#ifndef __CSPELLHANDLER_H__ #define __CSPELLHANDLER_H__ #include #include #include #include "CSoundBase.h" //#include "map.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 DLL_EXPORT CSpell { public: ui32 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::set 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) soundBase::soundID soundID; // spell sound id 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 & mainEffectAnim; } }; class DLL_EXPORT CSpellHandler { public: CSpellHandler(); std::vector spells; void loadSpells(); template void serialize(Handler &h, const int version) { h & spells; } }; #endif // __CSPELLHANDLER_H__