#pragma once #include "../lib/ConstTransitivePtr.h" #include "int3.h" #include "GameConstants.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}; TSpell id; 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::vector probabilities; //% chance to gain for castles std::vector 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 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) 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; bool isPositive() const; bool isNegative() const; bool isRisingSpell() const; bool isDamageSpell() const; template 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 & counteredSpells & 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, SUMMON_FIRE_ELEMENTAL=66, SUMMON_EARTH_ELEMENTAL=67, SUMMON_WATER_ELEMENTAL=68, SUMMON_AIR_ELEMENTAL=69, STONE_GAZE=70, POISON=71, BIND=72, DISEASE=73, PARALYZE=74, AGE=75, DEATH_CLOUD=76, THUNDERBOLT=77, DISPEL_HELPFUL_SPELLS=78, DEATH_STARE=79, ACID_BREATH_DEFENSE=80, ACID_BREATH_DAMAGE=81 }; } bool DLL_LINKAGE isInScreenRange(const int3 ¢er, const int3 &pos); //for spells like Dimension Door class DLL_LINKAGE CSpellHandler { CSpell * loadSpell(CLegacyConfigParser & parser); public: CSpellHandler(); std::vector< ConstTransitivePtr > spells; std::set damageSpells; //they inflict damage and require particular threatment std::set risingSpells; //they affect dead stacks and need special target selection std::set mindSpells; void loadSpells(); template void serialize(Handler &h, const int version) { h & spells & damageSpells & risingSpells & mindSpells; } };