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engines/saga2/spellio.h
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188
engines/saga2/spellio.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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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#ifndef SAGA2_SPELLIO_H
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#define SAGA2_SPELLIO_H
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namespace Saga2 {
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class SpellTarget;
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class Effectron;
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class EffectDisplayPrototype;
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class EffectDisplayPrototypeList;
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class SpellDisplayPrototype;
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class SpellDisplayPrototypeList;
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class SpellStuff;
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class SpellInstance;
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class SpellDisplayList;
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struct ResourceSpellItem ;
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struct ResourceSpellEffect;
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struct ResourceItemEffect;
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struct StorageSpellTarget;
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struct StorageSpellInstance;
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struct StorageEffectron;
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//-------------------------------------------------------------------
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// ResourceSpellItem
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// Spell configuration info is loaded from the resfile in these
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struct ResourceSpellItem {
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int16 spell; // Spell ID
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int16 effect; // Effect ID
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int16 effectronElasticity; // Effectron elasticity
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int16 cm1; // effectron count
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int16 maxAge; // max age
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int16 implAge; // implementation age
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int16 baseSprite; // sprite ID
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int16 spriteCount; // sprite count
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int16 baseSprite2; // sprite ID
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int16 spriteCount2; // sprite count
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int16 cm0; // color map b0
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int16 soundID; // color map b1
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int16 targs; // targeting bits
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int16 applys; // apply bits
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int16 manaType; // mana ID
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int16 manaAmount; // mana count
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};
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//-------------------------------------------------------------------
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// ResourceSpellEffect
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// Since spells can have multiple effects, they are stored
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// separately
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struct ResourceSpellEffect {
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int16 spell; // spell ID
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int16 effectGroup; // effect group
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int16 effectType; // effect ID
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int16 targeting; // targeting
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int16 baseDice; // base dice
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int16 skillDice; // skill dice
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int16 attribModifier; // attrib change
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int16 flagSet; // Set/clear
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int16 enchTimeLo; // min enchant
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int16 enchTimeHi; // max enchant
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int16 diceSides;
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};
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//-------------------------------------------------------------------
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// Similar struct for weapon effects
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struct ResourceItemEffect {
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int16 item; // spell ID
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int16 effectGroup; // effect group
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int16 effectType; // effect ID
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int16 targeting; // targeting
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int16 baseDice; // base dice
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int16 skillDice; // skill dice
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int16 baseDamage; // attrib change
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int16 skillDamage; // attrib change
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int16 reserved0; // min enchant
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int16 reserved1; // min enchant
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int16 diceSides;
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};
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//-------------------------------------------------------------------
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// Serialized spell target
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struct StorageSpellTarget {
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int16 type;
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TilePoint loc;
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ObjectID obj;
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ActiveItemID tag;
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StorageSpellTarget();
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StorageSpellTarget(SpellTarget &st);
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void read(Common::InSaveFile *in);
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void write(Common::MemoryWriteStreamDynamic *out);
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};
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//-------------------------------------------------------------------
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// Serialized spell instance
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struct StorageSpellInstance {
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int32 implementAge; // age at which to implement the spell effects
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uint16 effect; // effect prototype of the current effect
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SpellID dProto; // effect prototype of the current effect
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ObjectID caster;
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StorageSpellTarget target;
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ObjectID world;
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int32 age;
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SpellID spell;
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int32 maxAge;
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int16 effSeq; // which effect in a sequence is being played
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int16 eListSize;
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StorageSpellInstance();
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StorageSpellInstance(SpellInstance &si);
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void read(Common::InSaveFile *in);
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void write(Common::MemoryWriteStreamDynamic *out);
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};
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//-------------------------------------------------------------------
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// Serialized spell sprite
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struct StorageEffectron {
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uint32 flags;
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Extent16 size;
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Rect16 hitBox; // hitbox for clicking this item
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int16 partno; // Which effectron in a group this represents
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Point16 screenCoords; // screen coordinates last drawn at
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TilePoint start, // travelling from
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finish, // travelling to
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current, // current position
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velocity, // current velocity
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acceleration; // current acceleration
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uint16 totalSteps, // discrete jumps in the path
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stepNo; // current jump
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int16 hgt; // collision detection stuff
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int16 brd;
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int32 pos; // These three are part of an old way of
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int32 spr; // updating effectrons
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int32 age;
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StorageEffectron();
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StorageEffectron(Effectron &e);
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void read(Common::InSaveFile *in);
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void write(Common::MemoryWriteStreamDynamic *out);
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};
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} // end of namespace Saga2
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#endif
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