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ecaa9f5d0b
* 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.
102 lines
3.5 KiB
C++
102 lines
3.5 KiB
C++
/*
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* AdventureSpellMechanics.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 "ISpellMechanics.h"
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class CGTownInstance;
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enum class ESpellCastResult
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{
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OK,
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CANCEL,//cast failed but it is not an error
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PENDING,
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ERROR//internal error occurred
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};
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class DLL_LINKAGE AdventureSpellMechanics : public IAdventureSpellMechanics
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{
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public:
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AdventureSpellMechanics(const CSpell * s);
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bool adventureCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override final;
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protected:
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///actual adventure cast implementation
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virtual ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
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virtual ESpellCastResult beginCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
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void performCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
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void endCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters, const ESpellCastResult result) const;
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};
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class DLL_LINKAGE SummonBoatMechanics : public AdventureSpellMechanics
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{
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public:
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SummonBoatMechanics(const CSpell * s);
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protected:
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ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
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};
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class DLL_LINKAGE ScuttleBoatMechanics : public AdventureSpellMechanics
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{
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public:
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ScuttleBoatMechanics(const CSpell * s);
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protected:
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ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
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};
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class DLL_LINKAGE DimensionDoorMechanics : public AdventureSpellMechanics
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{
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public:
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DimensionDoorMechanics(const CSpell * s);
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protected:
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ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
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};
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class DLL_LINKAGE TownPortalMechanics : public AdventureSpellMechanics
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{
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public:
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TownPortalMechanics(const CSpell * s);
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protected:
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ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
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ESpellCastResult beginCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
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private:
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const CGTownInstance * findNearestTown(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters, const std::vector <const CGTownInstance*> & pool) const;
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int32_t movementCost(const AdventureSpellCastParameters & parameters) const;
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std::vector <const CGTownInstance*> getPossibleTowns(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
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};
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class DLL_LINKAGE ViewMechanics : public AdventureSpellMechanics
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{
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public:
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ViewMechanics(const CSpell * s);
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protected:
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ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
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virtual bool filterObject(const CGObjectInstance * obj, const int32_t spellLevel) const = 0;
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};
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class DLL_LINKAGE ViewAirMechanics : public ViewMechanics
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{
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public:
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ViewAirMechanics(const CSpell * s);
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protected:
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bool filterObject(const CGObjectInstance * obj, const int32_t spellLevel) const override;
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};
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class DLL_LINKAGE ViewEarthMechanics : public ViewMechanics
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{
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public:
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ViewEarthMechanics(const CSpell * s);
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protected:
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bool filterObject(const CGObjectInstance * obj, const int32_t spellLevel) const override;
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};
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