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d14083272d
- protection from air - protection from fire - protection from water - protection from earth * a bit of refactoring in spell handling code
64 lines
2.1 KiB
C++
64 lines
2.1 KiB
C++
#ifndef __CSPELLHANDLER_H__
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#define __CSPELLHANDLER_H__
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#include <string>
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#include <vector>
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#include <set>
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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 DLL_EXPORT CSpell
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{
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public:
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ui32 id;
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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::vector<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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std::string attributes; //reference only attributes
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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::set<ui16> rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const; //convert range to specific hexes
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si16 mainEffectAnim; //main spell effect animation, in AC format (or -1 when none)
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & name & abbName & descriptions & level & earth & water & fire & air & power & costs
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& powers & probabilities & AIVals & attributes & combatSpell & creatureAbility & positiveness & range & mainEffectAnim;
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}
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};
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class DLL_EXPORT CSpellHandler
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{
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public:
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std::vector<CSpell> spells;
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void loadSpells();
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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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#endif // __CSPELLHANDLER_H__
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