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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_GAME_SPELL_CASTING_H
#define MM1_GAME_SPELL_CASTING_H
#include "mm/mm1/data/character.h"
namespace MM {
namespace MM1 {
namespace Game {
enum SpellState {
SS_OK, SS_NOT_ENOUGH_SP, SS_NOT_ENOUGH_GEMS,
SS_COMBAT_ONLY, SS_NONCOMBAT_ONLY, SS_DOESNT_WORK,
SS_OUTDOORS_ONLY
};
/**
* Support class for handling spell casting logic
*/
class SpellCasting {
protected:
int _spellIndex = 0;
int _requiredSp = 0, _requiredGems = 0;
SpellState _spellState = SS_OK;
/**
* Returns true if combat is in progress
*/
bool isInCombat() const;
public:
/**
* Sets the current spell
*/
void setSpell(const Character *chr, int lvl, int num);
/**
* Get the index in the spell array for a given spell
*/
static int getSpellIndex(const Character *chr, int lvl, int num);
/**
* Get the spell level and number from spell index
*/
static void getSpellLevelNum(int spellIndex, int &lvl, int &num);
/**
* Sets a spell directly by index
*/
void setSpell(int spellIndex, int requiredSp, int requiredGems);
/**
* Returns true if the spell requires a target
*/
bool hasCharTarget() const;
/**
* Returns true if a spell can be cast, with the exception
* of magic not being allowed at the current location.
*/
bool canCast() const {
return _spellState == SS_OK;
}
/**
* Returns if magic is allowed at the current location
*/
bool isMagicAllowed() const;
/**
* Returns the spell error
*/
SpellState getSpellState() const {
return _spellState;
}
/**
* Returns the error message
*/
Common::String getSpellError() const;
};
} // namespace Game
} // namespace MM1
} // namespace MM
#endif
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