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See:
Description
Interface Summary | |
CustomAttack | Custom attacks like poisoning, paralysis, and petrification use this interface to implement their special damage effects. |
PartsList | This interface is shared by things that have body parts that can serve as slots for weapons and armor. |
Class Summary | |
AbstractAttack | Utility class for special attacks that want to handle their own effects. |
Alignment | Utilities for dealing with alignments. |
ArmorTables | A totally non-OO, non-polymorphic, ugly piece of code that I'm embarrassed about. |
AttackCommand | Controls the attacking sequence. |
AttackEvent | Attacking uses a specific subclass of EventImpl, largely to facilitate checking whether a given event is an attack-event. |
AttackingBodyPart | Subclass of BodyPart that implements the Attack interface. |
AttackType | Represents the possible kinds of attacks. |
Body | This class encapsulates a list of body parts that can be used to wear & wield things. |
BodyPart | This is the superclass for all specific body parts (hand, foot, etc). |
Combat | Provides methods for allowing non-Commandables (such as iron iron gates or fire traps) to do damage to monsters. |
DamageCommand | Handles dealing out damage, the last phase of the combat sequence. |
DamageEvent | The standard CommandEvent generated when someone (or something) takes damage. |
DamageType | Base class for legal damage types. |
HitCommand | This special Command deals with the to-hit event. |
HitEvent | The event that's used in the Hit phase of the combat sequence. |
WearCommand | This command handles donning & doffing armor and wearable magic items like rings & amulets. |
WearEvent | Encapsulates the event for wearing some armor. |
WieldCommand | The Wield command. |
XPAwards | Handles computation of individual and group XP for a kill. |
Classes that implement the combat system, including automatic attacking and the body-parts system.
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