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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, VISIONS, VIEW_EARTH, DISGUISE, VIEW_AIR, FLY, WATER_WALK, DIMENSION_DOOR, TOWN_PORTAL};
}
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
void loadSpells();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & spells & damageSpells;
}
};
#endif // __CSPELLHANDLER_H__