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vcmi/lib/spells/BattleSpellMechanics.h
2015-09-29 17:26:51 +03:00

163 lines
5.8 KiB
C++

/*
* BattleSpellMechanics.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 "CDefaultSpellMechanics.h"
class DLL_LINKAGE HealingSpellMechanics : public DefaultSpellMechanics
{
public:
enum class EHealLevel
{
HEAL,
RESURRECT,
TRUE_RESURRECT
};
HealingSpellMechanics(CSpell * s): DefaultSpellMechanics(s){};
protected:
void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
virtual int calculateHealedHP(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const;
virtual EHealLevel getHealLevel(int effectLevel) const = 0;
};
class DLL_LINKAGE AntimagicMechanics : public DefaultSpellMechanics
{
public:
AntimagicMechanics(CSpell * s): DefaultSpellMechanics(s){};
void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override final;
};
class DLL_LINKAGE ChainLightningMechanics : public DefaultSpellMechanics
{
public:
ChainLightningMechanics(CSpell * s): DefaultSpellMechanics(s){};
std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;
};
class DLL_LINKAGE CloneMechanics : public DefaultSpellMechanics
{
public:
CloneMechanics(CSpell * s): DefaultSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override;
protected:
void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
};
class DLL_LINKAGE CureMechanics : public HealingSpellMechanics
{
public:
CureMechanics(CSpell * s): HealingSpellMechanics(s){};
void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override final;
EHealLevel getHealLevel(int effectLevel) const override final;
};
class DLL_LINKAGE DispellMechanics : public DefaultSpellMechanics
{
public:
DispellMechanics(CSpell * s): DefaultSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override;
void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const override final;
protected:
void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
};
class DLL_LINKAGE EarthquakeMechanics : public DefaultSpellMechanics
{
public:
EarthquakeMechanics(CSpell * s): DefaultSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const override;
protected:
void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
};
class DLL_LINKAGE HypnotizeMechanics : public DefaultSpellMechanics
{
public:
HypnotizeMechanics(CSpell * s): DefaultSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override;
};
class DLL_LINKAGE ObstacleMechanics : public DefaultSpellMechanics
{
public:
ObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
protected:
void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
};
class DLL_LINKAGE WallMechanics : public ObstacleMechanics
{
public:
WallMechanics(CSpell * s): ObstacleMechanics(s){};
std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = nullptr) const override;
};
class DLL_LINKAGE RemoveObstacleMechanics : public DefaultSpellMechanics
{
public:
RemoveObstacleMechanics(CSpell * s): DefaultSpellMechanics(s){};
protected:
void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
};
///all rising spells
class DLL_LINKAGE RisingSpellMechanics : public HealingSpellMechanics
{
public:
RisingSpellMechanics(CSpell * s): HealingSpellMechanics(s){};
EHealLevel getHealLevel(int effectLevel) const override;
};
class DLL_LINKAGE SacrificeMechanics : public RisingSpellMechanics
{
public:
SacrificeMechanics(CSpell * s): RisingSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const override;
protected:
void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
int calculateHealedHP(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
};
///all rising spells but SACRIFICE
class DLL_LINKAGE SpecialRisingSpellMechanics : public RisingSpellMechanics
{
public:
SpecialRisingSpellMechanics(CSpell * s): RisingSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const override;
};
class DLL_LINKAGE SummonMechanics : public DefaultSpellMechanics
{
public:
SummonMechanics(CSpell * s, CreatureID cre): DefaultSpellMechanics(s), creatureToSummon(cre){};
ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const override;
protected:
void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
private:
CreatureID creatureToSummon;
};
class DLL_LINKAGE TeleportMechanics: public DefaultSpellMechanics
{
public:
TeleportMechanics(CSpell * s): DefaultSpellMechanics(s){};
protected:
void applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
};