#ifndef SPELL_INFOS_H #define SPELL_INFOS_H /*************************************************************************/ /* spell_cast_info.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "core/object/resource.h" class Spell; class Entity; class ItemInstance; class ItemTemplate; class SpellCastInfo : public Resource { GDCLASS(SpellCastInfo, Resource); public: Entity *caster_get(); void caster_set(Entity *caster); void caster_set_bind(Node *caster); Entity *target_get(); void target_set(Entity *caster); void target_set_bind(Node *caster); bool has_cast_time_get() const; void has_cast_time_set(bool value); float cast_time_get() const; void cast_time_set(float value); float current_cast_time_get() const; void current_cast_time_set(float value); bool is_casting_get() const; void is_casting_set(bool value); int num_pushbacks_get() const; void num_pushbacks_set(int value); float spell_scale_get() const; void spell_scale_set(float value); Ref get_spell() const; void set_spell(const Ref &spell); Ref get_source_item() const; void set_source_item(const Ref &item); Ref get_source_template() const; void set_source_template(const Ref &source_template); bool update_cast_time(float delta); void physics_process(float delta); void resolve_references(Node *owner); Dictionary to_dict(); void from_dict(const Dictionary &dict); SpellCastInfo(); ~SpellCastInfo(); protected: static void _bind_methods(); private: Entity *_caster; Entity *_target; bool _has_cast_time; float _cast_time; float _spell_scale; float _current_cast_time; int _num_pushbacks; bool _is_casting; int _spell_id; Ref _spell; Ref _source_item; Ref _source_template; NodePath _target_path; }; #endif