📄 ammo.java
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/*
* Light And Shadow. A Persistent Universe based on Robert Jordan's Wheel of Time Books.
* Copyright (C) 2001 - WOTLAS Team
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
package wotlas.common.objects.weapons;
import wotlas.common.objects.BaseObject;
import wotlas.common.objects.interfaces.*;
import wotlas.common.Player;
import wotlas.common.objects.valueds.ValuedObject;
/**
* The ammunition base class.
*
* @author Elann
* @see wotlas.common.objects.BaseObject
* @see wotlas.common.objects.weapons.RemoteWeapon
*/
public class Ammo extends BaseObject implements AmmoInterface, TransportableInterface
{
/*------------------------------------------------------------------------------------*/
/** Is it equipped = ready to use ?
*/
protected boolean equipped;
/*------------------------------------------------------------------------------------*/
/** Default constructor
*/
public Ammo()
{
super();
this.className="Ammo";
this.objectName="default ammo";
}
/*------------------------------------------------------------------------------------*/
/** Throw at target.
* @param target the target
*/
public void throwAt(Player target)
{
/* no op */
}
/** Put in hand. Ready to throw().
*/
public void equip()
{
equipped=true;
}
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/
/** Gets rid of the object. The object is dropped on the ground.
*/
public void discard()
{
/* no op */
}
/** Sells the object to somebody.
@param buyer The Player who buy the object.
@return the prize paid.
*/
public ValuedObject sellTo(Player buyer)
{
/* no op */
return new ValuedObject();
}
/** Gives the object to somebody.
@param receiver The Player who receive the object.
*/
public void giveTo(Player receiver)
{
/* no op */
}
/** Trade the object to somebody.<br>
* Here the transaction is already accepted.
* @param buyer The Player who buy the object.
* @return the object given by the other player.
*/
public BaseObject tradeTo(Player buyer)
{
/* no op */
return new BaseObject();
}
/*------------------------------------------------------------------------------------*/
/** The damage inflicted with a bow. -1 if impossible
*/
private short bowDamage;
/** The damage inflicted throwed by hand. -1 if impossible
*/
private short handThrowDamage;
/** The damage inflicted with a siege weapon. -1 if impossible
*/
private short siegeWeaponDamage;
/*------------------------------------------------------------------------------------*/
/** Gets the damage inflicted with a bow. -1 if impossible
* @return bowDamage
*/
public short getBowDamage() { return bowDamage; }
/** Sets the damage inflicted with a bow. -1 if impossible
* @param bowDamage the new damage inflicted with a bow
*/
public void setBowDamage(short bowDamage) { this.bowDamage=bowDamage; }
/** Gets the damage inflicted throwed by hand. -1 if impossible
* @return handThrowDamage
*/
public short getHandThrowDamage() { return handThrowDamage; }
/** Sets the damage inflicted throwed by hand. -1 if impossible
* @param handThrowDamage the new damage inflicted with a hand-throw
*/
public void setHandThrowDamage(short handThrowDamage) { this.handThrowDamage=handThrowDamage; }
/** Gets the damage inflicted with a siege weapon. -1 if impossible
* @return siegeWeaponDamage
*/
public short getSiegeWeaponDamage() { return siegeWeaponDamage; }
/** Sets the damage inflicted throwed by siege weapon. -1 if impossible
* @param siegeWeaponDamage the new damage inflicted with a siege weapon
*/
public void setSiegeWeaponDamage(short siegeWeaponDamage) { this.siegeWeaponDamage=siegeWeaponDamage; }
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/
}
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