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authorAndrei Karas <akaras@inbox.ru>2015-01-06 20:08:17 +0300
committerAndrei Karas <akaras@inbox.ru>2015-01-06 20:08:17 +0300
commit7014a04cb0989b0e182f8a1346d33b005e200ad5 (patch)
tree6913b1b116431beb48943fac677ea65c046ea414 /src/being/being.h
parentb796051dc7ec88e1982ffbb2e488e908d839c1ef (diff)
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Move attacktype into separate file.
Diffstat (limited to 'src/being/being.h')
-rw-r--r--src/being/being.h26
1 files changed, 4 insertions, 22 deletions
diff --git a/src/being/being.h b/src/being/being.h
index 6b8a4dd52..fab70ff8f 100644
--- a/src/being/being.h
+++ b/src/being/being.h
@@ -29,6 +29,7 @@
#include "being/actorsprite.h"
+#include "enums/being/attacktype.h"
#include "enums/being/beingaction.h"
#include "enums/being/beingdirection.h"
#include "enums/being/gender.h"
@@ -90,25 +91,6 @@ class Being notfinal : public ActorSprite,
friend class BeingEquipBackend;
friend class LocalPlayer;
- enum AttackType
- {
- HIT = 0,
- PICKUP = 1,
- SIT = 2,
- STAND = 3,
- REFLECT = 4,
- SPLASH = 5,
- SKILL = 6,
- REPEATE = 7,
- MULTI = 8,
- MULTI_REFLECT = 9,
- CRITICAL = 10,
- FLEE = 11,
- TOUCH_SKILL = 12,
-// SKILL = 0xff,
- MISS = 0xffff // pseudo value for miss attacks
- };
-
enum Reachable
{
REACH_UNKNOWN = 0,
@@ -221,7 +203,7 @@ class Being notfinal : public ActorSprite,
* @param id skill id
*/
void takeDamage(Being *const attacker, const int damage,
- const AttackType type, const int attackId = 1);
+ const AttackType::Type type, const int attackId = 1);
/**
* Handles an attack of another being by this being.
@@ -823,7 +805,7 @@ class Being notfinal : public ActorSprite,
void recalcSpritesOrder();
int getHitEffect(const Being *const attacker,
- const AttackType type,
+ const AttackType::Type type,
const int attackId) const A_WARN_UNUSED;
Cursor::Cursor getHoverCursor() const A_WARN_UNUSED
@@ -942,7 +924,7 @@ class Being notfinal : public ActorSprite,
void createSpeechBubble();
- static int getDefaultEffectId(const AttackType &type);
+ static int getDefaultEffectId(const AttackType::Type &type);
BeingInfo *mInfo;
AnimatedSprite *mEmotionSprite;