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94c55e2632
- spell chances in new towns guilds can be specified in config
109 lines
4.5 KiB
C++
109 lines
4.5 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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/*
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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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TSpell 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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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::vector<TSpell> 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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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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bool isPositive() const;
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bool isNegative() const;
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bool isRisingSpell() const;
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bool isDamageSpell() 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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}
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};
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namespace Spells
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{
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enum
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{
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SUMMON_BOAT=0, SCUTTLE_BOAT=1, VISIONS=2, VIEW_EARTH=3, DISGUISE=4, VIEW_AIR=5,
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FLY=6, WATER_WALK=7, DIMENSION_DOOR=8, TOWN_PORTAL=9,
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QUICKSAND=10, LAND_MINE=11, FORCE_FIELD=12, FIRE_WALL=13, EARTHQUAKE=14,
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MAGIC_ARROW=15, ICE_BOLT=16, LIGHTNING_BOLT=17, IMPLOSION=18,
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CHAIN_LIGHTNING=19, FROST_RING=20, FIREBALL=21, INFERNO=22,
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METEOR_SHOWER=23, DEATH_RIPPLE=24, DESTROY_UNDEAD=25, ARMAGEDDON=26,
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SHIELD=27, AIR_SHIELD=28, FIRE_SHIELD=29, PROTECTION_FROM_AIR=30,
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PROTECTION_FROM_FIRE=31, PROTECTION_FROM_WATER=32,
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PROTECTION_FROM_EARTH=33, ANTI_MAGIC=34, DISPEL=35, MAGIC_MIRROR=36,
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CURE=37, RESURRECTION=38, ANIMATE_DEAD=39, SACRIFICE=40, BLESS=41,
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CURSE=42, BLOODLUST=43, PRECISION=44, WEAKNESS=45, STONE_SKIN=46,
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DISRUPTING_RAY=47, PRAYER=48, MIRTH=49, SORROW=50, FORTUNE=51,
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MISFORTUNE=52, HASTE=53, SLOW=54, SLAYER=55, FRENZY=56,
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TITANS_LIGHTNING_BOLT=57, COUNTERSTRIKE=58, BERSERK=59, HYPNOTIZE=60,
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FORGETFULNESS=61, BLIND=62, TELEPORT=63, REMOVE_OBSTACLE=64, CLONE=65,
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SUMMON_FIRE_ELEMENTAL=66, SUMMON_EARTH_ELEMENTAL=67, SUMMON_WATER_ELEMENTAL=68, SUMMON_AIR_ELEMENTAL=69,
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STONE_GAZE=70, POISON=71, BIND=72, DISEASE=73, PARALYZE=74, AGE=75, DEATH_CLOUD=76, THUNDERBOLT=77,
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DISPEL_HELPFUL_SPELLS=78, DEATH_STARE=79, ACID_BREATH_DEFENSE=80, ACID_BREATH_DAMAGE=81
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};
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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);
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public:
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CSpellHandler();
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std::vector< ConstTransitivePtr<CSpell> > spells;
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std::set<TSpell> damageSpells; //they inflict damage and require particular threatment
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std::set<TSpell> risingSpells; //they affect dead stacks and need special target selection
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std::set<TSpell> mindSpells;
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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 & damageSpells & risingSpells & mindSpells;
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}
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};
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