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vcmi/lib/SpellMechanics.h

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/*
* SpellMechanics.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
*
*/
#pragma once
#include "CSpellHandler.h"
#include "BattleHex.h"
class DLL_LINKAGE ISpellMechanics
{
public:
struct DLL_LINKAGE SpellTargetingContext
{
const CBattleInfoCallback * cb;
CSpell::TargetInfo ti;
ECastingMode::ECastingMode mode;
BattleHex destination;
PlayerColor casterColor;
int schoolLvl;
SpellTargetingContext(const CSpell * s, const CBattleInfoCallback * c, ECastingMode::ECastingMode m, PlayerColor cc, int lvl, BattleHex dest)
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: cb(c), ti(s,lvl, m), mode(m), destination(dest), casterColor(cc), schoolLvl(lvl)
{};
};
public:
ISpellMechanics(CSpell * s);
virtual ~ISpellMechanics(){};
virtual std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const = 0;
virtual std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const = 0;
virtual ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const = 0;
/** \brief
*
* \param
* \return true if no error
*
*/
virtual bool adventureCast(SpellCastContext & context) const = 0;
virtual bool battleCast(SpellCastContext & context) const = 0;
protected:
CSpell * owner;
};
class DefaultSpellMechanics: public ISpellMechanics
{
public:
DefaultSpellMechanics(CSpell * s): ISpellMechanics(s){};
std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const override;
std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
bool adventureCast(SpellCastContext & context) const override;
bool battleCast(SpellCastContext & context) const override;
};
class WallMechanics: public DefaultSpellMechanics
{
public:
WallMechanics(CSpell * s): DefaultSpellMechanics(s){};
std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const override;
};
class ChainLightningMechanics: public DefaultSpellMechanics
{
public:
ChainLightningMechanics(CSpell * s): DefaultSpellMechanics(s){};
std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;
};
class CloneMechanics: public DefaultSpellMechanics
{
public:
CloneMechanics(CSpell * s): DefaultSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
};
class DispellHelpfulMechanics: public DefaultSpellMechanics
{
public:
DispellHelpfulMechanics(CSpell * s): DefaultSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
};
class HypnotizeMechanics: public DefaultSpellMechanics
{
public:
HypnotizeMechanics(CSpell * s): DefaultSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
};
///all rising spells
class RisingSpellMechanics: public DefaultSpellMechanics
{
public:
RisingSpellMechanics(CSpell * s): DefaultSpellMechanics(s){};
};
///all rising spells but SACRIFICE
class SpecialRisingSpellMechanics: public RisingSpellMechanics
{
public:
SpecialRisingSpellMechanics(CSpell * s): RisingSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
};
class SacrificeMechanics: public RisingSpellMechanics
{
public:
SacrificeMechanics(CSpell * s): RisingSpellMechanics(s){};
};