CSpellHandler.h 2.7 KB

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  1. #ifndef __CSPELLHANDLER_H__
  2. #define __CSPELLHANDLER_H__
  3. #include <string>
  4. #include <vector>
  5. #include <set>
  6. #include "../lib/ConstTransitivePtr.h"
  7. /*
  8. * CSpellHandler.h, part of VCMI engine
  9. *
  10. * Authors: listed in file AUTHORS in main folder
  11. *
  12. * License: GNU General Public License v2.0 or later
  13. * Full text of license available in license.txt file, in main folder
  14. *
  15. */
  16. class DLL_EXPORT CSpell
  17. {
  18. public:
  19. enum ETargetType {NO_TARGET, CREATURE, CREATURE_EXPERT_MASSIVE, OBSTACLE};
  20. ui32 id;
  21. std::string name;
  22. std::string abbName; //abbreviated name
  23. std::vector<std::string> descriptions; //descriptions of spell for skill levels: 0 - none, 1 - basic, etc
  24. si32 level;
  25. bool earth;
  26. bool water;
  27. bool fire;
  28. bool air;
  29. si32 power; //spell's power
  30. std::vector<si32> costs; //per skill level: 0 - none, 1 - basic, etc
  31. std::vector<si32> powers; //[er skill level: 0 - none, 1 - basic, etc
  32. std::vector<si32> probabilities; //% chance to gain for castles
  33. std::vector<si32> AIVals; //AI values: per skill level: 0 - none, 1 - basic, etc
  34. std::string attributes; //reference only attributes
  35. bool combatSpell; //is this spell combat (true) or adventure (false)
  36. bool creatureAbility; //if true, only creatures can use this spell
  37. si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
  38. std::vector<std::string> range; //description of spell's range in SRSL by magic school level
  39. std::set<ui16> rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const; //convert range to specific hexes
  40. si16 mainEffectAnim; //main spell effect animation, in AC format (or -1 when none)
  41. ETargetType getTargetType() const;
  42. template <typename Handler> void serialize(Handler &h, const int version)
  43. {
  44. h & id & name & abbName & descriptions & level & earth & water & fire & air & power & costs
  45. & powers & probabilities & AIVals & attributes & combatSpell & creatureAbility & positiveness & range & mainEffectAnim;
  46. }
  47. };
  48. namespace Spells
  49. {
  50. enum {SUMMON_BOAT=0, SCUTTLE_BOAT, VISIONS, VIEW_EARTH, DISGUISE, VIEW_AIR, FLY, WATER_WALK, DIMENSION_DOOR, TOWN_PORTAL};
  51. }
  52. bool DLL_EXPORT isInScreenRange(const int3 &center, const int3 &pos); //for spells like Dimension Door
  53. class DLL_EXPORT CSpellHandler
  54. {
  55. public:
  56. CSpellHandler();
  57. std::vector< ConstTransitivePtr<CSpell> > spells;
  58. std::set<TSpell> damageSpells; //they inflict damage and require particular threatment
  59. std::set<TSpell> risingSpells; //they affect dead stacks and need special target selection
  60. void loadSpells();
  61. template <typename Handler> void serialize(Handler &h, const int version)
  62. {
  63. h & spells & damageSpells & risingSpells;
  64. }
  65. };
  66. #endif // __CSPELLHANDLER_H__