/* 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 * along with this program. If not, see . * * * 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 kEnchNone = 0, kEnchInvisible, kEnchWarded, // Actor skill boosters kEnchAttackFast, kEnchEnhanceBrawn, kEnchEnhanceAgility, kEnchEnhanceStealth, kEnchEnhanceArmor, kEnchEnhanceHitChance, // Actor Immunities kEnchImmunePhysical, kEnchImmuneProjectile, kEnchImmuneHandToHand, kEnchImmuneMagicMissile, kEnchImmuneFire, kEnchImmuneFireMagic, kEnchImmuneLava, kEnchImmuneCold, kEnchImmuneMental, kEnchImmuneDirectMagic, kEnchImmuneLifeDrain, // Actor Movement enchantents kEnchLandWalking, kEnchDesolidified, kEnchFloating, kEnchFallSlowly, kEnchLevitating, kEnchWaterWalking, kEnchFlying, // Curses kEnchBlind, kEnchPanic, kEnchParalyzed, kEnchMoveFast, kEnchMoveSlow, kEnchAttackSlow, kEnchAsleep, kEnchReduceHitCchance, // Changes display algorithms kEnchSoulSight, kEnchClairvoyant, kEnchDetectPoison, // Changes NPC behavior kEnchHasNoSmell }; //----------------------------------------------------------------------- // 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 { kWETimeStop = 0, kWECount }; } // end of namespace Saga2 #endif