mirror of
https://github.com/vcmi/vcmi.git
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163 lines
5.8 KiB
C++
163 lines
5.8 KiB
C++
/*
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* BattleSpellMechanics.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 "CDefaultSpellMechanics.h"
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class DLL_LINKAGE HealingSpellMechanics : public DefaultSpellMechanics
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{
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public:
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enum class EHealLevel
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{
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HEAL,
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RESURRECT,
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TRUE_RESURRECT
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};
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HealingSpellMechanics(CSpell * s): DefaultSpellMechanics(s){};
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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virtual int calculateHealedHP(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const;
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virtual EHealLevel getHealLevel(int effectLevel) const = 0;
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};
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class DLL_LINKAGE AntimagicMechanics : public DefaultSpellMechanics
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{
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public:
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AntimagicMechanics(CSpell * s): DefaultSpellMechanics(s){};
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void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override final;
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};
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class DLL_LINKAGE 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 DLL_LINKAGE 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 ISpellCaster * caster, const CStack * obj) const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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class DLL_LINKAGE CureMechanics : public HealingSpellMechanics
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{
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public:
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CureMechanics(CSpell * s): HealingSpellMechanics(s){};
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void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override final;
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EHealLevel getHealLevel(int effectLevel) const override final;
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};
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class DLL_LINKAGE DispellMechanics : public DefaultSpellMechanics
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{
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public:
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DispellMechanics(CSpell * s): DefaultSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override;
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void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override final;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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class DLL_LINKAGE EarthquakeMechanics : public DefaultSpellMechanics
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{
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public:
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EarthquakeMechanics(CSpell * s): DefaultSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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class DLL_LINKAGE 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 ISpellCaster * caster, const CStack * obj) const override;
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};
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class DLL_LINKAGE ObstacleMechanics : public DefaultSpellMechanics
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{
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public:
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ObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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class DLL_LINKAGE WallMechanics : public ObstacleMechanics
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{
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public:
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WallMechanics(CSpell * s): ObstacleMechanics(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 DLL_LINKAGE RemoveObstacleMechanics : public DefaultSpellMechanics
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{
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public:
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RemoveObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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///all rising spells
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class DLL_LINKAGE RisingSpellMechanics : public HealingSpellMechanics
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{
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public:
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RisingSpellMechanics(CSpell * s): HealingSpellMechanics(s){};
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EHealLevel getHealLevel(int effectLevel) const override;
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};
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class DLL_LINKAGE 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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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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int calculateHealedHP(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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///all rising spells but SACRIFICE
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class DLL_LINKAGE 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 ISpellCaster * caster, const CStack * obj) const override;
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};
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class DLL_LINKAGE SummonMechanics : public DefaultSpellMechanics
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{
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public:
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SummonMechanics(CSpell * s, CreatureID cre): DefaultSpellMechanics(s), creatureToSummon(cre){};
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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private:
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CreatureID creatureToSummon;
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};
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class DLL_LINKAGE TeleportMechanics: public DefaultSpellMechanics
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{
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public:
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TeleportMechanics(CSpell * s): DefaultSpellMechanics(s){};
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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