/* 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 . * */ #ifndef MM1_DATA_SPELLS_H #define MM1_DATA_SPELLS_H #include "common/serializer.h" #include "mm/mm1/data/character.h" namespace MM { namespace MM1 { struct SpellsState { byte _mmVal1 = 0; byte _resistanceIndex = 0; byte _mmVal5 = 0; byte _mmVal7 = 0; // This can hold both a resistance type, or count of monsters to affect byte _resistanceTypeOrTargetCount = RESISTANCE_MAGIC; // TODO: Is this variable different in different contexts? // In some places it's used to hold a new condition, // but others, like moonRay, uses it to hold Hp byte _damage = 0; /** * Synchronize data to/from savegames */ void synchronize(Common::Serializer &s) { s.syncAsByte(_mmVal1); s.syncAsByte(_resistanceIndex); s.syncAsByte(_mmVal5); s.syncAsByte(_mmVal7); s.syncAsByte(_resistanceTypeOrTargetCount); s.syncAsByte(_damage); } }; } // namespace MM1 } // namespace MM #endif