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openmw-tes3mp/apps/openmw/mwmechanics/combat.hpp

64 lines
2.8 KiB
C++

#ifndef OPENMW_MECHANICS_COMBAT_H
#define OPENMW_MECHANICS_COMBAT_H
namespace osg
{
class Vec3f;
}
namespace MWWorld
{
class Ptr;
}
namespace MWMechanics
{
bool applyOnStrikeEnchantment(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, const MWWorld::Ptr& object, const osg::Vec3f& hitPosition,
const bool fromProjectile=false);
/// @return can we block the attack?
bool blockMeleeAttack (const MWWorld::Ptr& attacker, const MWWorld::Ptr& blocker, const MWWorld::Ptr& weapon, float damage, float attackStrength);
/// @return does normal weapon resistance and weakness apply to the weapon?
bool isNormalWeapon (const MWWorld::Ptr& weapon);
void resistNormalWeapon (const MWWorld::Ptr& actor, const MWWorld::Ptr& attacker, const MWWorld::Ptr& weapon, float& damage);
void applyWerewolfDamageMult (const MWWorld::Ptr& actor, const MWWorld::Ptr& weapon, float &damage);
/// @note for a thrown weapon, \a weapon == \a projectile, for bows/crossbows, \a projectile is the arrow/bolt
/// @note \a victim may be empty (e.g. for a hit on terrain), a non-actor (environment objects) or an actor
void projectileHit (const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, MWWorld::Ptr weapon, const MWWorld::Ptr& projectile,
const osg::Vec3f& hitPosition, float attackStrength);
/// Get the chance (in percent) for \a attacker to successfully hit \a victim with a given weapon skill value
float getHitChance (const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, int skillValue);
/// Applies damage to attacker based on the victim's elemental shields.
void applyElementalShields(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim);
/// @param damage Unmitigated weapon damage of the attack
/// @param hit Was the attack successful?
/// @param weapon The weapon used.
/// @note if the weapon is unequipped as result of condition damage, a new Ptr will be assigned to \a weapon.
void reduceWeaponCondition (float damage, bool hit, MWWorld::Ptr& weapon, const MWWorld::Ptr& attacker);
/// Adjust weapon damage based on its condition. A used weapon will be less effective.
void adjustWeaponDamage (float& damage, const MWWorld::Ptr& weapon, const MWWorld::Ptr& attacker);
void getHandToHandDamage (const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, float& damage, bool& healthdmg, float attackStrength);
/// Apply the fatigue loss incurred by attacking with the given weapon (weapon may be empty = hand-to-hand)
void applyFatigueLoss(const MWWorld::Ptr& attacker, const MWWorld::Ptr& weapon, float attackStrength);
float getFightDistanceBias(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2);
bool isTargetMagicallyHidden(const MWWorld::Ptr& target);
float getAggroDistance(const MWWorld::Ptr& actor, const osg::Vec3f& lhs, const osg::Vec3f& rhs);
}
#endif