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item.cpp
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193 lines (162 loc) · 4.38 KB
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/***************************************************************************
* Copyright (C) 2009 by Joshua Tobin *
* tobinrj@tcd.ie *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "item.hpp"
#include <iostream>
using namespace std;
dItem::dItem()
: mX(-1), mY(-1)
{
}
int& dItem::getX()
{
return mX;
}
int& dItem::getY()
{
return mY;
}
int dItemWeapon::getType()
{
return DITEM_WEAPON;
}
dTileModel dItemWeapon_ShortSword::getModel()
{
return dTileModel('|', DCOLOR_WHITE, 0, 0);
}
string dItemWeapon_ShortSword::getName()
{
return "short sword";
}
int dItemWeapon_ShortSword::getValue()
{
return 1;
}
/* 1d6 */
int dItemWeapon_ShortSword::getDamage()
{
return random(1,6);
}
int dItemWeapon_ShortSword::getAttackBonus()
{
return 0;
}
int dItemArmor::getType()
{
return DITEM_ARMOR;
}
dTileModel dItemArmor_LightLeather::getModel()
{
return dTileModel('[', DCOLOR_BROWN, 0, 0);
}
string dItemArmor_LightLeather::getName()
{
return "light leather";
}
int dItemArmor_LightLeather::getValue()
{
return 1;
}
int dItemArmor_LightLeather::getArmorBonus()
{
return 2;
}
int dItemArmor_LightLeather::getDamageReduction()
{
return 0;
}
int dItemAction::getType()
{
return DITEM_ACTION;
}
//value has no meaning for action items, it's just used for weapon/armor equipping
int dItemAction::getValue()
{
return 0;
}
dTileModel dItemAction_HealingPotion::getModel()
{
return dTileModel('!', DCOLOR_WHITE, 0, 0);
}
string dItemAction_HealingPotion::getName()
{
return "healing potion";
}
int dItemAction_HealingPotion::getActionType()
{
return DACTIONITEM_HEALINGPOTION;
}
void dItemAction_HealingPotion::action(void *data)
{
dNPC_Player *target = (dNPC_Player*) data;
target->getStats().getCurHealth() = target->getStats().getMaxHealth();
}
dTileModel dItemAction_LightningScroll::getModel()
{
return dTileModel('?', DCOLOR_BLUE, 0, 0);
}
string dItemAction_LightningScroll::getName()
{
return "scroll of lightning bolt";
}
int dItemAction_LightningScroll::getActionType()
{
return DACTIONITEM_LIGHTNINGSCROLL;
}
void dItemAction_LightningScroll::action(void *data)
{
//this seemed so much more elegant in my head:
struct container {
dMessageSystem *messageSystem;
dMap *map;
dNPC_Player *player;
int dir;
};
struct container *real_data = (struct container *) data;
dMessageSystem *messageSystem = real_data->messageSystem;
dMap *map = real_data->map;
dNPC_Player *player = real_data->player;
int dir = real_data->dir;
int offsetX, offsetY;
switch(dir)
{
default:
case 0:
offsetX = 1, offsetY = 0;
break;
case 1:
offsetX = 0, offsetY = -1;
break;
case 2:
offsetX = -1, offsetY = 0;
break;
case 3:
offsetX = 0, offsetY = 1;
break;
}
int x = player->getX() + offsetX, y = player->getY() + offsetY;
while(x >= 0 && x < 40 && y >=0 && y < 45 && !map->getVisibleTileModel(x,y).isSolid())
x += offsetX, y += offsetY;
if(map->getNPC(x,y))
{
map->getNPC(x,y)->getStats().getCurHealth() -= random(1,6) + random(1,6) + 4;
messageSystem->addMessage("Your lightning bolt hits the " + map->getNPC(x,y)->getName() + ".");
}
return;
}