/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 3 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, see . * * * Based on the original sources * Faery Tale II -- The Halls of the Dead * (c) 1993-1996 The Wyrmkeep Entertainment Co. */ #ifndef SAGA2_SPELLIO_H #define SAGA2_SPELLIO_H namespace Saga2 { class SpellTarget; class Effectron; class EffectDisplayPrototype; class EffectDisplayPrototypeList; class SpellDisplayPrototype; class SpellDisplayPrototypeList; class SpellStuff; class SpellInstance; class SpellDisplayList; struct ResourceSpellItem ; struct ResourceSpellEffect; struct ResourceItemEffect; struct StorageSpellTarget; struct StorageSpellInstance; struct StorageEffectron; //------------------------------------------------------------------- // ResourceSpellItem // Spell configuration info is loaded from the resfile in these struct ResourceSpellItem { int16 spell; // Spell ID int16 effect; // Effect ID int16 effectronElasticity; // Effectron elasticity int16 cm1; // effectron count int16 maxAge; // max age int16 implAge; // implementation age int16 baseSprite; // sprite ID int16 spriteCount; // sprite count int16 baseSprite2; // sprite ID int16 spriteCount2; // sprite count int16 cm0; // color map b0 int16 soundID; // color map b1 int16 targs; // targeting bits int16 applys; // apply bits int16 manaType; // mana ID int16 manaAmount; // mana count }; //------------------------------------------------------------------- // ResourceSpellEffect // Since spells can have multiple effects, they are stored // separately struct ResourceSpellEffect { int16 spell; // spell ID int16 effectGroup; // effect group int16 effectType; // effect ID int16 targeting; // targeting int16 baseDice; // base dice int16 skillDice; // skill dice int16 attribModifier; // attrib change int16 flagSet; // Set/clear int16 enchTimeLo; // min enchant int16 enchTimeHi; // max enchant int16 diceSides; }; //------------------------------------------------------------------- // Similar struct for weapon effects struct ResourceItemEffect { int16 item; // spell ID int16 effectGroup; // effect group int16 effectType; // effect ID int16 targeting; // targeting int16 baseDice; // base dice int16 skillDice; // skill dice int16 baseDamage; // attrib change int16 skillDamage; // attrib change int16 reserved0; // min enchant int16 reserved1; // min enchant int16 diceSides; }; //------------------------------------------------------------------- // Serialized spell target struct StorageSpellTarget { int16 type; TilePoint loc; ObjectID obj; ActiveItemID tag; StorageSpellTarget(); StorageSpellTarget(SpellTarget &st); void read(Common::InSaveFile *in); void write(Common::MemoryWriteStreamDynamic *out); }; //------------------------------------------------------------------- // Serialized spell instance struct StorageSpellInstance { int32 implementAge; // age at which to implement the spell effects uint16 effect; // effect prototype of the current effect SpellID dProto; // effect prototype of the current effect ObjectID caster; StorageSpellTarget target; ObjectID world; int32 age; SpellID spell; int32 maxAge; int16 effSeq; // which effect in a sequence is being played int16 eListSize; StorageSpellInstance(); StorageSpellInstance(SpellInstance &si); void read(Common::InSaveFile *in); void write(Common::MemoryWriteStreamDynamic *out); }; //------------------------------------------------------------------- // Serialized spell sprite struct StorageEffectron { uint32 flags; Extent16 size; Rect16 hitBox; // hitbox for clicking this item int16 partno; // Which effectron in a group this represents Point16 screenCoords; // screen coordinates last drawn at TilePoint start, // travelling from finish, // travelling to current, // current position velocity, // current velocity acceleration; // current acceleration uint16 totalSteps, // discrete jumps in the path stepNo; // current jump int16 hgt; // collision detection stuff int16 brd; int32 pos; // These three are part of an old way of int32 spr; // updating effectrons int32 age; StorageEffectron(); StorageEffectron(Effectron &e); void read(Common::InSaveFile *in); void write(Common::MemoryWriteStreamDynamic *out); }; } // end of namespace Saga2 #endif