/* 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * * Based on the original sources * Faery Tale II -- The Halls of the Dead * (c) 1993-1996 The Wyrmkeep Entertainment Co. */ #ifndef SAGA2_ENCHANT_H #define SAGA2_ENCHANT_H namespace Saga2 { // Enchantments for actors enum actorEnchantments { // Object-enchantments enchNone = 0, enchInvisible, enchWarded, // Actor skill boosters enchAttackFast, enchEnhanceBrawn, enchEnhanceAgility, enchEnhanceStealth, enchEnhanceArmor, enchEnhanceHitChance, // Actor Immunities enchImmunePhysical, enchImmuneProjectile, enchImmuneHandToHand, enchImmuneMagicMissile, enchImmuneFire, enchImmuneFireMagic, enchImmuneLava, enchImmuneCold, enchImmuneMental, enchImmuneDirectMagic, enchImmuneLifeDrain, // Actor Movement enchantents enchLandWalking, enchDesolidified, enchFloating, enchFallSlowly, enchLevitating, enchWaterWalking, enchFlying, // Curses enchBlind, enchPanic, enchParalyzed, enchMoveFast, enchMoveSlow, enchAttackSlow, enchAsleep, enchReduceHitCchance, // Changes display algorithms enchSoulSight, enchClairvoyant, enchDetectPoison, // Changes NPC behavior enchHasNoSmell, }; //----------------------------------------------------------------------- // Iterates through all active enchantments on an object or actor class EnchantmentIterator { ObjectID nextID; // Pointer to ID of next object. public: GameObject *baseObject, // Base obj we're searching for enchantments *wornObject; // An object 'worn' by the base object. // Constructor EnchantmentIterator(GameObject *container); // Iteration function ObjectID first(GameObject **obj); ObjectID next(GameObject **obj); }; //----------------------------------------------------------------------- // Global Enchantments enum worldEnchantments { weTimeStop = 0, weCount, }; } // end of namespace Saga2 #endif