pandemonium_engine/modules/entity_spell_system/infos/spell_cast_info.h

116 lines
3.9 KiB
C++

#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<Spell> get_spell() const;
void set_spell(const Ref<Spell> &spell);
Ref<ItemInstance> get_source_item() const;
void set_source_item(const Ref<ItemInstance> &item);
Ref<ItemTemplate> get_source_template() const;
void set_source_template(const Ref<ItemTemplate> &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> _spell;
Ref<ItemInstance> _source_item;
Ref<ItemTemplate> _source_template;
NodePath _target_path;
};
#endif