/* * 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 * */ #pragma once #include "CDefaultSpellMechanics.h" class CObstacleInstance; class DLL_LINKAGE HealingSpellMechanics : public DefaultSpellMechanics { public: enum class EHealLevel { HEAL, RESURRECT, TRUE_RESURRECT }; HealingSpellMechanics(CSpell * s): DefaultSpellMechanics(s){}; protected: 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; }; class DLL_LINKAGE AntimagicMechanics : public DefaultSpellMechanics { public: AntimagicMechanics(CSpell * s): DefaultSpellMechanics(s){}; void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override final; }; class DLL_LINKAGE ChainLightningMechanics : public DefaultSpellMechanics { public: ChainLightningMechanics(CSpell * s): DefaultSpellMechanics(s){}; std::set getAffectedStacks(SpellTargetingContext & ctx) const override; }; class DLL_LINKAGE CloneMechanics : public DefaultSpellMechanics { public: CloneMechanics(CSpell * s): DefaultSpellMechanics(s){}; ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override; protected: void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override; }; class DLL_LINKAGE CureMechanics : public HealingSpellMechanics { public: CureMechanics(CSpell * s): HealingSpellMechanics(s){}; void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override final; EHealLevel getHealLevel(int effectLevel) const override final; }; class DLL_LINKAGE DispellMechanics : public DefaultSpellMechanics { public: DispellMechanics(CSpell * s): DefaultSpellMechanics(s){}; ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override; void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override final; protected: void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override; }; class DLL_LINKAGE EarthquakeMechanics : public DefaultSpellMechanics { public: EarthquakeMechanics(CSpell * s): DefaultSpellMechanics(s){}; ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ISpellCaster * caster) const override; protected: void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override; }; class DLL_LINKAGE HypnotizeMechanics : public DefaultSpellMechanics { public: HypnotizeMechanics(CSpell * s): DefaultSpellMechanics(s){}; ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override; }; class DLL_LINKAGE ObstacleMechanics : public DefaultSpellMechanics { public: ObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){}; ESpellCastProblem::ESpellCastProblem canBeCast(const SpellTargetingContext & ctx) const override; protected: void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override; }; class DLL_LINKAGE WallMechanics : public ObstacleMechanics { public: WallMechanics(CSpell * s): ObstacleMechanics(s){}; std::vector rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const override; }; class DLL_LINKAGE RemoveObstacleMechanics : public DefaultSpellMechanics { public: RemoveObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){}; ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ISpellCaster * caster) const override; ESpellCastProblem::ESpellCastProblem canBeCast(const SpellTargetingContext & ctx) const override; protected: void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override; private: bool canRemove(const CObstacleInstance * obstacle, const int spellLevel) const; }; ///all rising spells class DLL_LINKAGE RisingSpellMechanics : public HealingSpellMechanics { public: RisingSpellMechanics(CSpell * s): HealingSpellMechanics(s){}; EHealLevel getHealLevel(int effectLevel) const override; }; class DLL_LINKAGE SacrificeMechanics : public RisingSpellMechanics { public: SacrificeMechanics(CSpell * s): RisingSpellMechanics(s){}; ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ISpellCaster * caster) const override; protected: void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override; int calculateHealedHP(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override; }; ///ANIMATE_DEAD and RESURRECTION class DLL_LINKAGE SpecialRisingSpellMechanics : public RisingSpellMechanics { public: SpecialRisingSpellMechanics(CSpell * s): RisingSpellMechanics(s){}; ESpellCastProblem::ESpellCastProblem canBeCast(const SpellTargetingContext & ctx) const override; ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override; }; class DLL_LINKAGE SummonMechanics : public DefaultSpellMechanics { public: SummonMechanics(CSpell * s, CreatureID cre): DefaultSpellMechanics(s), creatureToSummon(cre){}; ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ISpellCaster * caster) const override; protected: void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override; private: CreatureID creatureToSummon; }; class DLL_LINKAGE TeleportMechanics: public DefaultSpellMechanics { public: TeleportMechanics(CSpell * s): DefaultSpellMechanics(s){}; protected: void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override; };