mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +00:00
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
105 lines
3.4 KiB
C++
105 lines
3.4 KiB
C++
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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_RPG_MAGIC_SPELL_H_
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#define _AFX_RPG_MAGIC_SPELL_H_
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "core/util/tVector.h"
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#include "T3D/gameBase/gameBase.h"
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#include "console/typeValidators.h"
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#include "afx/afxEffectDefs.h"
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#include "afx/afxEffectWrapper.h"
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#include "afx/afxMagicMissile.h"
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class afxMagicMissileData;
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class afxEffectWrapperData;
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class SceneObject;
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class afxRPGMagicSpellDefs
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{
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public:
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// Migrate this stuff to RPG Magic-System
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enum TargetType {
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TARGET_NOTHING,
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TARGET_SELF,
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TARGET_FRIEND,
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TARGET_ENEMY,
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TARGET_CORPSE,
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TARGET_FREE,
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};
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enum {
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MAX_REAGENTS_PER_SPELL = 8,
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};
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};
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typedef afxRPGMagicSpellDefs::TargetType afxRPGMagicSpell_TargetType;
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DefineEnumType( afxRPGMagicSpell_TargetType );
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class afxRPGMagicSpellData : public GameBaseData, public afxRPGMagicSpellDefs
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{
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typedef GameBaseData Parent;
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public:
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F32 casting_dur;
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StringTableEntry spell_name;
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StringTableEntry spell_desc;
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S32 spell_target;
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F32 spell_range;
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S32 mana_cost;
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U8 n_reagents;
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S8 reagent_cost[MAX_REAGENTS_PER_SPELL];
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StringTableEntry reagent_name[MAX_REAGENTS_PER_SPELL];
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StringTableEntry icon_name;
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StringTableEntry source_pack;
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bool is_placeholder;
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U8 free_target_style;
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bool target_optional;
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private:
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char* fmt_placeholder_desc(char* buffer, int len) const;
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public:
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/*C*/ afxRPGMagicSpellData();
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char* formatDesc(char* buffer, int len) const;
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bool requiresTarget() { return (spell_target == TARGET_ENEMY || spell_target == TARGET_CORPSE || spell_target == TARGET_FRIEND); }
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bool onAdd() override;
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void packData(BitStream*) override;
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void unpackData(BitStream*) override;
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static void initPersistFields();
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DECLARE_CONOBJECT(afxRPGMagicSpellData);
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#endif // _AFX_RPG_MAGIC_SPELL_H_
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