mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
109 lines
3.7 KiB
C++
109 lines
3.7 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 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
|