entity_spell_system/data/character.h
Relintai 9aaa5d1d5a -Renamed CharacterSkeletonBoneId to CharacterSkeletonPoints.
-Added rank to spells.
-Removed The Icon class, and the SpellManager.
-More cleanup.
-Removed more collection dynamic allocations.
2019-05-30 00:26:02 +02:00

128 lines
2.9 KiB
C++

#ifndef CHARACTER_H
#define CHARACTER_H
#include "core/resource.h"
#include "core/vector.h"
#include "scene/resources/texture.h"
#include "../entities/stats/stat_data.h"
#include "../entity_enums.h"
#include "character_spec.h"
class Spell;
class Entity;
class CharacterSpec;
enum CharacterWeaponDataTypes {
CHARACTER_WEAPON_DATA_TYPES_NONE,
CHARACTER_WEAPON_DATA_TYPES_SWORD,
CHARACTER_WEAPON_DATA_TYPES_BOW
};
VARIANT_ENUM_CAST(CharacterWeaponDataTypes)
class CharacterClass : public Resource {
GDCLASS(CharacterClass, Resource);
public:
int get_id();
void set_id(int value);
String get_character_class_name();
void set_character_class_name(String value);
Ref<Texture> get_icon();
void set_icon(Ref<Texture> value);
Ref<StatData> get_stat_data();
void set_stat_data(Ref<StatData> value);
EntityEnums::PlayerResourceTypes get_player_resource_type();
void set_player_resource_type(EntityEnums::PlayerResourceTypes value);
int get_num_spells();
void set_num_spells(int value);
int get_current_spell_page();
void set_current_spell_page(int value);
Ref<Spell> get_spell(int index);
void set_spell(int index, Ref<Spell> spell);
int get_num_specs();
void set_num_specs(int value);
Ref<CharacterSpec> get_spec(int index) const;
void set_spec(int index, Ref<CharacterSpec> spec);
/*
Vector<int> get_talent_ids();
void set_talent_ids(Vector<int> ids);
Vector<int> get_spec_ids();
void set_spec_ids(Vector<int> ids);
Vector<int> get_mob_party_ids();
void set_mob_party_ids(Vector<int> ids);
Vector<int> get_mob_dislike_ids();
void set_mob_dislike_ids(Vector<int> ids);
*/
//MobSpellData *getMobSpellData();
//void setMobSpellData(MobSpellData *value);
//int get_inspector_max_spells();
//void set_inspector_max_spells(int value);
//// Spell System ////
void start_casting(int spell_id, Entity *caster, float spellScale);
void casting_finished(Entity *caster, float spellScale);
void casting_failed(Entity *caster);
void spell_hit(Entity *caster, Entity *target, Node *worldSpell, Spell *spell, float spellScale);
void on_player_move(Entity *caster);
void c_on_spell_cast_started(Entity *player);
void c_on_spell_cast_success(Entity *player);
void c_on_spell_cast_failed(Entity *player);
void c_on_spell_cast_ended(Entity *player);
void on_cast_state_changed(Entity *caster);
String get_name();
String get_description(int level);
CharacterClass();
~CharacterClass();
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
private:
enum {
MAX_SPELLS = 100,
MAX_SPECS = 5,
ITEMS_PER_PAGE = 10,
};
int _id;
String _character_class_name;
Ref<Texture> _icon;
EntityEnums::PlayerResourceTypes _player_resource_type;
Ref<StatData> _stat_data;
int _num_spells;
int _current_spell_page;
Ref<Spell> _spells[MAX_SPELLS];
int _num_specs;
Ref<CharacterSpec> _specs[MAX_SPECS];
//Vector<int> _mob_party_ids;
//Vector<int> _mob_dislike_ids;
//MobSpellData *_mob_spell_data;
};
#endif