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							- #ifndef __CSPELLHANDLER_H__
 
- #define __CSPELLHANDLER_H__
 
- #include <string>
 
- #include <vector>
 
- #include <set>
 
- #include "../lib/ConstTransitivePtr.h"
 
- /*
 
-  * CSpellHandler.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- class DLL_EXPORT CSpell
 
- {
 
- public:
 
- 	enum ETargetType {NO_TARGET, CREATURE, CREATURE_EXPERT_MASSIVE, OBSTACLE};
 
- 	ui32 id;
 
- 	std::string name;
 
- 	std::string abbName; //abbreviated name
 
- 	std::vector<std::string> descriptions; //descriptions of spell for skill levels: 0 - none, 1 - basic, etc
 
- 	si32 level;
 
- 	bool earth;
 
- 	bool water;
 
- 	bool fire;
 
- 	bool air;
 
- 	si32 power; //spell's power
 
- 	std::vector<si32> costs; //per skill level: 0 - none, 1 - basic, etc
 
- 	std::vector<si32> powers; //[er skill level: 0 - none, 1 - basic, etc
 
- 	std::vector<si32> probabilities; //% chance to gain for castles 
 
- 	std::vector<si32> AIVals; //AI values: per skill level: 0 - none, 1 - basic, etc
 
- 	std::string attributes; //reference only attributes
 
- 	bool combatSpell; //is this spell combat (true) or adventure (false)
 
- 	bool creatureAbility; //if true, only creatures can use this spell
 
- 	si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
 
- 	std::vector<std::string> range; //description of spell's range in SRSL by magic school level
 
- 	std::set<ui16> rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const; //convert range to specific hexes
 
- 	si16 mainEffectAnim; //main spell effect animation, in AC format (or -1 when none)
 
- 	ETargetType getTargetType() const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & id & name & abbName & descriptions & level & earth & water & fire & air & power & costs 
 
- 			& powers & probabilities & AIVals & attributes & combatSpell & creatureAbility & positiveness & range & mainEffectAnim;
 
- 	}
 
- };
 
- namespace Spells
 
- {
 
- 	enum {SUMMON_BOAT=0, SCUTTLE_BOAT, VISIONS, VIEW_EARTH, DISGUISE, VIEW_AIR, FLY, WATER_WALK, DIMENSION_DOOR, TOWN_PORTAL};
 
- }
 
- bool DLL_EXPORT isInScreenRange(const int3 ¢er, const int3 &pos); //for spells like Dimension Door
 
- class DLL_EXPORT CSpellHandler
 
- {
 
- public:
 
- 	CSpellHandler();
 
- 	std::vector< ConstTransitivePtr<CSpell> > spells;
 
- 	std::set<TSpell> damageSpells; //they inflict damage and require particular threatment
 
- 	std::set<TSpell> risingSpells; //they affect dead stacks and need special target selection
 
- 	void loadSpells();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & spells & damageSpells & risingSpells;
 
- 	}
 
- };
 
- #endif // __CSPELLHANDLER_H__
 
 
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