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https://github.com/vcmi/vcmi.git
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2eb8263e51
* introduced new handler BonusTypeHandler * config\bonusnames.json converted to common format and splitted info main and localizable parts * hanlders initialization refactored
185 lines
5.0 KiB
C++
185 lines
5.0 KiB
C++
#pragma once
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#include "../lib/ConstTransitivePtr.h"
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#include "int3.h"
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#include "GameConstants.h"
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#include "HeroBonus.h"
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/*
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* CSpellHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CLegacyConfigParser;
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struct BattleHex;
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class DLL_LINKAGE CSpell
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{
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public:
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enum ETargetType {NO_TARGET, CREATURE, CREATURE_EXPERT_MASSIVE, OBSTACLE};
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enum ESpellPositiveness {NEGATIVE = -1, NEUTRAL = 0, POSITIVE = 1};
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SpellID id;
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std::string identifier;
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std::string name;
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std::string abbName; //abbreviated name
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std::vector<std::string> descriptions; //descriptions of spell for skill levels: 0 - none, 1 - basic, etc
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si32 level;
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bool earth;
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bool water;
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bool fire;
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bool air;
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si32 power; //spell's power
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std::vector<si32> costs; //per skill level: 0 - none, 1 - basic, etc
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std::vector<si32> powers; //[er skill level: 0 - none, 1 - basic, etc
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std::map<TFaction, si32> probabilities; //% chance to gain for castles
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std::vector<si32> AIVals; //AI values: per skill level: 0 - none, 1 - basic, etc
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bool combatSpell; //is this spell combat (true) or adventure (false)
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bool creatureAbility; //if true, only creatures can use this spell
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si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
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std::vector<std::string> range; //description of spell's range in SRSL by magic school level
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std::vector<SpellID> counteredSpells; //spells that are removed when effect of this spell is placed on creature (for bless-curse, haste-slow, and similar pairs)
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CSpell();
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std::vector<BattleHex> 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)
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si16 mainEffectAnim; //main spell effect animation, in AC format (or -1 when none)
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ETargetType getTargetType() const;
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inline bool isCombatSpell() const;
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inline bool isAdventureSpell() const;
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inline bool isCreatureAbility() const;
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inline bool isPositive() const;
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inline bool isNegative() const;
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inline bool isRisingSpell() const;
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inline bool isDamageSpell() const;
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inline bool isOffensiveSpell() const;
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inline bool hasEffects() const;
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void getEffects(std::vector<Bonus> &lst, const int level) const;
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bool isImmuneBy(const IBonusBearer *obj) const;
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/**
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* Returns resource name of icon for SPELL_IMMUNITY bonus
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*/
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inline const std::string& getIconImmune() const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & identifier & id & name & abbName & descriptions & level & earth & water & fire & air & power & costs
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& powers & probabilities & AIVals & attributes & combatSpell & creatureAbility & positiveness & range & counteredSpells & mainEffectAnim;
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h & isRising & isDamage & isOffensive;
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h & targetType;
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h & effects & immunities & limiters;
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h & iconImmune;
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}
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friend class CSpellHandler;
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private:
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bool isRising;
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bool isDamage;
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bool isOffensive;
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std::string attributes; //reference only attributes
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void setAttributes(const std::string& newValue);
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ETargetType targetType;
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std::vector<Bonus> effects [4];
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std::vector<Bonus::BonusType> immunities; //any of these grants immunity
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std::vector<Bonus::BonusType> limiters; //all of them are required to be affected
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///graphics related stuff
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std::string iconImmune;
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};
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///CSpell inlines
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bool CSpell::isCombatSpell() const
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{
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return combatSpell;
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}
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bool CSpell::isAdventureSpell() const
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{
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return !combatSpell;
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}
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bool CSpell::isCreatureAbility() const
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{
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return creatureAbility;
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}
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bool CSpell::isPositive() const
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{
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return positiveness == POSITIVE;
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}
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bool CSpell::isNegative() const
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{
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return positiveness == NEGATIVE;
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}
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bool CSpell::isRisingSpell() const
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{
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return isRising;
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}
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bool CSpell::isDamageSpell() const
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{
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return isDamage;
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}
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bool CSpell::isOffensiveSpell() const
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{
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return isOffensive;
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}
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bool CSpell::hasEffects() const
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{
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return !effects[0].empty();
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}
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const std::string& CSpell::getIconImmune() const
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{
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return iconImmune;
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}
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bool DLL_LINKAGE isInScreenRange(const int3 ¢er, const int3 &pos); //for spells like Dimension Door
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class DLL_LINKAGE CSpellHandler
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{
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CSpell * loadSpell(CLegacyConfigParser & parser, const SpellID id);
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public:
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CSpellHandler();
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std::vector< ConstTransitivePtr<CSpell> > spells;
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void load();
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/**
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* Gets a list of default allowed spells. OH3 spells are all allowed by default.
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*
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* @return a list of allowed spells, the index is the spell id and the value either 0 for not allowed or 1 for allowed
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*/
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std::vector<bool> getDefaultAllowedSpells() const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & spells ;
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}
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};
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