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