#pragma once #include "../lib/ConstTransitivePtr.h" #include "int3.h" #include "GameConstants.h" #include "HeroBonus.h" /* * 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 CLegacyConfigParser; struct BattleHex; class DLL_LINKAGE CSpell { public: enum ETargetType {NO_TARGET, CREATURE, CREATURE_EXPERT_MASSIVE, OBSTACLE}; enum ESpellPositiveness {NEGATIVE = -1, NEUTRAL = 0, POSITIVE = 1}; SpellID id; std::string identifier; std::string name; std::string abbName; //abbreviated name std::vector 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 costs; //per skill level: 0 - none, 1 - basic, etc std::vector powers; //[er skill level: 0 - none, 1 - basic, etc std::map probabilities; //% chance to gain for castles std::vector AIVals; //AI values: per skill level: 0 - none, 1 - basic, etc 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 range; //description of spell's range in SRSL by magic school level std::vector counteredSpells; //spells that are removed when effect of this spell is placed on creature (for bless-curse, haste-slow, and similar pairs) CSpell(); ~CSpell(); std::vector rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = NULL ) const; //convert range to specific hexes; last optional out parameter is set to true, if spell would cover unavailable hexes (that are not included in ret) si16 mainEffectAnim; //main spell effect animation, in AC format (or -1 when none) ETargetType getTargetType() const; inline bool isCombatSpell() const; inline bool isAdventureSpell() const; inline bool isCreatureAbility() const; inline bool isPositive() const; inline bool isNegative() const; inline bool isRisingSpell() const; inline bool isDamageSpell() const; inline bool isOffensiveSpell() const; inline bool hasEffects() const; void getEffects(std::vector &lst, const int level) const; bool isImmuneBy(const IBonusBearer *obj) const; /** * Returns resource name of icon for SPELL_IMMUNITY bonus */ inline const std::string& getIconImmune() const; template void serialize(Handler &h, const int version) { h & identifier & id & name & abbName & descriptions & level & earth & water & fire & air & power & costs & powers & probabilities & AIVals & attributes & combatSpell & creatureAbility & positiveness & range & counteredSpells & mainEffectAnim; h & isRising & isDamage & isOffensive; h & targetType; h & effects & immunities & limiters; h & iconImmune; } friend class CSpellHandler; private: bool isRising; bool isDamage; bool isOffensive; std::string attributes; //reference only attributes void setAttributes(const std::string& newValue); ETargetType targetType; std::vector > effects; // [level 0-3][list of effects] std::vector immunities; //any of these grants immunity std::vector limiters; //all of them are required to be affected ///graphics related stuff std::string iconImmune; }; ///CSpell inlines bool CSpell::isCombatSpell() const { return combatSpell; } bool CSpell::isAdventureSpell() const { return !combatSpell; } bool CSpell::isCreatureAbility() const { return creatureAbility; } bool CSpell::isPositive() const { return positiveness == POSITIVE; } bool CSpell::isNegative() const { return positiveness == NEGATIVE; } bool CSpell::isRisingSpell() const { return isRising; } bool CSpell::isDamageSpell() const { return isDamage; } bool CSpell::isOffensiveSpell() const { return isOffensive; } bool CSpell::hasEffects() const { return !effects[0].empty(); } const std::string& CSpell::getIconImmune() const { return iconImmune; } bool DLL_LINKAGE isInScreenRange(const int3 ¢er, const int3 &pos); //for spells like Dimension Door class DLL_LINKAGE CSpellHandler { CSpell * loadSpell(CLegacyConfigParser & parser, const SpellID id); public: CSpellHandler(); ~CSpellHandler(); std::vector< ConstTransitivePtr > spells; /** * Gets a list of default allowed spells. OH3 spells are all allowed by default. * * @return a list of allowed spells, the index is the spell id and the value either 0 for not allowed or 1 for allowed */ std::vector getDefaultAllowed() const; template void serialize(Handler &h, const int version) { h & spells ; } };