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