scummvm/engines/saga2/enchant.h
2021-07-01 01:37:40 +02:00

121 lines
2.8 KiB
C++

/* 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