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Add all new AFX files
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142
Engine/source/afx/afxSpellBook.h
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Engine/source/afx/afxSpellBook.h
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#ifndef _AFX_SPELL_BOOK_H_
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#define _AFX_SPELL_BOOK_H_
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "T3D/gameBase/gameBase.h"
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class afxSpellBookDefs
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{
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public:
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enum {
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MAX_SPELLS_PER_PAGE = 12,
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MAX_PAGES_PER_BOOK = 12
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};
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};
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class afxMagicSpellData;
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class afxRPGMagicSpellData;
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class afxSpellBookData : public GameBaseData, public afxSpellBookDefs
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{
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typedef GameBaseData Parent;
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bool do_id_convert;
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public:
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U8 spells_per_page;
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U8 pages_per_book;
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afxMagicSpellData* spells[MAX_PAGES_PER_BOOK*MAX_SPELLS_PER_PAGE];
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afxRPGMagicSpellData* rpg_spells[MAX_PAGES_PER_BOOK*MAX_SPELLS_PER_PAGE];
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public:
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/*C*/ afxSpellBookData();
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virtual void packData(BitStream*);
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virtual void unpackData(BitStream*);
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bool preload(bool server, String &errorStr);
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bool verifyPageSlot(S32 page, S32 slot);
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S32 getPageSlotIndex(S32 page, S32 slot);
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static void initPersistFields();
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DECLARE_CONOBJECT(afxSpellBookData);
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DECLARE_CATEGORY("AFX");
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};
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inline bool afxSpellBookData::verifyPageSlot(S32 page, S32 slot)
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{
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return (page >= 0 && page < pages_per_book && slot >= 0 && slot < spells_per_page);
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}
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inline S32 afxSpellBookData::getPageSlotIndex(S32 page, S32 slot)
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{
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return (verifyPageSlot(page, slot)) ? page*spells_per_page + slot : -1;
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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class afxMagicSpellData;
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class afxSpellButton;
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class afxSpellBook : public GameBase, public afxSpellBookDefs
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{
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typedef GameBase Parent;
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enum MaskBits
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{
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AllSpellCooldownMask = Parent::NextFreeMask << 0,
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NextFreeMask = Parent::NextFreeMask << 1
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};
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private:
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afxSpellBookData* mDataBlock;
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F32 all_spell_cooldown;
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public:
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/*C*/ afxSpellBook();
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/*D*/ ~afxSpellBook();
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virtual bool onNewDataBlock(GameBaseData* dptr, bool reload);
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virtual void processTick(const Move*);
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virtual void advanceTime(F32 dt);
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virtual bool onAdd();
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virtual void onRemove();
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virtual U32 packUpdate(NetConnection*, U32, BitStream*);
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virtual void unpackUpdate(NetConnection*, BitStream*);
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static void initPersistFields();
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S32 getPageSlotIndex(S32 page, S32 slot);
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char* formatDesc(char* buffer, int len, S32 page, S32 slot) const;
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const char* getSpellIcon(S32 page, S32 slot) const;
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bool isPlaceholder(S32 page, S32 slot) const;
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afxMagicSpellData* getSpellData(S32 page, S32 slot);
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afxRPGMagicSpellData* getSpellRPGData(S32 page, S32 slot);
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void startAllSpellCooldown();
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F32 getCooldownFactor(S32 page, S32 slot);
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DECLARE_CONOBJECT(afxSpellBook);
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DECLARE_CATEGORY("AFX");
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};
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inline S32 afxSpellBook::getPageSlotIndex(S32 page, S32 slot)
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{
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return (mDataBlock) ? mDataBlock->getPageSlotIndex(page, slot) : -1;
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#endif // _AFX_SPELL_BOOK_H_
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