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vcmi/lib/spells/AdventureSpellMechanics.h
Ivan Savenko 8353bca34f Small refactoring of adventure map spell casting:
- Removed duplicated checks for DD possibility
- Moved most of spell-specific code from AdventureMapInterface to library
code
- AdventureSpellMechanics class now provides methods to check whether
spellcast is possible, similarly to battle spells
- If it is not possible to cast adventure map spell (e.g. no mana or no
move points) game will show infowindow immediately on clicking spellbook
instead of on cast attempt
- If hero does not have movement points for a DD, game will show correct
error message
- Added game settings 'dimensionDoorFailureSpendsPoints' due to
discovered H3 logic
2024-04-10 20:04:08 +03:00

122 lines
4.7 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"
VCMI_LIB_NAMESPACE_BEGIN
class CGTownInstance;
enum class ESpellCastResult
{
OK,
CANCEL,//cast failed but it is not an error
PENDING,
ERROR//internal error occurred
};
class AdventureSpellMechanics : public IAdventureSpellMechanics
{
public:
AdventureSpellMechanics(const CSpell * s);
bool canBeCast(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster) const override final;
bool canBeCastAt(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const override final;
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;
virtual bool canBeCastImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster) const;
virtual bool canBeCastAtImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const;
void performCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
void endCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters, const ESpellCastResult result) const;
};
class SummonBoatMechanics final : public AdventureSpellMechanics
{
public:
SummonBoatMechanics(const CSpell * s);
protected:
bool canBeCastImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster) const override;
ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
};
class ScuttleBoatMechanics final : public AdventureSpellMechanics
{
public:
ScuttleBoatMechanics(const CSpell * s);
protected:
bool canBeCastAtImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const override;
ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
};
class DimensionDoorMechanics final : public AdventureSpellMechanics
{
public:
DimensionDoorMechanics(const CSpell * s);
protected:
bool canBeCastImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster) const override;
bool canBeCastAtImpl(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const override;
ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
};
class TownPortalMechanics final : 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 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;
virtual bool showTerrain(const int32_t spellLevel) const = 0;
};
class ViewAirMechanics final : public ViewMechanics
{
public:
ViewAirMechanics(const CSpell * s);
protected:
bool filterObject(const CGObjectInstance * obj, const int32_t spellLevel) const override;
bool showTerrain(const int32_t spellLevel) const override;
};
class ViewEarthMechanics final : public ViewMechanics
{
public:
ViewEarthMechanics(const CSpell * s);
protected:
bool filterObject(const CGObjectInstance * obj, const int32_t spellLevel) const override;
bool showTerrain(const int32_t spellLevel) const override;
};
VCMI_LIB_NAMESPACE_END