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/ _____// |_____________ _/ |______ ____ __ __ ______
\_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
/ \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \
/_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
\/ \/ \//_____/ \/
______________________ ______________________
T H E W A R B E G I N S
Stratagus - A free fantasy real time strategy game engine
#include "stratagus.h"#include "spells.h"#include "actions.h"#include "commands.h"#include "map.h"#include "sound.h"#include "unit.h"#include "unit_find.h"#include "upgrade.h"Classes | |
| class | AutoCastPrioritySort |
spells.cpp - The spell cast action. | |
| std::vector< SpellType * > | SpellTypeTable |
| static Target * | NewTargetUnit (CUnit &unit) |
| static bool | PassCondition (const CUnit &caster, const SpellType &spell, const CUnit *target, const Vec2i &goalPos, const ConditionInfo *condition) |
| static Target * | SelectTargetUnitsOfAutoCast (CUnit &caster, const SpellType &spell) |
| void | InitSpells () |
| init spell tables More... | |
| SpellType * | SpellTypeByIdent (const std::string &ident) |
| return spell type by ident string More... | |
| bool | SpellIsAvailable (const CPlayer &player, int spellid) |
| return 1 if spell is available, 0 if not (must upgrade) More... | |
| bool | CanCastSpell (const CUnit &caster, const SpellType &spell, const CUnit *target, const Vec2i &goalPos) |
| returns true if spell can be casted (enough mana, valid target) More... | |
| int | AutoCastSpell (CUnit &caster, const SpellType &spell) |
| auto cast the spell if possible More... | |
| int | SpellCast (CUnit &caster, const SpellType &spell, CUnit *target, const Vec2i &goalPos) |
| cast spell on target unit or place at x,y More... | |
| void | CleanSpells () |
| done spell tables More... | |
auto cast the spell if possible
Check if the spell can be auto cast and cast it.
| caster | Unit who can cast the spell. |
| spell | Spell-type pointer. |
| bool CanCastSpell | ( | const CUnit & | caster, |
| const SpellType & | spell, | ||
| const CUnit * | target, | ||
| const Vec2i & | goalPos | ||
| ) |
returns true if spell can be casted (enough mana, valid target)
Check if unit can cast the spell.
| caster | Unit that casts the spell |
| spell | Spell-type pointer |
| target | Target unit that spell is addressed to |
| goalPos | coord of target spot when/if target does not exist |
| void CleanSpells | ( | ) |
done spell tables
Cleanup the spell subsystem.
| void InitSpells | ( | ) |
init spell tables
Spells constructor, inits spell id's and sounds
|
static |
Check the condition.
| caster | Pointer to caster unit. |
| spell | Pointer to the spell to cast. |
| target | Pointer to target unit, or 0 if it is a position spell. |
| goalPos | position, or {-1, -1} if it is a unit spell. |
| condition | Pointer to condition info. |
Select the target for the autocast.
| caster | Unit who would cast the spell. |
| spell | Spell-type pointer. |
FIXME: should be global (for AI) ???
FIXME: write for position target.
cast spell on target unit or place at x,y
Spell cast!
| caster | Unit that casts the spell |
| spell | Spell-type pointer |
| target | Target unit that spell is addressed to |
| goalPos | coord of target spot when/if target does not exist |
| bool SpellIsAvailable | ( | const CPlayer & | player, |
| int | spellid | ||
| ) |
return 1 if spell is available, 0 if not (must upgrade)
Check if spell is research for player player.
| player | player for who we want to know if he knows the spell. |
| spellid | id of the spell to check. |
| SpellType* SpellTypeByIdent | ( | const std::string & | ident | ) |
return spell type by ident string
Get spell-type struct pointer by string identifier.
| ident | Spell identifier. |
| std::vector<SpellType *> SpellTypeTable |
Define the names and effects of all im play available spells.
1.8.17
(C) Copyright 1998-2012 by The Stratagus Project under the GNU General Public License.