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vcmi/lib/spells/BattleSpellMechanics.h

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/*
* BattleSpellMechanics.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
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#pragma once
#include "CDefaultSpellMechanics.h"
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class CObstacleInstance;
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class SpellCreatedObstacle;
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class DLL_LINKAGE HealingSpellMechanics : public DefaultSpellMechanics
{
public:
HealingSpellMechanics(const CSpell * s);
protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
virtual int calculateHealedHP(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const;
virtual EHealLevel getHealLevel(int effectLevel) const = 0;
virtual EHealPower getHealPower(int effectLevel) const = 0;
};
class DLL_LINKAGE AntimagicMechanics : public DefaultSpellMechanics
{
public:
AntimagicMechanics(const CSpell * s);
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void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override final;
};
class DLL_LINKAGE ChainLightningMechanics : public DefaultSpellMechanics
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{
public:
ChainLightningMechanics(const CSpell * s);
protected:
std::vector<const CStack *> calculateAffectedStacks(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster, int spellLvl, BattleHex destination) const override;
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};
class DLL_LINKAGE CloneMechanics : public DefaultSpellMechanics
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{
public:
CloneMechanics(const CSpell * s);
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
class DLL_LINKAGE CureMechanics : public HealingSpellMechanics
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{
public:
CureMechanics(const CSpell * s);
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void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override final;
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override;
EHealLevel getHealLevel(int effectLevel) const override final;
EHealPower getHealPower(int effectLevel) const override final;
private:
static bool dispellSelector(const Bonus * b);
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};
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class DLL_LINKAGE DispellMechanics : public DefaultSpellMechanics
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{
public:
DispellMechanics(const CSpell * s);
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override;
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void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override final;
protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
class DLL_LINKAGE EarthquakeMechanics : public SpecialSpellMechanics
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{
public:
EarthquakeMechanics(const CSpell * s);
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const override;
bool requiresCreatureTarget() const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
class DLL_LINKAGE HypnotizeMechanics : public DefaultSpellMechanics
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{
public:
HypnotizeMechanics(const CSpell * s);
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override;
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};
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class DLL_LINKAGE ObstacleMechanics : public SpecialSpellMechanics
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{
public:
ObstacleMechanics(const CSpell * s);
ESpellCastProblem::ESpellCastProblem canBeCastAt(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster, BattleHex destination) const override;
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protected:
static bool isHexAviable(const CBattleInfoCallback * cb, const BattleHex & hex, const bool mustBeClear);
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void placeObstacle(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, const BattleHex & pos) const;
virtual void setupObstacle(SpellCreatedObstacle * obstacle) const = 0;
};
class PatchObstacleMechanics : public ObstacleMechanics
{
public:
PatchObstacleMechanics(const CSpell * s);
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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class DLL_LINKAGE LandMineMechanics : public PatchObstacleMechanics
{
public:
LandMineMechanics(const CSpell * s);
ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const override;
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bool requiresCreatureTarget() const override;
protected:
void setupObstacle(SpellCreatedObstacle * obstacle) const override;
};
class DLL_LINKAGE QuicksandMechanics : public PatchObstacleMechanics
{
public:
QuicksandMechanics(const CSpell * s);
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bool requiresCreatureTarget() const override;
protected:
void setupObstacle(SpellCreatedObstacle * obstacle) const override;
};
class DLL_LINKAGE WallMechanics : public ObstacleMechanics
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{
public:
WallMechanics(const CSpell * s);
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std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const override;
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};
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class DLL_LINKAGE FireWallMechanics : public WallMechanics
{
public:
FireWallMechanics(const CSpell * s);
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bool requiresCreatureTarget() const override;
protected:
void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
void setupObstacle(SpellCreatedObstacle * obstacle) const override;
};
class DLL_LINKAGE ForceFieldMechanics : public WallMechanics
{
public:
ForceFieldMechanics(const CSpell * s);
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bool requiresCreatureTarget() const override;
protected:
void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
void setupObstacle(SpellCreatedObstacle * obstacle) const override;
};
class DLL_LINKAGE RemoveObstacleMechanics : public SpecialSpellMechanics
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{
public:
RemoveObstacleMechanics(const CSpell * s);
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const override;
ESpellCastProblem::ESpellCastProblem canBeCastAt(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster, BattleHex destination) const override;
bool requiresCreatureTarget() const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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private:
bool canRemove(const CObstacleInstance * obstacle, const int spellLevel) const;
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};
///all rising spells
class DLL_LINKAGE RisingSpellMechanics : public HealingSpellMechanics
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{
public:
RisingSpellMechanics(const CSpell * s);
EHealLevel getHealLevel(int effectLevel) const override final;
EHealPower getHealPower(int effectLevel) const override final;
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};
class DLL_LINKAGE SacrificeMechanics : public RisingSpellMechanics
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{
public:
SacrificeMechanics(const CSpell * s);
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const override;
bool requiresCreatureTarget() const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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int calculateHealedHP(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
///ANIMATE_DEAD and RESURRECTION
class DLL_LINKAGE SpecialRisingSpellMechanics : public RisingSpellMechanics
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{
public:
SpecialRisingSpellMechanics(const CSpell * s);
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override;
ESpellCastProblem::ESpellCastProblem canBeCastAt(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster, BattleHex destination) const override;
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};
class DLL_LINKAGE SummonMechanics : public SpecialSpellMechanics
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{
public:
SummonMechanics(const CSpell * s, CreatureID cre);
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const override;
bool requiresCreatureTarget() const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
private:
CreatureID creatureToSummon;
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};
class DLL_LINKAGE TeleportMechanics: public DefaultSpellMechanics
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{
public:
TeleportMechanics(const CSpell * s);
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};