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engines/ultima/ultima4/game/spell.h
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engines/ultima/ultima4/game/spell.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 ULTIMA4_GAME_SPELL_H
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#define ULTIMA4_GAME_SPELL_H
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#include "ultima/ultima4/game/context.h"
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#include "ultima/ultima4/map/location.h"
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#include "ultima/ultima4/map/map.h"
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#include "ultima/ultima4/filesys/savegame.h"
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#include "ultima/ultima4/sound/sound.h"
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namespace Ultima {
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namespace Ultima4 {
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enum SpellCastError {
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CASTERR_NOERROR, /* success */
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CASTERR_NOMIX, /* no mixture available */
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CASTERR_MPTOOLOW, /* caster doesn't have enough mp */
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CASTERR_FAILED, /* the spell failed */
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CASTERR_WRONGCONTEXT, /* generic 'wrong-context' error (generrally finds the correct
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context error message on its own) */
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CASTERR_COMBATONLY, /* e.g. spell must be cast in combat */
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CASTERR_DUNGEONONLY, /* e.g. spell must be cast in dungeons */
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CASTERR_WORLDMAPONLY /* e.g. spell must be cast on the world map */
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};
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/**
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* Field types for the Energy field spell
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*/
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enum EnergyFieldType {
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ENERGYFIELD_NONE,
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ENERGYFIELD_FIRE,
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ENERGYFIELD_LIGHTNING,
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ENERGYFIELD_POISON,
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ENERGYFIELD_SLEEP
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};
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/**
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* The ingredients for a spell mixture.
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*/
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class Ingredients {
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public:
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Ingredients();
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bool addReagent(Reagent reagent);
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bool removeReagent(Reagent reagent);
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int getReagent(Reagent reagent) const;
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void revert();
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bool checkMultiple(int mixes) const;
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void multiply(int mixes);
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private:
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unsigned short _reagents[REAG_MAX];
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};
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class Spells;
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typedef int (Spells::*SpellProc)(int);
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struct Spell {
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enum Param {
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PARAM_NONE, ///< None
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PARAM_PLAYER, ///< number of a player required
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PARAM_DIR, ///< direction required
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PARAM_TYPEDIR, ///< type of field and direction required (energy field)
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PARAM_PHASE, ///< phase required (gate)
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PARAM_FROMDIR ///< direction from required (winds)
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};
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enum SpecialEffects {
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SFX_NONE, ///< none
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SFX_INVERT, ///< invert the screen (moongates, most normal spells)
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SFX_TREMOR ///< tremor spell
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};
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const char *_name;
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int _components;
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LocationContext _context;
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TransportContext _transportContext;
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SpellProc _spellFunc;
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Param _paramType;
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int _mp;
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};
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typedef void (*SpellEffectCallback)(int spell, int player, Sound sound);
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#define N_SPELLS 26
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class Spells {
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private:
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static const Spell SPELL_LIST[N_SPELLS];
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SpellEffectCallback spellEffectCallback;
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private:
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int spellAwaken(int player);
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int spellBlink(int dir);
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int spellCure(int player);
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int spellDispel(int dir);
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int spellEField(int param);
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int spellFireball(int dir);
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int spellGate(int phase);
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int spellHeal(int player);
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int spellIceball(int dir);
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int spellJinx(int unused);
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int spellKill(int dir);
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int spellLight(int unused);
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int spellMMissle(int dir);
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int spellNegate(int unused);
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int spellOpen(int unused);
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int spellProtect(int unused);
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int spellRez(int player);
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int spellQuick(int unused);
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int spellSleep(int unused);
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int spellTremor(int unused);
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int spellUndead(int unused);
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int spellView(int unsued);
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int spellWinds(int fromdir);
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int spellXit(int unused);
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int spellYup(int unused);
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int spellZdown(int unused);
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private:
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CombatController *spellCombatController();
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/**
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* Makes a special magic ranged attack in the given direction
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*/
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void spellMagicAttack(const Common::String &tilename, Direction dir, int minDamage, int maxDamage);
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bool spellMagicAttackAt(const Coords &coords, MapTile attackTile, int attackDamage);
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LocationContext spellGetContext(uint spell) const;
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TransportContext spellGetTransportContext(uint spell) const;
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/**
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* Returns true if the debugger is active
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*/
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bool isDebuggerActive() const;
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public:
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/**
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* Constructor
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*/
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Spells();
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/**
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* Destructor
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*/
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~Spells();
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void spellSetEffectCallback(SpellEffectCallback callback);
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void spellEffect(int spell, int player, Sound sound) {
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(spellEffectCallback)(spell, player, sound);
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}
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/**
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* Mix reagents for a spell. Fails and returns false if the reagents
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* selected were not correct.
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*/
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int spellMix(uint spell, const Ingredients *ingredients);
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/**
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* Casts spell. Fails and returns false if the spell cannot be cast.
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* The error code is updated with the reason for failure.
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*/
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bool spellCast(uint spell, int character, int param, SpellCastError *error, bool spellEffect);
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Common::String spellGetErrorMessage(uint spell, SpellCastError error);
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const char *spellGetName(uint spell) const;
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/**
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* Checks some basic prerequistes for casting a spell. Returns an
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* error if no mixture is available, the context is invalid, or the
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* character doesn't have enough magic points.
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*/
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SpellCastError spellCheckPrerequisites(uint spell, int character);
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Spell::Param spellGetParamType(uint spell) const;
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int spellGetRequiredMP(uint spell) const;
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const Spell *getSpell(int i) const;
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};
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extern Spells *g_spells;
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} // End of namespace Ultima4
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} // End of namespace Ultima
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#endif
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