact super_TImpact; // INHERITANCE?
	TCreature *Actor;
	int FieldType;
};

struct TDrunkenImpact {
	TImpact super_TImpact; // INHERITANCE?
	TCreature *Actor;
	int Power;
	int Duration;
};

struct TStrengthImpact {
	TImpact super_TImpact; // INHERITANCE?
	TCreature *Actor;
	int Skills;
	int Percent;
	int Duration;
};
#endif

struct TDamageImpact: TImpact{
	// REGULAR FUNCTIONS
	// =========================================================================
	TDamageImpact(TCreature *Actor, int DamageType, int Power, bool AllowDefense);

	// VIRTUAL FUNCTIONS
	// =========================================================================
	void handleCreature(TCreature *Victim) override;

	// DATA
	// =========================================================================
	// TImpact super_TImpact;	// IMPLICIT
	TCreature *Actor;
	int DamageType;
	int Power;
	bool AllowDefense;
};

void CheckMana(TCreature *Creature, int ManaPoints, int SoulPoints, int Delay);

#endif //TIBIA_MAGIC_HH_