Files
spacetrader/source/SpaceTraderSource201/Weapon.cs
T

134 lines
2.7 KiB
C#

/*******************************************************************************
*
* Space Trader for Windows 2.00
*
* Copyright (C) 2005 Jay French, All Rights Reserved
*
* Additional coding by David Pierron
* Original coding by Pieter Spronck, Sam Anderson, Samuel Goldstein, Matt Lee
*
* 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.
*
* If you'd like a copy of the GNU General Public License, go to
* http://www.gnu.org/copyleft/gpl.html.
*
* You can contact the author at spacetrader@frenchfryz.com
*
******************************************************************************/
using System;
using System.Collections;
namespace Fryz.Apps.SpaceTrader
{
public class Weapon : Equipment
{
#region Member Declarations
private WeaponType _type;
private int _power;
private bool _disabling;
#endregion
#region Methods
public Weapon(WeaponType type, int power, bool disabling, int price, TechLevel minTechLevel, int chance):
base(EquipmentType.Weapon, price, minTechLevel, chance)
{
_type = type;
_power = power;
_disabling = disabling;
}
public Weapon(Hashtable hash): base(hash)
{
_type = (WeaponType)GetValueFromHash(hash, "_type");
_power = (int)GetValueFromHash(hash, "_power");
_disabling = (bool)GetValueFromHash(hash, "_disabling", false);
}
public override Equipment Clone()
{
return new Weapon(_type, _power, _disabling, _price, _minTech, _chance);
}
public override Hashtable Serialize()
{
Hashtable hash = base.Serialize();
hash.Add("_type", (int)_type);
hash.Add("_power", _power);
hash.Add("_disabling", _disabling);
return hash;
}
public override bool TypeEquals(object type)
{
bool equal = false;
try
{
if (Type == (WeaponType)type)
equal = true;
}
catch (Exception) {}
return equal;
}
#endregion
#region Properties
public bool Disabling
{
get
{
return _disabling;
}
}
public override string Name
{
get
{
return Strings.WeaponNames[(int)_type];
}
}
public int Power
{
get
{
return _power;
}
}
public override object SubType
{
get
{
return Type;
}
}
public WeaponType Type
{
get
{
return _type;
}
}
#endregion
}
}