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vcmi/lib/spells/AdventureSpellMechanics.h
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

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3.5 KiB
C++

/*
* 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
*
*/
#pragma once
#include "ISpellMechanics.h"
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(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;
void performCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
void endCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters, const ESpellCastResult result) const;
};
class DLL_LINKAGE SummonBoatMechanics : public AdventureSpellMechanics
{
public:
SummonBoatMechanics(const CSpell * s);
protected:
ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
};
class DLL_LINKAGE ScuttleBoatMechanics : public AdventureSpellMechanics
{
public:
ScuttleBoatMechanics(const CSpell * s);
protected:
ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
};
class DLL_LINKAGE DimensionDoorMechanics : public AdventureSpellMechanics
{
public:
DimensionDoorMechanics(const CSpell * s);
protected:
ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
};
class DLL_LINKAGE TownPortalMechanics : public AdventureSpellMechanics
{
public:
TownPortalMechanics(const CSpell * s);
protected:
ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
ESpellCastResult beginCast(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;
};
class DLL_LINKAGE ViewMechanics : public AdventureSpellMechanics
{
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;
};
class DLL_LINKAGE ViewAirMechanics : public ViewMechanics
{
public:
ViewAirMechanics(const CSpell * s);
protected:
bool filterObject(const CGObjectInstance * obj, const int32_t spellLevel) const override;
};
class DLL_LINKAGE ViewEarthMechanics : public ViewMechanics
{
public:
ViewEarthMechanics(const CSpell * s);
protected:
bool filterObject(const CGObjectInstance * obj, const int32_t spellLevel) const override;
};