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59 lines
1.6 KiB
C++
59 lines
1.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef MM1_DATA_SPELLS_H
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#define MM1_DATA_SPELLS_H
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#include "common/serializer.h"
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#include "mm/mm1/data/character.h"
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namespace MM {
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namespace MM1 {
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struct SpellsState {
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byte _mmVal1 = 0, _mmVal2 = 0;
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byte _mmVal5 = 0;
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byte _mmVal7 = 0;
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byte _resistanceType = RESISTANCE_MAGIC;
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// TODO: Is this variable different in different contexts?
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// In some places it's used to hold a new condition,
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// but others, like moonRay, uses it to hold Hp
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byte _damage = 0;
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/**
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* Synchronize data to/from savegames
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*/
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void synchronize(Common::Serializer &s) {
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s.syncAsByte(_mmVal1);
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s.syncAsByte(_mmVal2);
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s.syncAsByte(_mmVal5);
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s.syncAsByte(_mmVal7);
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s.syncAsByte(_resistanceType);
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s.syncAsByte(_damage);
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}
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};
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} // namespace MM1
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} // namespace MM
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#endif
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