Tactics: Western Philosophers Vs. Musicians  0.12
A turn-based tactical game combining rules and gameplay elements inspired by Final Fantasy Tactics and the Mayfair Exponential Game System. Unlike most games of this type, motion is in full, grid-less 3D.
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Public Member Functions | Public Attributes | List of all members
Tactics3D::SpecialMove Struct Reference

#include <Tactics3DFightingStyle.h>

Inheritance diagram for Tactics3D::SpecialMove:
Tactics3D::DoublePumpThrustKick Tactics3D::Haymaker Tactics3D::HipFire Tactics3D::IronSightsFire Tactics3D::LegSweep Tactics3D::OneTwoPunch Tactics3D::PowerPunch Tactics3D::PowerSlam Tactics3D::ScorpionDeathlock

Public Member Functions

 SpecialMove (FIGHTING_STYLE style_, SPECIAL_MOVE id_, const std::string &name_)
 
virtual ~SpecialMove ()
 
virtual void use (Warrior *attacker_, const AttackRange *attackRange_, Warrior *defender_, SpecialMoveAction *specialMoveAction_) const
 
virtual void use (const std::vector< Warrior * > &attackers_, const std::vector< const AttackRange * > &attackRanges_, const std::vector< Warrior * > &defenders_, SpecialMoveAction *specialMoveAction_) const
 
virtual void use (Warrior *attacker_, const AttackRange *attackRange_, Warrior *defender_, const std::vector< OpenSkyNet::Utils::TaggedUnion > &params_, SpecialMoveAction *specialMoveAction_) const
 
virtual void use (const std::vector< Warrior * > &attackers_, const std::vector< const AttackRange * > &attackRanges_, const std::vector< Warrior * > &defenders_, const std::vector< OpenSkyNet::Utils::TaggedUnion > &params_, SpecialMoveAction *specialMoveAction_) const
 
virtual int getNumDefenders (const Warrior *attacker_) const
 
virtual void getOOAdj (const Warrior *attacker_, int &min_, int &max_) const
 
virtual void getODAdj (const Warrior *attacker_, int &min_, int &max_) const
 
virtual void getDmgAdj (const Warrior *attacker_, int OOAdj_, int &min_, int &max_) const
 
virtual void getPlayerInfo (const Warrior *attacker_, char *buffer_, int bufferLen_) const
 
virtual void getPrePerformInfo (char *buffer_, int bufferLen_) const
 
virtual void getAnimationName (char *buffer_, int bufferLen_) const
 
virtual bool canMoveInSameRound () const
 
virtual bool canTranslate () const
 
virtual bool canRotate () const
 
virtual bool doesMoveCurrCamToWarriorPOV (const Warrior *attacker_) const
 
virtual void formatSpecialMoveParams (int OOAdj_, int ODAdj_, int DmgAdj_, std::vector< OpenSkyNet::Utils::TaggedUnion > &specialMoveParams_) const
 

Public Attributes

FIGHTING_STYLE _style
 
SPECIAL_MOVE _id
 
std::string _name
 

Constructor & Destructor Documentation

Tactics3D::SpecialMove::SpecialMove ( FIGHTING_STYLE  style_,
SPECIAL_MOVE  id_,
const std::string &  name_ 
)
inline
virtual Tactics3D::SpecialMove::~SpecialMove ( )
inlinevirtual

Member Function Documentation

virtual bool Tactics3D::SpecialMove::canMoveInSameRound ( ) const
inlinevirtual

Reimplemented in Tactics3D::IronSightsFire.

virtual bool Tactics3D::SpecialMove::canRotate ( ) const
inlinevirtual
virtual bool Tactics3D::SpecialMove::canTranslate ( ) const
inlinevirtual
virtual bool Tactics3D::SpecialMove::doesMoveCurrCamToWarriorPOV ( const Warrior attacker_) const
inlinevirtual
virtual void Tactics3D::SpecialMove::formatSpecialMoveParams ( int  OOAdj_,
int  ODAdj_,
int  DmgAdj_,
std::vector< OpenSkyNet::Utils::TaggedUnion > &  specialMoveParams_ 
) const
inlinevirtual

Reimplemented in Tactics3D::PowerPunch.

virtual void Tactics3D::SpecialMove::getAnimationName ( char *  buffer_,
int  bufferLen_ 
) const
inlinevirtual
virtual void Tactics3D::SpecialMove::getDmgAdj ( const Warrior attacker_,
int  OOAdj_,
int &  min_,
int &  max_ 
) const
inlinevirtual
virtual int Tactics3D::SpecialMove::getNumDefenders ( const Warrior attacker_) const
inlinevirtual
virtual void Tactics3D::SpecialMove::getODAdj ( const Warrior attacker_,
int &  min_,
int &  max_ 
) const
inlinevirtual
virtual void Tactics3D::SpecialMove::getOOAdj ( const Warrior attacker_,
int &  min_,
int &  max_ 
) const
inlinevirtual
virtual void Tactics3D::SpecialMove::getPlayerInfo ( const Warrior attacker_,
char *  buffer_,
int  bufferLen_ 
) const
inlinevirtual
virtual void Tactics3D::SpecialMove::getPrePerformInfo ( char *  buffer_,
int  bufferLen_ 
) const
inlinevirtual
virtual void Tactics3D::SpecialMove::use ( Warrior attacker_,
const AttackRange attackRange_,
Warrior defender_,
SpecialMoveAction specialMoveAction_ 
) const
inlinevirtual
virtual void Tactics3D::SpecialMove::use ( const std::vector< Warrior * > &  attackers_,
const std::vector< const AttackRange * > &  attackRanges_,
const std::vector< Warrior * > &  defenders_,
SpecialMoveAction specialMoveAction_ 
) const
inlinevirtual
virtual void Tactics3D::SpecialMove::use ( Warrior attacker_,
const AttackRange attackRange_,
Warrior defender_,
const std::vector< OpenSkyNet::Utils::TaggedUnion > &  params_,
SpecialMoveAction specialMoveAction_ 
) const
inlinevirtual
virtual void Tactics3D::SpecialMove::use ( const std::vector< Warrior * > &  attackers_,
const std::vector< const AttackRange * > &  attackRanges_,
const std::vector< Warrior * > &  defenders_,
const std::vector< OpenSkyNet::Utils::TaggedUnion > &  params_,
SpecialMoveAction specialMoveAction_ 
) const
inlinevirtual

Member Data Documentation

SPECIAL_MOVE Tactics3D::SpecialMove::_id
std::string Tactics3D::SpecialMove::_name
FIGHTING_STYLE Tactics3D::SpecialMove::_style

The documentation for this struct was generated from the following file: