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vcmi/lib/spells/ISpellMechanics.cpp
2016-02-15 13:34:37 +03:00

155 lines
4.3 KiB
C++

/*
* ISpellMechanics.cpp, 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
*
*/
#include "StdInc.h"
#include "ISpellMechanics.h"
#include "../BattleState.h"
#include "../NetPacks.h"
#include "CDefaultSpellMechanics.h"
#include "AdventureSpellMechanics.h"
#include "BattleSpellMechanics.h"
#include "CreatureSpellMechanics.h"
BattleSpellCastParameters::Destination::Destination(const CStack * destination):
stackValue(destination),
hexValue(destination->position)
{
}
BattleSpellCastParameters::Destination::Destination(const BattleHex & destination):
stackValue(nullptr),
hexValue(destination)
{
}
BattleSpellCastParameters::BattleSpellCastParameters(const BattleInfo * cb, const ISpellCaster * caster, const CSpell * spell)
: cb(cb), caster(caster), casterColor(caster->getOwner()), casterSide(cb->whatSide(casterColor)),
casterHero(nullptr),
mode(ECastingMode::HERO_CASTING), casterStack(nullptr), selectedStack(nullptr),
spellLvl(-1), effectLevel(-1), effectPower(0), enchantPower(0), effectValue(0)
{
casterStack = dynamic_cast<const CStack *>(caster);
casterHero = dynamic_cast<const CGHeroInstance *>(caster);
prepare(spell);
}
void BattleSpellCastParameters::aimToHex(const BattleHex& destination)
{
destinations.push_back(Destination(destination));
}
void BattleSpellCastParameters::aimToStack(const CStack * destination)
{
destinations.push_back(Destination(destination));
}
BattleHex BattleSpellCastParameters::getFirstDestinationHex() const
{
return destinations.at(0).hexValue;
}
void BattleSpellCastParameters::prepare(const CSpell * spell)
{
spellLvl = caster->getSpellSchoolLevel(spell);
effectLevel = caster->getEffectLevel(spell);
effectPower = caster->getEffectPower(spell);
effectValue = caster->getEffectValue(spell);
enchantPower = caster->getEnchantPower(spell);
vstd::amax(spellLvl, 0);
vstd::amax(effectLevel, 0);
vstd::amax(enchantPower, 0);
vstd::amax(enchantPower, 0);
vstd::amax(effectValue, 0);
}
///ISpellMechanics
ISpellMechanics::ISpellMechanics(CSpell * s):
owner(s)
{
}
ISpellMechanics * ISpellMechanics::createMechanics(CSpell * s)
{
switch (s->id)
{
case SpellID::ANTI_MAGIC:
return new AntimagicMechanics(s);
case SpellID::ACID_BREATH_DAMAGE:
return new AcidBreathDamageMechanics(s);
case SpellID::CHAIN_LIGHTNING:
return new ChainLightningMechanics(s);
case SpellID::CLONE:
return new CloneMechanics(s);
case SpellID::CURE:
return new CureMechanics(s);
case SpellID::DEATH_STARE:
return new DeathStareMechanics(s);
case SpellID::DISPEL:
return new DispellMechanics(s);
case SpellID::DISPEL_HELPFUL_SPELLS:
return new DispellHelpfulMechanics(s);
case SpellID::EARTHQUAKE:
return new EarthquakeMechanics(s);
case SpellID::FIRE_WALL:
case SpellID::FORCE_FIELD:
return new WallMechanics(s);
case SpellID::HYPNOTIZE:
return new HypnotizeMechanics(s);
case SpellID::LAND_MINE:
case SpellID::QUICKSAND:
return new ObstacleMechanics(s);
case SpellID::REMOVE_OBSTACLE:
return new RemoveObstacleMechanics(s);
case SpellID::SACRIFICE:
return new SacrificeMechanics(s);
case SpellID::SUMMON_FIRE_ELEMENTAL:
return new SummonMechanics(s, CreatureID::FIRE_ELEMENTAL);
case SpellID::SUMMON_EARTH_ELEMENTAL:
return new SummonMechanics(s, CreatureID::EARTH_ELEMENTAL);
case SpellID::SUMMON_WATER_ELEMENTAL:
return new SummonMechanics(s, CreatureID::WATER_ELEMENTAL);
case SpellID::SUMMON_AIR_ELEMENTAL:
return new SummonMechanics(s, CreatureID::AIR_ELEMENTAL);
case SpellID::TELEPORT:
return new TeleportMechanics(s);
case SpellID::SUMMON_BOAT:
return new SummonBoatMechanics(s);
case SpellID::SCUTTLE_BOAT:
return new ScuttleBoatMechanics(s);
case SpellID::DIMENSION_DOOR:
return new DimensionDoorMechanics(s);
case SpellID::FLY:
case SpellID::WATER_WALK:
case SpellID::VISIONS:
case SpellID::DISGUISE:
return new DefaultSpellMechanics(s); //implemented using bonus system
case SpellID::TOWN_PORTAL:
return new TownPortalMechanics(s);
case SpellID::VIEW_EARTH:
return new ViewEarthMechanics(s);
case SpellID::VIEW_AIR:
return new ViewAirMechanics(s);
default:
if(s->isRisingSpell())
return new SpecialRisingSpellMechanics(s);
else
return new DefaultSpellMechanics(s);
}
}