class Item;
class Spell;
}
-namespace graphics { class Sprite; }
+namespace graphics {
+ class Animation;
+ class Sprite;
+}
namespace battle {
int RelativeMana(int max) const { return MaxMana() == 0 ? 0 : Mana() * max / MaxMana(); }
bool CanUseMagic() const { return MaxMana() > 0; }
- Uint8 MaxIP() const { return 100; }
+ Uint8 MaxIP() const { return 255; }
Uint8 IP() const { return ip; }
int RelativeIP(int max) const { return IP() * max / MaxIP(); }
Uint16 Gut() const { return gut; }
Uint16 MagicResistance() const { return magicResistance; }
+ common::Item *Weapon() { return weapon; }
+ common::Item *Armor() { return armor; }
+ common::Item *Shield() { return shield; }
+ common::Item *Helmet() { return helmet; }
+ common::Item *Ring() { return ring; }
+ common::Item *Jewel() { return jewel; }
+
const common::Item *Weapon() const { return weapon; }
const common::Item *Armor() const { return armor; }
const common::Item *Shield() const { return shield; }
bool HasRing() const { return ring; }
bool HasJewel() const { return jewel; }
+ graphics::Animation *MeleeAnimation() { return meleeAnimation; }
+ const graphics::Animation *MeleeAnimation() const { return meleeAnimation; }
+ graphics::Animation *AttackAnimation() { return attackAnimation; }
+ const graphics::Animation *AttackAnimation() const { return attackAnimation; }
+ graphics::Animation *SpellAnimation() { return spellAnimation; }
+ const graphics::Animation *SpellAnimation() const { return spellAnimation; }
+
// temporary setters until loader is implemented
public:
void SetName(const char *n) { name = n; }
void SetMana(Uint16 m) { mana = m; }
void SetIP(Uint8 i) { ip = i; }
- void SetWeapon(const common::Item *i) { weapon = i; }
- void SetArmor(const common::Item *i) { armor = i; }
- void SetShield(const common::Item *i) { shield = i; }
- void SetHelmet(const common::Item *i) { helmet = i; }
- void SetRing(const common::Item *i) { ring = i; }
- void SetJewel(const common::Item *i) { jewel = i; }
+ void SetWeapon(common::Item *i) { weapon = i; }
+ void SetArmor(common::Item *i) { armor = i; }
+ void SetShield(common::Item *i) { shield = i; }
+ void SetHelmet(common::Item *i) { helmet = i; }
+ void SetRing(common::Item *i) { ring = i; }
+ void SetJewel(common::Item *i) { jewel = i; }
void AddSpell(const common::Spell *s) { spells.push_back(s); }
+ void SetMeleeAnimation(graphics::Animation *a) { meleeAnimation = a; }
+ void SetAttackAnimation(graphics::Animation *a) { attackAnimation = a; }
+ void SetSpellAnimation(graphics::Animation *a) { spellAnimation = a; }
+
private:
const char *name;
graphics::Sprite *sprite;
- const common::Item *weapon;
- const common::Item *armor;
- const common::Item *shield;
- const common::Item *helmet;
- const common::Item *ring;
- const common::Item *jewel;
+ common::Item *weapon;
+ common::Item *armor;
+ common::Item *shield;
+ common::Item *helmet;
+ common::Item *ring;
+ common::Item *jewel;
+
+ graphics::Animation *meleeAnimation;
+ graphics::Animation *attackAnimation;
+ graphics::Animation *spellAnimation;
// TODO: vector does not seem to be a good choice
std::vector<const common::Spell *> spells;
- // TODO: equipment list
Uint16 maxHealth, health;
Uint16 maxMana, mana;