ScummVM API documentation
Saga2::ProtoObj Class Reference
Inheritance diagram for Saga2::ProtoObj:
Saga2::ResourceObjectPrototype Saga2::ActorProto Saga2::EnchantmentProto Saga2::GeneratorProto Saga2::IntangibleContainerProto Saga2::IntangibleObjProto Saga2::InventoryProto Saga2::EncounterGeneratorProto Saga2::MissionGeneratorProto Saga2::MonsterGeneratorProto Saga2::IdeaContainerProto Saga2::MemoryContainerProto Saga2::MindContainerProto Saga2::PsychContainerProto Saga2::SkillContainerProto Saga2::IdeaProto Saga2::MemoryProto Saga2::PsychProto Saga2::SkillProto Saga2::ArmorProto Saga2::AutoMapProto Saga2::BottleProto Saga2::DocumentProto Saga2::FoodProto Saga2::KeyProto Saga2::PhysicalContainerProto Saga2::ShieldProto Saga2::ToolProto Saga2::WeaponProto Saga2::WearableProto

Public Types

enum  containmentType {
  kIsTangible = (1 << 0), kIsContainer = (1 << 1), kIsBottle = (1 << 2), kIsFood = (1 << 3),
  kIsWearable = (1 << 4), kIsWeapon = (1 << 5), kIsArmor = (1 << 6), kIsDocument = (1 << 7),
  kIsIntangible = (1 << 8), kIsConcept = (1 << 9), kIsPsych = (1 << 10), kIsSpell = (1 << 11),
  kIsSkill = (1 << 12), kIsEnchantment = (1 << 13), kIsTargetable = (1 << 14)
}
 
enum  spriteTypes { kObjOnGround = 0, kObjInContainerView, kObjAsMousePtr }
 
- Public Types inherited from Saga2::ResourceObjectPrototype
enum  protoFlags {
  kObjPropMergeable = (1 << 0), kObjPropRound = (1 << 1), kObjPropFlammable = (1 << 2), kObjPropWeapon = (1 << 3),
  kObjPropThrownWpn = (1 << 4), kObjPropMissileWpn = (1 << 5), kObjPropCharges = (1 << 6), kObjPropEdible = (1 << 7),
  kObjPropFlipped = (1 << 8), kObjPropVisOpen = (1 << 9), kObjPropHidden = (1 << 10), kObjPropGhosted = (1 << 11),
  kObjPropHardSurface = (1 << 12), kObjPropNoSurface = (1 << 13)
}
 

Public Member Functions

 ProtoObj (ResourceObjectPrototype &proto)
 
virtual uint16 containmentSet ()
 
virtual bool canContain (ObjectID dObj, ObjectID item)
 
virtual bool canContainAt (ObjectID dObj, ObjectID item, const TilePoint &where)
 
virtual bool isTwoHanded (ObjectID actor)
 
virtual bool isMissile ()
 
virtual ObjectID placeObject ()
 
bool invokeScript (scriptCallFrame &)
 
int16 stdActionScript (int method, ObjectID dObj, ObjectID enactor, ObjectID indirectObj)
 
int16 stdActionScript (int method, ObjectID dObj, ObjectID enactor, ObjectID indirectObj, int16 value)
 
bool use (ObjectID dObj, ObjectID enactor)
 
virtual bool setUseCursor (ObjectID dObj)
 
virtual bool useAction (ObjectID dObj, ObjectID enactor)
 
bool useOn (ObjectID dObj, ObjectID enactor, ObjectID item)
 
virtual bool useOnAction (ObjectID dObj, ObjectID enactor, ObjectID item)
 
bool useOn (ObjectID dObj, ObjectID enactor, ActiveItem *item)
 
virtual bool useOnAction (ObjectID dObj, ObjectID enactor, ActiveItem *item)
 
bool useOn (ObjectID dObj, ObjectID enactor, const Location &loc)
 
virtual bool useOnAction (ObjectID dObj, ObjectID enactor, const Location &loc)
 
bool open (ObjectID dObj, ObjectID enactor)
 
virtual bool canOpen (ObjectID dObj, ObjectID enactor)
 
virtual bool openAction (ObjectID dObj, ObjectID enactor)
 
bool close (ObjectID dObj, ObjectID enactor)
 
virtual bool closeAction (ObjectID dObj, ObjectID enactor)
 
bool take (ObjectID dObj, ObjectID enactor, int16 num=1)
 
virtual bool takeAction (ObjectID dObj, ObjectID enactor)
 
virtual bool takeAction (ObjectID dObj, ObjectID enactor, int16 num=1)
 
bool drop (ObjectID dObj, ObjectID enactor, const Location &loc, int16 num=1)
 
virtual bool canDropAt (ObjectID dObj, ObjectID enactor, const Location &loc)
 
virtual bool dropAction (ObjectID dObj, ObjectID enactor, const Location &loc, int16 num=1)
 
bool dropOn (ObjectID dObj, ObjectID enactor, ObjectID target, int16 num=1)
 
virtual bool dropOnAction (ObjectID dObj, ObjectID enactor, ObjectID target, int count)
 
bool dropOn (ObjectID dObj, ObjectID enactor, ActiveItem *target, const Location &loc, int16 num=1)
 
virtual bool dropOnAction (ObjectID dObj, ObjectID enactor, ActiveItem *target, const Location &loc, int16 num=1)
 
bool strike (ObjectID dObj, ObjectID enactor, ObjectID item)
 
virtual bool strikeAction (ObjectID dObj, ObjectID enactor, ObjectID item)
 
bool damage (ObjectID dObj, ObjectID enactor, ObjectID target)
 
virtual bool damageAction (ObjectID dObj, ObjectID enactor, ObjectID target)
 
bool eat (ObjectID dObj, ObjectID enactor)
 
virtual bool eatAction (ObjectID dObj, ObjectID enactor)
 
bool insert (ObjectID dObj, ObjectID enactor, ObjectID item)
 
virtual bool insertAction (ObjectID dObj, ObjectID enactor, ObjectID item)
 
bool remove (ObjectID dObj, ObjectID enactor)
 
virtual bool removeAction (ObjectID dObj, ObjectID enactor)
 
bool acceptDrop (ObjectID dObj, ObjectID enactor, ObjectID droppedObj, int count)
 
virtual bool acceptDropAction (ObjectID dObj, ObjectID enactor, ObjectID droppedObj, int count)
 
bool acceptDamage (ObjectID dObj, ObjectID enactor, int8 absDamage, effectDamageTypes dType=kDamageOther, int8 dice=0, uint8 sides=1, int8 perDieMod=0)
 
virtual bool acceptDamageAction (ObjectID dObj, ObjectID enactor, int8 absDamage, effectDamageTypes dType, int8 dice, uint8 sides, int8 perDieMod)
 
bool acceptHealing (ObjectID dObj, ObjectID enactor, int8 absHealing, int8 dice=0, uint8 sides=1, int8 perDieMod=0)
 
virtual bool acceptHealingAction (ObjectID dObj, ObjectID enactor, int8 healing)
 
bool acceptStrike (ObjectID dObj, ObjectID enactor, ObjectID strikingObj, uint8 skillIndex)
 
virtual bool acceptStrikeAction (ObjectID dObj, ObjectID enactor, ObjectID strikingObj, uint8 skillIndex)
 
bool acceptLockToggle (ObjectID dObj, ObjectID enactor, uint8 keyCode)
 
virtual bool canToggleLock (ObjectID dObj, ObjectID enactor, uint8 keyCode)
 
virtual bool acceptLockToggleAction (ObjectID dObj, ObjectID enactor, uint8 keyCode)
 
bool acceptMix (ObjectID dObj, ObjectID enactor, ObjectID mixObj)
 
virtual bool acceptMixAction (ObjectID dObj, ObjectID enactor, ObjectID mixObj)
 
bool acceptInsertion (ObjectID dObj, ObjectID enactor, ObjectID item, int16 count)
 
virtual bool acceptInsertionAction (ObjectID dObj, ObjectID enactor, ObjectID item, int16 count)
 
bool acceptInsertionAt (ObjectID dObj, ObjectID enactor, ObjectID item, const TilePoint &where, int16 num=1)
 
virtual bool acceptInsertionAtAction (ObjectID dObj, ObjectID enactor, ObjectID item, const TilePoint &where, int16 num=1)
 
virtual void getColorTranslation (ColorTable map)
 
virtual ObjectSpriteInfo getSprite (GameObject *obj, spriteTypes spr, int16 count=-1)
 
virtual SpritegetOrientedSprite (GameObject *obj, int16 offset)
 
virtual void initiateAttack (ObjectID attacker, ObjectID target)
 
virtual void initiateDefense (ObjectID defensiveObj, ObjectID defender, ObjectID attacker)
 
virtual GameObjectgetProjectile (ObjectID weapon, ObjectID enactor)
 
virtual GameObjectgetSpell (ObjectID obj)
 
virtual bool canBlock ()
 
virtual uint8 defenseDirMask ()
 
virtual uint8 adjustDamage (uint8 damage)
 
virtual int16 fightStanceAction (ObjectID actor)
 
virtual uint8 getDamageSound (const ObjectSoundFXs &soundFXs)
 
virtual void doBackgroundUpdate (GameObject *obj)
 
virtual bool resists (effectResistTypes r)
 
virtual bool isImmuneTo (effectImmuneTypes r)
 
virtual bool makeSavingThrow ()
 
virtual bool isObjectBeingUsed (GameObject *obj)
 
virtual bool useSlotAvailable (GameObject *obj, Actor *a)
 
virtual uint8 getSkillValue (ObjectID enactor)
 
virtual void applySkillGrowth (ObjectID enactor, uint8 points=1)
 
virtual uint16 getViewableRows ()
 
virtual uint16 getViewableCols ()
 
virtual uint16 getMaxRows ()
 
virtual uint16 getMaxCols ()
 
int16 getChargeType ()
 
virtual bool canFitBulkwise (GameObject *container, GameObject *obj)
 
virtual bool canFitMasswise (GameObject *container, GameObject *obj)
 
virtual uint16 massCapacity (GameObject *container)
 
virtual uint16 bulkCapacity (GameObject *container)
 
- Public Member Functions inherited from Saga2::ResourceObjectPrototype
 ResourceObjectPrototype (ResourceObjectPrototype &proto)
 
void load (Common::SeekableReadStream *stream)
 

Additional Inherited Members

- Public Attributes inherited from Saga2::ResourceObjectPrototype
int16 classType
 
uint16 script
 
int16 nameIndex
 
uint16 iconSprite
 
uint16 groundSprite
 
uint8 colorMap [4]
 
uint8 mass
 
uint8 bulk
 
uint8 crossSection
 
uint8 height
 
uint8 toughness
 
uint8 breakType
 
uint16 maxCapacity
 
uint8 lockType
 
uint8 acceptableItems
 
uint8 weaponDamage
 
uint8 weaponFireRate
 
uint8 maximumRange
 
uint8 missileType
 
uint8 whereWearable
 
int8 damageAbsorbtion
 
int8 damageDivider
 
int8 defenseBonus
 
uint8 maxCharges
 
uint8 chargeType
 
int16 flags
 
int16 price
 
union {
   int16   heldSpriteBase
 
   int16   appearanceType
 
   int16   ideaType
 
}; 
 
int16 resistance
 
int16 immunity
 
uint8 soundFXClass
 
uint8 reserved [7]
 

The documentation for this class was generated from the following file: