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#ifndef TIBIA_MAGIC_HH_
#define TIBIA_MAGIC_HH_ 1
#include "common.hh"
#include "creature.hh"
struct TImpact{
// VIRTUAL FUNCTIONS
// =========================================================================
virtual void handleField(int x, int y, int z); // VTABLE[0]
virtual void handleCreature(TCreature *Victim); // VTABLE[1]
virtual bool isAggressive(void); // VTABLE[2]
// DATA
// =========================================================================
//void *VTABLE; // IMPLICIT
};
struct TDamageImpact: TImpact {
TDamageImpact(TCreature *Actor, int DamageType, int Power, bool AllowDefense);
void handleCreature(TCreature *Victim) override;
TCreature *Actor;
int DamageType;
int Power;
bool AllowDefense;
};
struct TFieldImpact: TImpact {
TFieldImpact(TCreature *Actor, int FieldType);
void handleField(int x, int y, int z) override;
TCreature *Actor;
int FieldType;
};
struct THealingImpact: TImpact {
THealingImpact(TCreature *Actor, int Power);
void handleCreature(TCreature *Victim) override;
bool isAggressive(void) override;
TCreature *Actor;
int Power;
};
struct TSpeedImpact: TImpact {
TSpeedImpact(TCreature *Actor, int Percent, int Duration);
void handleCreature(TCreature *Victim) override;
TCreature *Actor;
int Percent;
int Duration;
};
struct TDrunkenImpact: TImpact {
TDrunkenImpact(TCreature *Actor, int Power, int Duration);
void handleCreature(TCreature *Victim) override;
TCreature *Actor;
int Power;
int Duration;
};
struct TStrengthImpact: TImpact {
TStrengthImpact(TCreature *Actor, int Skills, int Percent, int Duration);
void handleCreature(TCreature *Victim) override;
TCreature *Actor;
int Skills;
int Percent;
int Duration;
};
struct TOutfitImpact: TImpact {
TOutfitImpact(TCreature *Actor, TOutfit Outfit, int Duration);
void handleCreature(TCreature *Victim) override;
TCreature *Actor;
TOutfit Outfit;
int Duration;
};
struct TSummonImpact: TImpact {
TSummonImpact(TCreature *Actor, int Race, int Maximum);
void handleField(int x, int y, int z) override;
TCreature *Actor;
int Race;
int Maximum;
};
struct TCircle {
int x[32];
int y[32];
int Count;
};
struct TSpellList {
uint8 Syllable[10];
uint8 RuneGr;
uint8 RuneNr;
const char *Comment;
uint16 Level;
uint16 RuneLevel;
uint16 Flags;
int Mana;
int SoulPoints;
int Amount;
};
void CheckMana(TCreature *Creature, int ManaPoints, int SoulPoints, int Delay);
#endif //TIBIA_MAGIC_HH_
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