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authorRobert Burnham <burnhamrobertp@gmail.com>2011-04-13 06:36:15 -0500
committerRobert Burnham <burnhamrobertp@gmail.com>2011-04-13 06:36:15 -0500
commit945fc9602c2c56f56092142d8f633f82461440e1 (patch)
treeb3113d1331528f4221cae1e5bd77f9d71aad153f /crawl-ref/source/attack.h
parentf4b8d7ebb8b769677ca4ae72ab43812d812f78cf (diff)
downloadcrawl-ref-945fc9602c2c56f56092142d8f633f82461440e1.tar.gz
crawl-ref-945fc9602c2c56f56092142d8f633f82461440e1.zip
Update TODOs, reorganize attack class methods
Diffstat (limited to 'crawl-ref/source/attack.h')
-rw-r--r--crawl-ref/source/attack.h21
1 files changed, 11 insertions, 10 deletions
diff --git a/crawl-ref/source/attack.h b/crawl-ref/source/attack.h
index 5cb71860cb..4cf2258869 100644
--- a/crawl-ref/source/attack.h
+++ b/crawl-ref/source/attack.h
@@ -105,6 +105,7 @@ public:
protected:
virtual void init_attack();
+ /* Attack Phases */
virtual bool handle_phase_attempted();
virtual bool handle_phase_dodged() = 0;
virtual bool handle_phase_blocked() = 0;
@@ -113,19 +114,23 @@ protected:
virtual bool handle_phase_killed() = 0;
virtual bool handle_phase_end() = 0;
+ /* Combat Calculations */
+ // Determine if we're blocking (partially or entirely)
+ virtual bool attack_shield_blocked(bool verbose) = 0;
+ virtual bool apply_damage_brand() = 0;
+ void calc_elemental_brand_damage(beam_type flavour,
+ int res,
+ const char *verb);
+
+ /* Weapon Effects */
virtual bool check_unrand_effects() = 0;
- // Methods which produce output
+ /* Output */
std::string debug_damage_number();
std::string special_attack_punctuation();
std::string attack_strength_punctuation();
std::string evasion_margin_adverb();
- // Determine if we're blocking (partially or entirely)
- virtual bool attack_shield_blocked(bool verbose) = 0;
- virtual bool apply_damage_brand() = 0;
-
- // Ouput methods
std::string atk_name(description_level_type desc);
std::string def_name(description_level_type desc);
std::string wep_name(description_level_type desc = DESC_YOUR,
@@ -137,10 +142,6 @@ protected:
// usage from these lowly classes all the way up to monster/player (and
// actor) classes.
std::string defender_name();
-
- void calc_elemental_brand_damage(beam_type flavour,
- int res,
- const char *verb);
};
#endif