khanat-opennel-code/code/ryzom/common/src/game_share/magic_fx.h

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2010-05-06 00:08:41 +00:00
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef RY_MAGIC_FX_H
#define RY_MAGIC_FX_H
#include "nel/misc/types_nl.h"
#include "damage_types.h"
#include "effect_families.h"
namespace MAGICFX
{
//
enum TSpellMode
{
Bomb = 0,
Chain,
Spray,
SpellModeCount,
UnknownSpellMode = SpellModeCount,
};
//
enum TSpellType
{
Off = 0,
Cur,
Mix,
SpellTypeCount,
UnknownSpellType = SpellTypeCount,
};
// TODO: this enum is also used for attack, so could name it in a more general way
enum TSpellCastStage
{
CastBegin = 0,
CastLoop,
CastEnd,
CastFail,
SpellCastStageCount,
UnknownSpellCastStage = SpellCastStageCount,
};
//
const std::string& toString(TSpellMode mode);
const std::string& toString(TSpellType mode);
const std::string& toString(TSpellCastStage mode);
TSpellMode toSpellMode(const std::string &str);
// the number of possible powers for a spell
// TODO : this is also used for melee, range, so name it in a more general way in another namespace (NUM_ATTACK_POWER ?)
const uint NUM_SPELL_POWER = 5;
// projectile speed in meters per second
const float PROJECTILE_SPEED = 20.f;
/** the value of each enum should match the value in spells.spell_list
* and in links.id_to_string_array
*/
enum TMagicFx
{
// offensif
Piercing = 0, // ok
Blunt = 1, // ok
Slashing = 2, // ok
Cold = 3, // ok
Rot = 4, // ok
Acid = 5, // ok
Fire = 6, // ok
Shockwave = 7, // ok
Electric = 8, // ok
Poison = 9, // ok
Curse = 10, //
Sickness = 11, //
Hatred = 12, //
Mezz = 13, // ok
Root = 14, // ok
Fear = 18, // ok
// curatif
HealHP = 15,
HealSap = 16,
HealSta = 17,
Stun = 19,
SlowAttack = 20,
SlowMove = 21,
Blind = 22,
Madness = 23,
// range weapon (reuse magic system for now)
RangeWeaponFirst = 128,
RangeWeaponGattling = RangeWeaponFirst,
RangeWeaponMissile = 129,
//
Unknown,
};
TMagicFx toMagicFx( DMGTYPE::EDamageType type ,bool Link);
TMagicFx toMagicFx( EFFECT_FAMILIES::TEffectFamily effect);
TMagicFx healtoMagicFx( sint32 healHp, sint32 healSap, sint32 healSta, bool link );
// enum for the auras fxs
enum TAuraFX
{
NoAura = 0,
Divinity = 1,
SpeedMove = 2,
AuraSap = 3,
AuraSta = 4,
AuraHp = 5,
ProtectionMelee = 6,
ProtectionRange = 7,
ProtectionMagic = 8,
WarCry = 9,
FireWall = 10,
WaterWall = 11,
ThornWall = 12,
LightningWall = 13,
};
}
#endif // RY_MAGIC_FX_H
/* End of magic_fx.h */