/* 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 * aint32 with this program; if not, write to the Free Software * * * Based on the original sources * Faery Tale II -- The Halls of the Dead * (c) 1993-1996 The Wyrmkeep Entertainment Co. */ #ifndef SAGA2_MAGIC_H #define SAGA2_MAGIC_H #include "saga2/spells.h" namespace Saga2 { class ActiveItem; class Location; class SkillProto; class GameObject; // ------------------------------------------------------------------ // This is an include file for the spellcasting interface. This file // is meant to publish the main API functions for spell casting. // The internal workings of the spell stuff is defined elsewhere: // SPELLS.H has spell ID numbers // EFFECTS.H what spells are capable of doing to things // SPELSHOW.H is the portion of the interface needed by DISPNODE // SPELLBUK.H defines the global spell list // // ------------------------------------------------------------------ // Prototypes for spell / skill use // see if the mouse pointer is pointing at a viable target for a // selected spell bool validTarget(GameObject *enactor, GameObject *target, ActiveItem *tag, SkillProto *skill); // test for untargeted skill / spell that gets cast immediately bool nonTargeted(SkillProto *spell); // test for skill / spell that cannot be used bool nonUsable(SkillProto *spell); // This call looks up a spells object prototype. It can accept either // an object ID or a spell ID SkillProto *skillProtoFromID(int16 spellOrObjectID); // Initialization call to map the Spell Object prototypes // into the main spell database void initializeSkill(SkillProto *oNo, SpellID sNo); // // Cast: This call makes the actor do his spell casting dance. The // motion task calls the implement routine at the appropriate // time. If the caster is not an actor the implement routine is // chained directly. // // Implement: This call actually causes the spell to 'fire'. The // display effect is started, and the internal effects are // implemented. // // check for available mana bool canCast(GameObject *enactor, SkillProto *spell); // cast untargeted spell bool castUntargetedSpell(GameObject *enactor, SkillProto *spell); // global cast spell routines at assorted targets bool castSpell(GameObject *enactor, Location &target, SkillProto *spell); bool castSpell(GameObject *enactor, ActiveItem *target, SkillProto *spell); bool castSpell(GameObject *enactor, GameObject *target, SkillProto *spell); // global cast spell routines at assorted targets bool implementSpell(GameObject *enactor, Location &target, SkillProto *spell); bool implementSpell(GameObject *enactor, ActiveItem *target, SkillProto *spell); bool implementSpell(GameObject *enactor, GameObject *target, SkillProto *spell); // spell saving & loading void initSpellState(); void saveSpellState(Common::OutSaveFile *outS); void loadSpellState(Common::InSaveFile *in); void cleanupSpellState(); } // end of namespace Saga2 #endif