/* 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_ACTIVE_SPELLS_H #define MM1_DATA_ACTIVE_SPELLS_H #include "mm/mm1/data/character.h" namespace MM { namespace MM1 { #define ACTIVE_SPELLS_COUNT 18 struct ActiveSpellsStruct { byte fear; byte cold; byte fire; byte poison; byte acid; byte electricity; byte magic; byte light; byte leather_skin; byte levitate; byte walk_on_water; byte guard_dog; byte psychic_protection; byte bless; byte invisbility; byte shield; byte power_shield; byte cursed; }; union ActiveSpells { ActiveSpellsStruct _s; byte _arr[ACTIVE_SPELLS_COUNT]; ActiveSpells() { clear(); } /** * Clear the spells */ void clear(); /** * Synchronize spell data to/from savegames */ void synchronize(Common::Serializer &s); }; } // namespace MM1 } // namespace MM #endif