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132 lines
3.9 KiB
C++
132 lines
3.9 KiB
C++
/*
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* SpellMechanics.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "CSpellHandler.h"
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#include "BattleHex.h"
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class DLL_LINKAGE ISpellMechanics
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{
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public:
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struct DLL_LINKAGE SpellTargetingContext
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{
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const CBattleInfoCallback * cb;
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CSpell::TargetInfo ti;
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ECastingMode::ECastingMode mode;
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BattleHex destination;
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PlayerColor casterColor;
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int schoolLvl;
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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)
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{};
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};
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public:
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ISpellMechanics(CSpell * s);
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virtual ~ISpellMechanics(){};
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virtual std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const = 0;
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virtual std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const = 0;
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virtual ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const = 0;
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/** \brief
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*
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* \param
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* \return true if no error
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*
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*/
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virtual bool adventureCast(SpellCastContext & context) const = 0;
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virtual bool battleCast(SpellCastContext & context) const = 0;
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protected:
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CSpell * owner;
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};
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class DefaultSpellMechanics: public ISpellMechanics
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{
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public:
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DefaultSpellMechanics(CSpell * s): ISpellMechanics(s){};
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std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const override;
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std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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bool adventureCast(SpellCastContext & context) const override;
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bool battleCast(SpellCastContext & context) const override;
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};
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class WallMechanics: public DefaultSpellMechanics
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{
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public:
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WallMechanics(CSpell * s): DefaultSpellMechanics(s){};
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std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const override;
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};
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class ChainLightningMechanics: public DefaultSpellMechanics
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{
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public:
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ChainLightningMechanics(CSpell * s): DefaultSpellMechanics(s){};
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std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;
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};
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class CloneMechanics: public DefaultSpellMechanics
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{
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public:
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CloneMechanics(CSpell * s): DefaultSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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};
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class DispellHelpfulMechanics: public DefaultSpellMechanics
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{
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public:
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DispellHelpfulMechanics(CSpell * s): DefaultSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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};
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class HypnotizeMechanics: public DefaultSpellMechanics
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{
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public:
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HypnotizeMechanics(CSpell * s): DefaultSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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};
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///all rising spells
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class RisingSpellMechanics: public DefaultSpellMechanics
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{
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public:
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RisingSpellMechanics(CSpell * s): DefaultSpellMechanics(s){};
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};
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///all rising spells but SACRIFICE
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class SpecialRisingSpellMechanics: public RisingSpellMechanics
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{
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public:
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SpecialRisingSpellMechanics(CSpell * s): RisingSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;
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};
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class SacrificeMechanics: public RisingSpellMechanics
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{
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public:
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SacrificeMechanics(CSpell * s): RisingSpellMechanics(s){};
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};
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