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