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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-28 03:57:02 +02:00
Support for damage spell immunities.
This commit is contained in:
DjWarmonger 2011-06-25 06:55:35 +00:00
parent 7dce558e28
commit e5c11385cd
6 changed files with 38 additions and 49 deletions

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@ -772,7 +772,7 @@ void CSpellWindow::SpellArea::clickRight(tribool down, bool previousState)
std::string dmgInfo;
const CGHeroInstance * hero = owner->myHero;
int causedDmg = owner->myInt->cb->estimateSpellDamage( CGI->spellh->spells[mySpell], (hero ? hero : NULL));
if(causedDmg == 0)
if(causedDmg == 0 || mySpell == 57) //Titan's Lightning Bolt already has damage info included
dmgInfo = "";
else
{

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@ -25,7 +25,7 @@ typedef boost::int32_t si32; //signed int 32 bits (4 bytes)
typedef boost::int16_t si16; //signed int 16 bits (2 bytes)
typedef boost::int8_t si8; //signed int 8 bits (1 byte)
typedef si64 expType;
typedef ui16 spelltype;
typedef ui32 TSpell;
typedef std::pair<ui32, ui32> TDmgRange;
typedef ui8 TBonusType;
typedef si32 TBonusSubtype;

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@ -914,13 +914,9 @@ ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * ca
//15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
//24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
//FIXME: what point of dmgMultipliers map? all damage multipliers are already present in CSpell::power
//TODO: better way to determine damage spells
static std::map <int, int> dmgMultipliers = boost::assign::map_list_of(15, 10)(16, 20)(17, 25)(18, 75)(20, 10)(21, 10)(22, 10)(23, 25)(24, 5)(25, 10)(26, 50)(77, 10);
//check if spell really does damage - if not, return 0
if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
if(VLC->spellh->damageSpells.find(sp->id) == VLC->spellh->damageSpells.end())
return 0;
ret = usedSpellPower * sp->power;
@ -1782,6 +1778,21 @@ bool NegateRemover(const Bonus* b)
return b->source == Bonus::CREATURE_ABILITY;
}
bool BattleInfo::battleTestElementalImmunity(const CStack * subject, const CSpell * spell, Bonus::BonusType element, bool damageSpell) const //helper for battleisImmune
{
if (spell->positiveness < 1) //negative or indifferent
{
if (damageSpell && subject->hasBonusOfType(element, 2) || subject->hasBonusOfType(element, 1))
return true;
}
else if (spell->positiveness == 1) //positive
{
if (subject->hasBonusOfType(element, 0)) //must be immune to all spells
return true;
}
return false;
}
SpellCasting::ESpellCastProblem BattleInfo::battleIsImmune(const CGHeroInstance * caster, const CSpell * spell, SpellCasting::ECastingMode mode, THex dest) const
{
const CStack * subject = getStackT(dest, false);
@ -1792,59 +1803,31 @@ SpellCasting::ESpellCastProblem BattleInfo::battleIsImmune(const CGHeroInstance
if ((spell->id == 41 || spell->id == 42) && subject->hasBonusOfType(Bonus::UNDEAD)) //undeads are immune to bless & curse
return SpellCasting::STACK_IMMUNE_TO_SPELL; //TODO: more general logic for new spells?
bool damageSpell = (VLC->spellh->damageSpells.find(spell->id) != VLC->spellh->damageSpells.end());
if (damageSpell && subject->hasBonusOfType(Bonus::DIRECT_DAMAGE_IMMUNITY));
return SpellCasting::STACK_IMMUNE_TO_SPELL;
if (spell->fire)
{
if (spell->positiveness == -1) //negative
{
if (subject->hasBonusOfType(Bonus::FIRE_IMMUNITY)) //both damage and curse spells, TODO: separate them
return SpellCasting::STACK_IMMUNE_TO_SPELL;
}
else if (spell->positiveness == 1)
{
if (subject->hasBonusOfType(Bonus::FIRE_IMMUNITY, 1))
return SpellCasting::STACK_IMMUNE_TO_SPELL;
}
if (battleTestElementalImmunity(subject, spell, Bonus::FIRE_IMMUNITY, damageSpell));
return SpellCasting::STACK_IMMUNE_TO_SPELL;
}
if (spell->water)
{
if (spell->positiveness == -1) //negative
{
if (subject->hasBonusOfType(Bonus::WATER_IMMUNITY)) //both damage and curse spells, TODO: separate them
return SpellCasting::STACK_IMMUNE_TO_SPELL;
}
else if (spell->positiveness == 1)
{
if (subject->hasBonusOfType(Bonus::WATER_IMMUNITY, 1))
return SpellCasting::STACK_IMMUNE_TO_SPELL;
}
if (battleTestElementalImmunity(subject, spell, Bonus::WATER_IMMUNITY, damageSpell));
return SpellCasting::STACK_IMMUNE_TO_SPELL;
}
if (spell->earth)
{
if (spell->positiveness == -1) //negative
{
if (subject->hasBonusOfType(Bonus::EARTH_IMMUNITY)) //both damage and curse spells, TODO: separate them
return SpellCasting::STACK_IMMUNE_TO_SPELL;
}
else if (spell->positiveness == 1)
{
if (subject->hasBonusOfType(Bonus::EARTH_IMMUNITY, 1))
return SpellCasting::STACK_IMMUNE_TO_SPELL;
}
if (battleTestElementalImmunity(subject, spell, Bonus::EARTH_IMMUNITY, damageSpell));
return SpellCasting::STACK_IMMUNE_TO_SPELL;
}
if (spell->air)
{
if (spell->positiveness == -1) //negative
{
if (subject->hasBonusOfType(Bonus::AIR_IMMUNITY)) //both damage and curse spells, TODO: separate them
return SpellCasting::STACK_IMMUNE_TO_SPELL;
}
else if (spell->positiveness == 1)
{
if (subject->hasBonusOfType(Bonus::AIR_IMMUNITY, 1))
return SpellCasting::STACK_IMMUNE_TO_SPELL;
}
if (battleTestElementalImmunity(subject, spell, Bonus::AIR_IMMUNITY, damageSpell));
return SpellCasting::STACK_IMMUNE_TO_SPELL;
}
BonusList immunities = subject->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY));

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@ -109,6 +109,7 @@ struct DLL_EXPORT BattleInfo : public CBonusSystemNode
SpellCasting::ESpellCastProblem battleCanCastThisSpell(int player, const CSpell * spell, SpellCasting::ECastingMode mode) const; //checks if given player can cast given spell
SpellCasting::ESpellCastProblem battleIsImmune(const CGHeroInstance * caster, const CSpell * spell, SpellCasting::ECastingMode mode, THex dest) const; //checks for creature immunity / anything that prevent casting *at given hex* - doesn't take into acount general problems such as not having spellbook or mana points etc.
SpellCasting::ESpellCastProblem battleCanCastThisSpellHere(int player, const CSpell * spell, SpellCasting::ECastingMode mode, THex dest); //checks if given player can cast given spell at given tile in given mode
bool battleTestElementalImmunity(const CStack * subject, const CSpell * spell, Bonus::BonusType element, bool damageSpell) const;
std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures, int casterSideOwner, SpellCasting::ECastingMode mode) const;

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@ -4,6 +4,7 @@
#include "CLodHandler.h"
#include "../lib/VCMI_Lib.h"
#include <boost/algorithm/string/replace.hpp>
#include <boost/assign/std/set.hpp>
#include <cctype>
@ -18,6 +19,7 @@ extern CLodHandler *bitmaph;
* Full text of license available in license.txt file, in main folder
*
*/
using namespace boost::assign;
namespace SRSLPraserHelpers
{
@ -323,4 +325,6 @@ void CSpellHandler::loadSpells()
}
ast.close();
spells.push_back(spells[80]); //clone Acid Breath attributes for Acid Breath damage effect
damageSpells += 11, 13, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 57, 77;
}

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@ -63,11 +63,12 @@ class DLL_EXPORT CSpellHandler
public:
CSpellHandler();
std::vector< ConstTransitivePtr<CSpell> > spells;
std::set<TSpell> damageSpells; //they inflict damage and require particular threatment
void loadSpells();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & spells;
h & spells & damageSpells;
}
};