#include "luacallback.h"
#include "unitsound.h"
#include "vec2i.h"
Go to the source code of this file.
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enum | TargetType { TargetSelf,
TargetPosition,
TargetUnit
} |
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std::vector< SpellType * > | SpellTypeTable |
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void | SpellCclRegister () |
| register fonction. More...
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void | InitSpells () |
| init spell tables More...
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void | CleanSpells () |
| done spell tables More...
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bool | SpellIsAvailable (const CPlayer &player, int SpellId) |
| return 1 if spell is available, 0 if not (must upgrade) More...
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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...
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int | SpellCast (CUnit &caster, const SpellType &spell, CUnit *target, const Vec2i &goalPos) |
| cast spell on target unit or place at x,y More...
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int | AutoCastSpell (CUnit &caster, const SpellType &spell) |
| auto cast the spell if possible More...
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SpellType * | SpellTypeByIdent (const std::string &ident) |
| return spell type by ident string More...
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char | Ccl2Condition (lua_State *l, const char *value) |
| return 0, 1, 2 for true, only, false. More...
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#define CONDITION_FALSE 1 |
#define INFINITE_RANGE 0xFFFFFFF |
Different targets.
Enumerator |
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TargetSelf |
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TargetPosition |
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TargetUnit |
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auto cast the spell if possible
Check if the spell can be auto cast and cast it.
- Parameters
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caster | Unit who can cast the spell. |
spell | Spell-type pointer. |
- Returns
- 1 if spell is casted, 0 if not.
returns true if spell can be casted (enough mana, valid target)
Check if unit can cast the spell.
- Parameters
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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 |
- Returns
- =!0 if spell should/can casted, 0 if not
- Note
- caster must know the spell, and spell must be researched.
char Ccl2Condition |
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lua_State * |
l, |
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const char * |
value |
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) |
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return 0, 1, 2 for true, only, false.
Get a condition value from a scm object.
- Parameters
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l | Lua state. |
value | scm value to convert. |
- Returns
- CONDITION_TRUE, CONDITION_FALSE, CONDITION_ONLY or -1 on error.
- Note
- This is a helper function to make CclSpellCondition shorter and easier to understand.
done spell tables
Cleanup the spell subsystem.
init spell tables
Spells constructor, inits spell id's and sounds
cast spell on target unit or place at x,y
Spell cast!
- Parameters
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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 |
- Returns
- !=0 if spell should/can continue or 0 to stop
void SpellCclRegister |
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register fonction.
Register CCL features for Spell.
bool SpellIsAvailable |
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const CPlayer & |
player, |
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int |
spellid |
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) |
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return 1 if spell is available, 0 if not (must upgrade)
Check if spell is research for player player
.
- Parameters
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player | player for who we want to know if he knows the spell. |
spellid | id of the spell to check. |
- Returns
- 0 if spell is not available, else no null.
SpellType* SpellTypeByIdent |
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const std::string & |
ident | ) |
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return spell type by ident string
Get spell-type struct pointer by string identifier.
- Parameters
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- Returns
- spell-type struct pointer.
Define the names and effects of all available spells.
Define the names and effects of all im play available spells.
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