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/*
* 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"
enum class ESpellCastResult
{
OK,
CANCEL,//cast failed but it is not an error
ERROR//internal error occurred
};
class DLL_LINKAGE AdventureSpellMechanics: public IAdventureSpellMechanics
{
public:
AdventureSpellMechanics(CSpell * s): IAdventureSpellMechanics(s){};
bool adventureCast(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const override final;
protected:
///actual adventure cast implementation
virtual ESpellCastResult applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const;
};
class DLL_LINKAGE SummonBoatMechanics : public AdventureSpellMechanics
{
public:
SummonBoatMechanics(CSpell * s): AdventureSpellMechanics(s){};
protected:
ESpellCastResult applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const override;
};
class DLL_LINKAGE ScuttleBoatMechanics : public AdventureSpellMechanics
{
public:
ScuttleBoatMechanics(CSpell * s): AdventureSpellMechanics(s){};
protected:
ESpellCastResult applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const override;
};
class DLL_LINKAGE DimensionDoorMechanics : public AdventureSpellMechanics
{
public:
DimensionDoorMechanics(CSpell * s): AdventureSpellMechanics(s){};
protected:
ESpellCastResult applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const override;
};
class DLL_LINKAGE TownPortalMechanics : public AdventureSpellMechanics
{
public:
TownPortalMechanics(CSpell * s): AdventureSpellMechanics(s){};
protected:
ESpellCastResult applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const override;
};
class DLL_LINKAGE ViewMechanics : public AdventureSpellMechanics
{
public:
ViewMechanics(CSpell * s): AdventureSpellMechanics(s){};
protected:
ESpellCastResult applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const override;
virtual bool filterObject(const CGObjectInstance * obj, const int spellLevel) const = 0;
};
class DLL_LINKAGE ViewAirMechanics : public ViewMechanics
{
public:
ViewAirMechanics(CSpell * s): ViewMechanics(s){};
protected:
bool filterObject(const CGObjectInstance * obj, const int spellLevel) const override;
};
class DLL_LINKAGE ViewEarthMechanics : public ViewMechanics
{
public:
ViewEarthMechanics(CSpell * s): ViewMechanics(s){};
protected:
bool filterObject(const CGObjectInstance * obj, const int spellLevel) const override;
};
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