mirror of
https://github.com/vcmi/vcmi.git
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3d1a84875e
* Moved SUMMON_BOAT special case to mechanics * Partially moved Town portal logic to mechanics class * Added generic query reply to CCallback * Redesigned Queries so that base API do not depends on CGameHandler * Got rid of CGameHandler::castSpellRequest * Removed CGameHandler::castSpell * Added new Query type for town portal dialog (not used yet)
206 lines
6.2 KiB
C++
206 lines
6.2 KiB
C++
/*
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* ISpellMechanics.cpp, 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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#include "StdInc.h"
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#include "ISpellMechanics.h"
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#include "../CStack.h"
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#include "../battle/BattleInfo.h"
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#include "../NetPacks.h"
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#include "CDefaultSpellMechanics.h"
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#include "AdventureSpellMechanics.h"
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#include "BattleSpellMechanics.h"
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#include "CreatureSpellMechanics.h"
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BattleSpellCastParameters::Destination::Destination(const CStack * destination):
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stackValue(destination),
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hexValue(destination->position)
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{
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}
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BattleSpellCastParameters::Destination::Destination(const BattleHex & destination):
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stackValue(nullptr),
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hexValue(destination)
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{
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}
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BattleSpellCastParameters::BattleSpellCastParameters(const BattleInfo * cb, const ISpellCaster * caster, const CSpell * spell_)
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: spell(spell_), cb(cb), caster(caster), casterColor(caster->getOwner()), casterSide(cb->whatSide(casterColor)),
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casterHero(nullptr),
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mode(ECastingMode::HERO_CASTING), casterStack(nullptr),
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spellLvl(0), effectLevel(0), effectPower(0), enchantPower(0), effectValue(0)
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{
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casterStack = dynamic_cast<const CStack *>(caster);
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casterHero = dynamic_cast<const CGHeroInstance *>(caster);
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spellLvl = caster->getSpellSchoolLevel(spell);
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effectLevel = caster->getEffectLevel(spell);
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effectPower = caster->getEffectPower(spell);
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effectValue = caster->getEffectValue(spell);
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enchantPower = caster->getEnchantPower(spell);
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vstd::amax(spellLvl, 0);
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vstd::amax(effectLevel, 0);
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vstd::amax(enchantPower, 0);
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vstd::amax(enchantPower, 0);
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vstd::amax(effectValue, 0);
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}
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BattleSpellCastParameters::BattleSpellCastParameters(const BattleSpellCastParameters & orig, const ISpellCaster * caster)
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:spell(orig.spell), cb(orig.cb), caster(caster), casterColor(caster->getOwner()), casterSide(cb->whatSide(casterColor)),
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casterHero(nullptr), mode(ECastingMode::MAGIC_MIRROR), casterStack(nullptr),
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spellLvl(orig.spellLvl), effectLevel(orig.effectLevel), effectPower(orig.effectPower), enchantPower(orig.enchantPower), effectValue(orig.effectValue)
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{
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casterStack = dynamic_cast<const CStack *>(caster);
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casterHero = dynamic_cast<const CGHeroInstance *>(caster);
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}
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void BattleSpellCastParameters::aimToHex(const BattleHex& destination)
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{
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destinations.push_back(Destination(destination));
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}
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void BattleSpellCastParameters::aimToStack(const CStack * destination)
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{
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if(nullptr == destination)
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logGlobal->error("BattleSpellCastParameters::aimToStack invalid stack.");
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else
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destinations.push_back(Destination(destination));
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}
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void BattleSpellCastParameters::cast(const SpellCastEnvironment * env)
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{
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if(destinations.empty())
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aimToHex(BattleHex::INVALID);
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spell->battleCast(env, *this);
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}
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bool BattleSpellCastParameters::castIfPossible(const SpellCastEnvironment * env)
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{
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if(ESpellCastProblem::OK == spell->canBeCast(cb, mode, caster))
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{
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cast(env);
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return true;
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}
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return false;
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}
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BattleHex BattleSpellCastParameters::getFirstDestinationHex() const
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{
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if(destinations.empty())
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{
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logGlobal->error("Spell have no destinations.");
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return BattleHex::INVALID;
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}
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return destinations.at(0).hexValue;
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}
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int BattleSpellCastParameters::getEffectValue() const
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{
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return (effectValue == 0) ? spell->calculateRawEffectValue(effectLevel, effectPower) : effectValue;
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}
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///ISpellMechanics
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ISpellMechanics::ISpellMechanics(const CSpell * s):
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owner(s)
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{
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}
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std::unique_ptr<ISpellMechanics> ISpellMechanics::createMechanics(const CSpell * s)
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{
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switch (s->id)
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{
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case SpellID::ANTI_MAGIC:
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return make_unique<AntimagicMechanics>(s);
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case SpellID::ACID_BREATH_DAMAGE:
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return make_unique<AcidBreathDamageMechanics>(s);
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case SpellID::CHAIN_LIGHTNING:
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return make_unique<ChainLightningMechanics>(s);
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case SpellID::CLONE:
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return make_unique<CloneMechanics>(s);
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case SpellID::CURE:
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return make_unique<CureMechanics>(s);
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case SpellID::DEATH_STARE:
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return make_unique<DeathStareMechanics>(s);
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case SpellID::DISPEL:
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return make_unique<DispellMechanics>(s);
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case SpellID::DISPEL_HELPFUL_SPELLS:
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return make_unique<DispellHelpfulMechanics>(s);
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case SpellID::EARTHQUAKE:
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return make_unique<EarthquakeMechanics>(s);
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case SpellID::FIRE_WALL:
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return make_unique<FireWallMechanics>(s);
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case SpellID::FORCE_FIELD:
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return make_unique<ForceFieldMechanics>(s);
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case SpellID::HYPNOTIZE:
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return make_unique<HypnotizeMechanics>(s);
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case SpellID::LAND_MINE:
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return make_unique<LandMineMechanics>(s);
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case SpellID::QUICKSAND:
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return make_unique<QuicksandMechanics>(s);
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case SpellID::REMOVE_OBSTACLE:
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return make_unique<RemoveObstacleMechanics>(s);
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case SpellID::SACRIFICE:
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return make_unique<SacrificeMechanics>(s);
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case SpellID::SUMMON_FIRE_ELEMENTAL:
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return make_unique<SummonMechanics>(s, CreatureID::FIRE_ELEMENTAL);
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case SpellID::SUMMON_EARTH_ELEMENTAL:
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return make_unique<SummonMechanics>(s, CreatureID::EARTH_ELEMENTAL);
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case SpellID::SUMMON_WATER_ELEMENTAL:
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return make_unique<SummonMechanics>(s, CreatureID::WATER_ELEMENTAL);
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case SpellID::SUMMON_AIR_ELEMENTAL:
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return make_unique<SummonMechanics>(s, CreatureID::AIR_ELEMENTAL);
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case SpellID::TELEPORT:
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return make_unique<TeleportMechanics>(s);
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default:
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if(s->isRisingSpell())
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return make_unique<SpecialRisingSpellMechanics>(s);
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else
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return make_unique<DefaultSpellMechanics>(s);
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}
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}
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//IAdventureSpellMechanics
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IAdventureSpellMechanics::IAdventureSpellMechanics(const CSpell * s):
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owner(s)
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{
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}
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std::unique_ptr<IAdventureSpellMechanics> IAdventureSpellMechanics::createMechanics(const CSpell * s)
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{
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switch (s->id)
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{
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case SpellID::SUMMON_BOAT:
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return make_unique<SummonBoatMechanics>(s);
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case SpellID::SCUTTLE_BOAT:
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return make_unique<ScuttleBoatMechanics>(s);
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case SpellID::DIMENSION_DOOR:
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return make_unique<DimensionDoorMechanics>(s);
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case SpellID::FLY:
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case SpellID::WATER_WALK:
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case SpellID::VISIONS:
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case SpellID::DISGUISE:
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return make_unique<AdventureSpellMechanics>(s); //implemented using bonus system
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case SpellID::TOWN_PORTAL:
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return make_unique<TownPortalMechanics>(s);
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case SpellID::VIEW_EARTH:
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return make_unique<ViewEarthMechanics>(s);
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case SpellID::VIEW_AIR:
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return make_unique<ViewAirMechanics>(s);
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default:
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return std::unique_ptr<IAdventureSpellMechanics>();
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}
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}
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