Torque3D/Engine/source/afx/rpg/afxRPGMagicSpell.h
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

105 lines
3.4 KiB
C++

//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#ifndef _AFX_RPG_MAGIC_SPELL_H_
#define _AFX_RPG_MAGIC_SPELL_H_
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "core/util/tVector.h"
#include "T3D/gameBase/gameBase.h"
#include "console/typeValidators.h"
#include "afx/afxEffectDefs.h"
#include "afx/afxEffectWrapper.h"
#include "afx/afxMagicMissile.h"
class afxMagicMissileData;
class afxEffectWrapperData;
class SceneObject;
class afxRPGMagicSpellDefs
{
public:
// Migrate this stuff to RPG Magic-System
enum TargetType {
TARGET_NOTHING,
TARGET_SELF,
TARGET_FRIEND,
TARGET_ENEMY,
TARGET_CORPSE,
TARGET_FREE,
};
enum {
MAX_REAGENTS_PER_SPELL = 8,
};
};
typedef afxRPGMagicSpellDefs::TargetType afxRPGMagicSpell_TargetType;
DefineEnumType( afxRPGMagicSpell_TargetType );
class afxRPGMagicSpellData : public GameBaseData, public afxRPGMagicSpellDefs
{
typedef GameBaseData Parent;
public:
F32 casting_dur;
StringTableEntry spell_name;
StringTableEntry spell_desc;
S32 spell_target;
F32 spell_range;
S32 mana_cost;
U8 n_reagents;
S8 reagent_cost[MAX_REAGENTS_PER_SPELL];
StringTableEntry reagent_name[MAX_REAGENTS_PER_SPELL];
StringTableEntry icon_name;
StringTableEntry source_pack;
bool is_placeholder;
U8 free_target_style;
bool target_optional;
private:
char* fmt_placeholder_desc(char* buffer, int len) const;
public:
/*C*/ afxRPGMagicSpellData();
char* formatDesc(char* buffer, int len) const;
bool requiresTarget() { return (spell_target == TARGET_ENEMY || spell_target == TARGET_CORPSE || spell_target == TARGET_FRIEND); }
bool onAdd() override;
void packData(BitStream*) override;
void unpackData(BitStream*) override;
static void initPersistFields();
DECLARE_CONOBJECT(afxRPGMagicSpellData);
};
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#endif // _AFX_RPG_MAGIC_SPELL_H_