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							- /*
 
-  * ISpellMechanics.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 "CSpellHandler.h"
 
- #include "../battle/BattleHex.h"
 
- struct Query;
 
- ///callback to be provided by server
 
- class DLL_LINKAGE SpellCastEnvironment
 
- {
 
- public:
 
- 	virtual ~SpellCastEnvironment(){};
 
- 	virtual void sendAndApply(CPackForClient * info) const = 0;
 
- 	virtual CRandomGenerator & getRandomGenerator() const = 0;
 
- 	virtual void complain(const std::string & problem) const = 0;
 
- 	virtual const CMap * getMap() const = 0;
 
- 	virtual const CGameInfoCallback * getCb() const = 0;
 
- 	virtual bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const = 0;	//TODO: remove
 
- 	virtual void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) const = 0;//TODO: type safety on query, use generic query packet when implemented
 
- };
 
- ///all parameters of particular cast event
 
- struct DLL_LINKAGE BattleSpellCastParameters
 
- {
 
- public:
 
- 	///Single spell destination.
 
- 	/// (assumes that anything but battle stack can share same hex)
 
- 	struct DLL_LINKAGE Destination
 
- 	{
 
- 		explicit Destination(const CStack * destination);
 
- 		explicit Destination(const BattleHex & destination);
 
- 		const CStack * stackValue;
 
- 		const BattleHex hexValue;
 
- 	};
 
- 	//normal constructor
 
- 	BattleSpellCastParameters(const BattleInfo * cb, const ISpellCaster * caster, const CSpell * spell_);
 
- 	//magic mirror constructor
 
- 	BattleSpellCastParameters(const BattleSpellCastParameters & orig, const ISpellCaster * caster);
 
- 	void aimToHex(const BattleHex & destination);
 
- 	void aimToStack(const CStack * destination);
 
- 	void cast(const SpellCastEnvironment * env);
 
- 	///cast with silent check for permitted cast
 
- 	///returns true if cast was permitted
 
- 	bool castIfPossible(const SpellCastEnvironment * env);
 
- 	BattleHex getFirstDestinationHex() const;
 
- 	int getEffectValue() const;
 
- 	const CSpell * spell;
 
- 	const BattleInfo * cb;
 
- 	const ISpellCaster * caster;
 
- 	const PlayerColor casterColor;
 
- 	const ui8 casterSide;
 
- 	std::vector<Destination> destinations;
 
- 	const CGHeroInstance * casterHero; //deprecated
 
- 	ECastingMode::ECastingMode mode;
 
- 	const CStack * casterStack; //deprecated
 
- 	///spell school level
 
- 	int spellLvl;
 
- 	///spell school level to use for effects
 
- 	int effectLevel;
 
- 	///actual spell-power affecting effect values
 
- 	int effectPower;
 
- 	///actual spell-power affecting effect duration
 
- 	int enchantPower;
 
- private:
 
- 	///for Archangel-like casting
 
- 	int effectValue;
 
- };
 
- class DLL_LINKAGE ISpellMechanics
 
- {
 
- public:
 
- 	ISpellMechanics(const CSpell * s);
 
- 	virtual ~ISpellMechanics(){};
 
- 	virtual std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes = nullptr) const = 0;
 
- 	virtual std::vector<const CStack *> getAffectedStacks(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster, int spellLvl, BattleHex destination) const = 0;
 
- 	virtual ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const = 0;
 
- 	virtual ESpellCastProblem::ESpellCastProblem canBeCastAt(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster, BattleHex destination) const = 0;
 
- 	virtual ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const = 0;
 
- 	virtual void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const = 0;
 
- 	virtual void battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const = 0;
 
- 	//if true use generic algorithm for target existence check, see CSpell::canBeCast
 
- 	virtual bool requiresCreatureTarget() const = 0;
 
- 	static std::unique_ptr<ISpellMechanics> createMechanics(const CSpell * s);
 
- protected:
 
- 	const CSpell * owner;
 
- };
 
- struct DLL_LINKAGE AdventureSpellCastParameters
 
- {
 
- 	const CGHeroInstance * caster;
 
- 	int3 pos;
 
- };
 
- class DLL_LINKAGE IAdventureSpellMechanics
 
- {
 
- public:
 
- 	IAdventureSpellMechanics(const CSpell * s);
 
- 	virtual ~IAdventureSpellMechanics() = default;
 
- 	virtual bool adventureCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const = 0;
 
- 	static std::unique_ptr<IAdventureSpellMechanics> createMechanics(const CSpell * s);
 
- protected:
 
- 	const CSpell * owner;
 
- };
 
 
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