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engines/mm/mm1/data/active_spells.h
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73
engines/mm/mm1/data/active_spells.h
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/* 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_ACTIVE_SPELLS_H
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#define MM1_DATA_ACTIVE_SPELLS_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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#define ACTIVE_SPELLS_COUNT 18
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struct ActiveSpellsStruct {
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byte fear;
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byte cold;
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byte fire;
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byte poison;
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byte acid;
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byte electricity;
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byte magic;
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byte light;
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byte leather_skin;
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byte levitate;
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byte walk_on_water;
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byte guard_dog;
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byte psychic_protection;
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byte bless;
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byte invisbility;
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byte shield;
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byte power_shield;
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byte cursed;
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};
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union ActiveSpells {
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ActiveSpellsStruct _s;
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byte _arr[ACTIVE_SPELLS_COUNT];
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ActiveSpells() { clear(); }
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/**
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* Clear the spells
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*/
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void clear();
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/**
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* Synchronize spell data to/from savegames
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*/
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void synchronize(Common::Serializer &s);
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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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