CSpellHandler.h 5.0 KB

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  1. #pragma once
  2. #include "../lib/ConstTransitivePtr.h"
  3. #include "int3.h"
  4. #include "GameConstants.h"
  5. #include "HeroBonus.h"
  6. /*
  7. * CSpellHandler.h, part of VCMI engine
  8. *
  9. * Authors: listed in file AUTHORS in main folder
  10. *
  11. * License: GNU General Public License v2.0 or later
  12. * Full text of license available in license.txt file, in main folder
  13. *
  14. */
  15. class CLegacyConfigParser;
  16. struct BattleHex;
  17. class DLL_LINKAGE CSpell
  18. {
  19. public:
  20. enum ETargetType {NO_TARGET, CREATURE, CREATURE_EXPERT_MASSIVE, OBSTACLE};
  21. enum ESpellPositiveness {NEGATIVE = -1, NEUTRAL = 0, POSITIVE = 1};
  22. SpellID id;
  23. std::string identifier;
  24. std::string name;
  25. std::string abbName; //abbreviated name
  26. std::vector<std::string> descriptions; //descriptions of spell for skill levels: 0 - none, 1 - basic, etc
  27. si32 level;
  28. bool earth;
  29. bool water;
  30. bool fire;
  31. bool air;
  32. si32 power; //spell's power
  33. std::vector<si32> costs; //per skill level: 0 - none, 1 - basic, etc
  34. std::vector<si32> powers; //[er skill level: 0 - none, 1 - basic, etc
  35. std::map<TFaction, si32> probabilities; //% chance to gain for castles
  36. std::vector<si32> AIVals; //AI values: per skill level: 0 - none, 1 - basic, etc
  37. bool combatSpell; //is this spell combat (true) or adventure (false)
  38. bool creatureAbility; //if true, only creatures can use this spell
  39. si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
  40. std::vector<std::string> range; //description of spell's range in SRSL by magic school level
  41. 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)
  42. CSpell();
  43. 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)
  44. si16 mainEffectAnim; //main spell effect animation, in AC format (or -1 when none)
  45. ETargetType getTargetType() const;
  46. inline bool isCombatSpell() const;
  47. inline bool isAdventureSpell() const;
  48. inline bool isCreatureAbility() const;
  49. inline bool isPositive() const;
  50. inline bool isNegative() const;
  51. inline bool isRisingSpell() const;
  52. inline bool isDamageSpell() const;
  53. inline bool isOffensiveSpell() const;
  54. inline bool hasEffects() const;
  55. void getEffects(std::vector<Bonus> &lst, const int level) const;
  56. bool isImmuneBy(const IBonusBearer *obj) const;
  57. /**
  58. * Returns resource name of icon for SPELL_IMMUNITY bonus
  59. */
  60. inline const std::string& getIconImmune() const;
  61. template <typename Handler> void serialize(Handler &h, const int version)
  62. {
  63. h & identifier & id & name & abbName & descriptions & level & earth & water & fire & air & power & costs
  64. & powers & probabilities & AIVals & attributes & combatSpell & creatureAbility & positiveness & range & counteredSpells & mainEffectAnim;
  65. h & isRising & isDamage & isOffensive;
  66. h & targetType;
  67. h & effects & immunities & limiters;
  68. h & iconImmune;
  69. }
  70. friend class CSpellHandler;
  71. private:
  72. bool isRising;
  73. bool isDamage;
  74. bool isOffensive;
  75. std::string attributes; //reference only attributes
  76. void setAttributes(const std::string& newValue);
  77. ETargetType targetType;
  78. std::vector<Bonus> effects [4];
  79. std::vector<Bonus::BonusType> immunities; //any of these grants immunity
  80. std::vector<Bonus::BonusType> limiters; //all of them are required to be affected
  81. ///graphics related stuff
  82. std::string iconImmune;
  83. };
  84. ///CSpell inlines
  85. bool CSpell::isCombatSpell() const
  86. {
  87. return combatSpell;
  88. }
  89. bool CSpell::isAdventureSpell() const
  90. {
  91. return !combatSpell;
  92. }
  93. bool CSpell::isCreatureAbility() const
  94. {
  95. return creatureAbility;
  96. }
  97. bool CSpell::isPositive() const
  98. {
  99. return positiveness == POSITIVE;
  100. }
  101. bool CSpell::isNegative() const
  102. {
  103. return positiveness == NEGATIVE;
  104. }
  105. bool CSpell::isRisingSpell() const
  106. {
  107. return isRising;
  108. }
  109. bool CSpell::isDamageSpell() const
  110. {
  111. return isDamage;
  112. }
  113. bool CSpell::isOffensiveSpell() const
  114. {
  115. return isOffensive;
  116. }
  117. bool CSpell::hasEffects() const
  118. {
  119. return !effects[0].empty();
  120. }
  121. const std::string& CSpell::getIconImmune() const
  122. {
  123. return iconImmune;
  124. }
  125. bool DLL_LINKAGE isInScreenRange(const int3 &center, const int3 &pos); //for spells like Dimension Door
  126. class DLL_LINKAGE CSpellHandler
  127. {
  128. CSpell * loadSpell(CLegacyConfigParser & parser, const SpellID id);
  129. public:
  130. CSpellHandler();
  131. std::vector< ConstTransitivePtr<CSpell> > spells;
  132. void load();
  133. /**
  134. * Gets a list of default allowed spells. OH3 spells are all allowed by default.
  135. *
  136. * @return a list of allowed spells, the index is the spell id and the value either 0 for not allowed or 1 for allowed
  137. */
  138. std::vector<bool> getDefaultAllowedSpells() const;
  139. template <typename Handler> void serialize(Handler &h, const int version)
  140. {
  141. h & spells ;
  142. }
  143. };