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vcmi/lib/spells/AdventureSpellMechanics.h

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/*
* AdventureSpellMechanics.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
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#include "ISpellMechanics.h"
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VCMI_LIB_NAMESPACE_BEGIN
class CGTownInstance;
enum class ESpellCastResult
{
OK, // cast successful
CANCEL, // cast failed but it is not an error, no mana has been spent
PENDING,
ERROR// error occurred, for example invalid request from player
};
class AdventureSpellMechanics : public IAdventureSpellMechanics
{
public:
AdventureSpellMechanics(const CSpell * s);
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bool canBeCast(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster) const final;
bool canBeCastAt(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const final;
bool adventureCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override final;
protected:
///actual adventure cast implementation
virtual ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
virtual ESpellCastResult beginCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
virtual void endCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
virtual bool canBeCastImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster) const;
virtual bool canBeCastAtImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const;
void performCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
};
class SummonBoatMechanics final : public AdventureSpellMechanics
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{
public:
SummonBoatMechanics(const CSpell * s);
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protected:
bool canBeCastImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster) const override;
ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
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};
class ScuttleBoatMechanics final : public AdventureSpellMechanics
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{
public:
ScuttleBoatMechanics(const CSpell * s);
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protected:
bool canBeCastAtImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const override;
ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
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};
class DimensionDoorMechanics final : public AdventureSpellMechanics
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{
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public:
DimensionDoorMechanics(const CSpell * s);
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protected:
bool canBeCastImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster) const override;
bool canBeCastAtImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const override;
ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
void endCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
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};
class TownPortalMechanics final : public AdventureSpellMechanics
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{
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public:
TownPortalMechanics(const CSpell * s);
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protected:
ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
ESpellCastResult beginCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
void endCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
private:
const CGTownInstance * findNearestTown(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters, const std::vector <const CGTownInstance*> & pool) const;
int32_t movementCost(const AdventureSpellCastParameters & parameters) const;
std::vector <const CGTownInstance*> getPossibleTowns(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
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};
class ViewMechanics : public AdventureSpellMechanics
{
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public:
ViewMechanics(const CSpell * s);
protected:
ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
virtual bool filterObject(const CGObjectInstance * obj, const int32_t spellLevel) const = 0;
virtual bool showTerrain(const int32_t spellLevel) const = 0;
};
class ViewAirMechanics final : public ViewMechanics
{
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public:
ViewAirMechanics(const CSpell * s);
protected:
bool filterObject(const CGObjectInstance * obj, const int32_t spellLevel) const override;
bool showTerrain(const int32_t spellLevel) const override;
};
class ViewEarthMechanics final : public ViewMechanics
{
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public:
ViewEarthMechanics(const CSpell * s);
protected:
bool filterObject(const CGObjectInstance * obj, const int32_t spellLevel) const override;
bool showTerrain(const int32_t spellLevel) const override;
};
VCMI_LIB_NAMESPACE_END