ISpellMechanics.cpp 3.7 KB

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  1. /*
  2. * ISpellMechanics.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "ISpellMechanics.h"
  12. #include "../BattleState.h"
  13. #include "../NetPacks.h"
  14. #include "CDefaultSpellMechanics.h"
  15. #include "AdventureSpellMechanics.h"
  16. #include "BattleSpellMechanics.h"
  17. #include "CreatureSpellMechanics.h"
  18. BattleSpellCastParameters::BattleSpellCastParameters(const BattleInfo * cb, const ISpellCaster * caster, const CSpell * spell)
  19. : cb(cb), caster(caster), casterColor(caster->getOwner()), casterSide(cb->whatSide(casterColor)),
  20. destination(BattleHex::INVALID),casterHero(nullptr),
  21. mode(ECastingMode::HERO_CASTING), casterStack(nullptr), selectedStack(nullptr),
  22. spellLvl(-1), effectLevel(-1), effectPower(0), enchantPower(0), effectValue(0)
  23. {
  24. casterStack = dynamic_cast<const CStack *>(caster);
  25. casterHero = dynamic_cast<const CGHeroInstance *>(caster);
  26. prepare(spell);
  27. }
  28. void BattleSpellCastParameters::prepare(const CSpell * spell)
  29. {
  30. spellLvl = caster->getSpellSchoolLevel(spell);
  31. effectLevel = caster->getEffectLevel(spell);
  32. effectPower = caster->getEffectPower(spell);
  33. effectValue = caster->getEffectValue(spell);
  34. enchantPower = caster->getEnchantPower(spell);
  35. vstd::amax(spellLvl, 0);
  36. vstd::amax(effectLevel, 0);
  37. vstd::amax(enchantPower, 0);
  38. vstd::amax(enchantPower, 0);
  39. vstd::amax(effectValue, 0);
  40. }
  41. ///ISpellMechanics
  42. ISpellMechanics::ISpellMechanics(CSpell * s):
  43. owner(s)
  44. {
  45. }
  46. ISpellMechanics * ISpellMechanics::createMechanics(CSpell * s)
  47. {
  48. switch (s->id)
  49. {
  50. case SpellID::ANTI_MAGIC:
  51. return new AntimagicMechanics(s);
  52. case SpellID::ACID_BREATH_DAMAGE:
  53. return new AcidBreathDamageMechanics(s);
  54. case SpellID::CHAIN_LIGHTNING:
  55. return new ChainLightningMechanics(s);
  56. case SpellID::CLONE:
  57. return new CloneMechanics(s);
  58. case SpellID::CURE:
  59. return new CureMechanics(s);
  60. case SpellID::DEATH_STARE:
  61. return new DeathStareMechanics(s);
  62. case SpellID::DISPEL:
  63. return new DispellMechanics(s);
  64. case SpellID::DISPEL_HELPFUL_SPELLS:
  65. return new DispellHelpfulMechanics(s);
  66. case SpellID::EARTHQUAKE:
  67. return new EarthquakeMechanics(s);
  68. case SpellID::FIRE_WALL:
  69. case SpellID::FORCE_FIELD:
  70. return new WallMechanics(s);
  71. case SpellID::HYPNOTIZE:
  72. return new HypnotizeMechanics(s);
  73. case SpellID::LAND_MINE:
  74. case SpellID::QUICKSAND:
  75. return new ObstacleMechanics(s);
  76. case SpellID::REMOVE_OBSTACLE:
  77. return new RemoveObstacleMechanics(s);
  78. case SpellID::SACRIFICE:
  79. return new SacrificeMechanics(s);
  80. case SpellID::SUMMON_FIRE_ELEMENTAL:
  81. return new SummonMechanics(s, CreatureID::FIRE_ELEMENTAL);
  82. case SpellID::SUMMON_EARTH_ELEMENTAL:
  83. return new SummonMechanics(s, CreatureID::EARTH_ELEMENTAL);
  84. case SpellID::SUMMON_WATER_ELEMENTAL:
  85. return new SummonMechanics(s, CreatureID::WATER_ELEMENTAL);
  86. case SpellID::SUMMON_AIR_ELEMENTAL:
  87. return new SummonMechanics(s, CreatureID::AIR_ELEMENTAL);
  88. case SpellID::TELEPORT:
  89. return new TeleportMechanics(s);
  90. case SpellID::SUMMON_BOAT:
  91. return new SummonBoatMechanics(s);
  92. case SpellID::SCUTTLE_BOAT:
  93. return new ScuttleBoatMechanics(s);
  94. case SpellID::DIMENSION_DOOR:
  95. return new DimensionDoorMechanics(s);
  96. case SpellID::FLY:
  97. case SpellID::WATER_WALK:
  98. case SpellID::VISIONS:
  99. case SpellID::DISGUISE:
  100. return new DefaultSpellMechanics(s); //implemented using bonus system
  101. case SpellID::TOWN_PORTAL:
  102. return new TownPortalMechanics(s);
  103. case SpellID::VIEW_EARTH:
  104. return new ViewEarthMechanics(s);
  105. case SpellID::VIEW_AIR:
  106. return new ViewAirMechanics(s);
  107. default:
  108. if(s->isRisingSpell())
  109. return new SpecialRisingSpellMechanics(s);
  110. else
  111. return new DefaultSpellMechanics(s);
  112. }
  113. }