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2026-02-02 04:50:13 +01:00

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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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