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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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class CGTownInstance;
enum class ESpellCastResult
{
OK,
CANCEL,//cast failed but it is not an error
PENDING,
ERROR//internal error occurred
};
class DLL_LINKAGE AdventureSpellMechanics : public IAdventureSpellMechanics
{
public:
AdventureSpellMechanics(const CSpell * s);
bool adventureCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override final;
protected:
///actual adventure cast implementation
virtual ESpellCastResult applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
virtual ESpellCastResult beginCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
void performCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
void endCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters, const ESpellCastResult result) const;
};
class DLL_LINKAGE SummonBoatMechanics : public AdventureSpellMechanics
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{
public:
SummonBoatMechanics(const CSpell * s);
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protected:
ESpellCastResult applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
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};
class DLL_LINKAGE ScuttleBoatMechanics : public AdventureSpellMechanics
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{
public:
ScuttleBoatMechanics(const CSpell * s);
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protected:
ESpellCastResult applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
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};
class DLL_LINKAGE DimensionDoorMechanics : public AdventureSpellMechanics
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{
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public:
DimensionDoorMechanics(const CSpell * s);
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protected:
ESpellCastResult applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
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};
class DLL_LINKAGE TownPortalMechanics : public AdventureSpellMechanics
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{
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public:
TownPortalMechanics(const CSpell * s);
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protected:
ESpellCastResult applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
ESpellCastResult beginCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
private:
const CGTownInstance * findNearestTown(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters, const std::vector <const CGTownInstance*> & pool) const;
int movementCost(const AdventureSpellCastParameters & parameters) const;
std::vector <const CGTownInstance*> getPossibleTowns(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
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};
class DLL_LINKAGE ViewMechanics : public AdventureSpellMechanics
{
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public:
ViewMechanics(const CSpell * s);
protected:
ESpellCastResult applyAdventureEffects(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
virtual bool filterObject(const CGObjectInstance * obj, const int spellLevel) const = 0;
};
class DLL_LINKAGE ViewAirMechanics : public ViewMechanics
{
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public:
ViewAirMechanics(const CSpell * s);
protected:
bool filterObject(const CGObjectInstance * obj, const int spellLevel) const override;
};
class DLL_LINKAGE ViewEarthMechanics : public ViewMechanics
{
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public:
ViewEarthMechanics(const CSpell * s);
protected:
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bool filterObject(const CGObjectInstance * obj, const int spellLevel) const override;
};