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#pragma once
#include "monster_spell_flag_set.hpp"
#include <vector>
struct monster_spell {
/**
* The global index of the spell.
*/
const std::size_t spell_idx;
/**
* Flag set representation of the spell.
*/
const monster_spell_flag_set flag_set;
/**
* System name of the spell as a string.
*/
const char *name;
/**
* Is the spell a summoning spell?
*/
const bool is_summon;
/**
* Is the spell an "annoyance" spell?
*/
const bool is_annoy;
/**
* Is the spell a direct damage spell?
*/
const bool is_damage;
/**
* Is the spell a bolt spell, i.e. would it
* affect any creature along the trajectory from
* the source to its target?
*/
const bool is_bolt;
/**
* Does the spell require an intelligent caster?
*/
const bool is_smart;
/**
* Is the spell an innate attack? For example, breaths
* are innate attacks.
*/
const bool is_innate;
/**
* Is the spell an escape spell?
*/
const bool is_escape;
/**
* Is the spell a "tactical" spell?
*/
const bool is_tactic;
/**
* Does the spell apply haste?
*/
const bool is_haste;
/**
* Does the spell apply any healing?
*/
const bool is_heal;
/**
* Is the spell "magical" in nature? Magical spells
* can be stopped by the anti-magic field, and non-magical
* ones cannot.
*
* This is the inverse of the "innate" flag.
*/
const bool is_magic;
};
/**
* Get a vector of all the spells.
*/
std::vector<monster_spell const *> const &monster_spells();
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