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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 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
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