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vcmi/lib/CSpellHandler.h

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#ifndef __CSPELLHANDLER_H__
#define __CSPELLHANDLER_H__
#include <string>
#include <vector>
#include <set>
#include "../lib/ConstTransitivePtr.h"
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/*
* CSpellHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class DLL_EXPORT CSpell
{
public:
enum ETargetType {NO_TARGET, CREATURE, CREATURE_EXPERT_MASSIVE, OBSTACLE};
ui32 id;
std::string name;
std::string abbName; //abbreviated name
std::vector<std::string> descriptions; //descriptions of spell for skill levels: 0 - none, 1 - basic, etc
si32 level;
bool earth;
bool water;
bool fire;
bool air;
si32 power; //spell's power
std::vector<si32> costs; //per skill level: 0 - none, 1 - basic, etc
std::vector<si32> powers; //[er skill level: 0 - none, 1 - basic, etc
std::vector<si32> probabilities; //% chance to gain for castles
std::vector<si32> AIVals; //AI values: per skill level: 0 - none, 1 - basic, etc
std::string attributes; //reference only attributes
bool combatSpell; //is this spell combat (true) or adventure (false)
bool creatureAbility; //if true, only creatures can use this spell
si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
std::vector<std::string> range; //description of spell's range in SRSL by magic school level
std::set<ui16> rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const; //convert range to specific hexes
si16 mainEffectAnim; //main spell effect animation, in AC format (or -1 when none)
ETargetType getTargetType() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & name & abbName & descriptions & level & earth & water & fire & air & power & costs
& powers & probabilities & AIVals & attributes & combatSpell & creatureAbility & positiveness & range & mainEffectAnim;
}
};
namespace Spells
{
enum
{
SUMMON_BOAT=0, SCUTTLE_BOAT=1, VISIONS=2, VIEW_EARTH=3, DISGUISE=4, VIEW_AIR=5, FLY=6, WATER_WALK=7, DIMENSION_DOOR=8, TOWN_PORTAL=9,
QUICKSAND=10, LAND_MINE=11, FORCE_FIELD=12, FIRE_WALL=13, EARTHQUAKE=14,
MAGIC_ARROW=15, ICE_BOLT=16, LIGHTNING_BOLT=17, IMPLOSION=18,
CHAIN_LIGHTNING=19, FROST_RING=20, FIREBALL=21, INFERNO=22,
METEOR_SHOWER=23, DEATH_RIPPLE=24, DESTROY_UNDEAD=25, ARMAGEDDON=26,
SHIELD=27, AIR_SHIELD=28, FIRE_SHIELD=29, PROTECTION_FROM_AIR=30,
PROTECTION_FROM_FIRE=31, PROTECTION_FROM_WATER=32,
PROTECTION_FROM_EARTH=33, ANTI_MAGIC=34, DISPEL=35, MAGIC_MIRROR=36,
CURE=37, RESURRECTION=38, ANIMATE_DEAD=39, SACRIFICE=40, BLESS=41,
CURSE=42, BLOODLUST=43, PRECISION=44, WEAKNESS=45, STONE_SKIN=46,
DISRUPTING_RAY=47, PRAYER=48, MIRTH=49, SORROW=50, FORTUNE=51,
MISFORTUNE=52, HASTE=53, SLOW=54, SLAYER=55, FRENZY=56,
TITANS_LIGHTNING_BOLT=57, COUNTERSTRIKE=58, BERSERK=59, HYPNOTIZE=60,
FORGETFULNESS=61, BLIND=62, TELEPORT=63, REMOVE_OBSTACLE=64, CLONE=65,
FIRE_ELEMENTAL=66, EARTH_ELEMENTAL=67, WATER_ELEMENTAL=68, AIR_ELEMENTAL=69,
STONE_GAZE=70, POISON=71, BIND=72, DISEASE=73, PARALYZE=74, AGE=75, THUNDERBOLT=77,
DEATH_CLOUD=78, DEATH_STARE=79, ACID_BREATH_DEFENSE=80, ACID_BREATH_DAMAGE=81
};
}
bool DLL_EXPORT isInScreenRange(const int3 &center, const int3 &pos); //for spells like Dimension Door
class DLL_EXPORT CSpellHandler
{
public:
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CSpellHandler();
std::vector< ConstTransitivePtr<CSpell> > spells;
std::set<TSpell> damageSpells; //they inflict damage and require particular threatment
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std::set<TSpell> risingSpells; //they affect dead stacks and need special target selection
void loadSpells();
template <typename Handler> void serialize(Handler &h, const int version)
{
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h & spells & damageSpells & risingSpells;
}
};
#endif // __CSPELLHANDLER_H__