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vcmi/lib/spells/AdventureSpellMechanics.h
Andrey Filipenkov ff635edc0b wrap all library code into namespace if VCMI_LIB_NAMESPACE is defined
preparation for having client and server in a single process
2022-09-24 15:55:21 +03:00

106 lines
3.6 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 DLL_LINKAGE AdventureSpellMechanics : public IAdventureSpellMechanics
{
public:
AdventureSpellMechanics(const CSpell * s);
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;
void performCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const;
void endCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters, const ESpellCastResult result) const;
};
class DLL_LINKAGE SummonBoatMechanics : public AdventureSpellMechanics
{
public:
SummonBoatMechanics(const CSpell * s);
protected:
ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
};
class DLL_LINKAGE ScuttleBoatMechanics : public AdventureSpellMechanics
{
public:
ScuttleBoatMechanics(const CSpell * s);
protected:
ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
};
class DLL_LINKAGE DimensionDoorMechanics : public AdventureSpellMechanics
{
public:
DimensionDoorMechanics(const CSpell * s);
protected:
ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
};
class DLL_LINKAGE TownPortalMechanics : 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 DLL_LINKAGE 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;
};
class DLL_LINKAGE ViewAirMechanics : public ViewMechanics
{
public:
ViewAirMechanics(const CSpell * s);
protected:
bool filterObject(const CGObjectInstance * obj, const int32_t spellLevel) const override;
};
class DLL_LINKAGE ViewEarthMechanics : public ViewMechanics
{
public:
ViewEarthMechanics(const CSpell * s);
protected:
bool filterObject(const CGObjectInstance * obj, const int32_t spellLevel) const override;
};
VCMI_LIB_NAMESPACE_END