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vcmi/lib/CObstacleInstance.cpp
Michał W. Urbańczyk d168f3eac2 * Implemented Moat functionality during siege (stops movement and deals dmg)
* Mostly implemented battle spells:
 - Fire Wall
 - Force Field
 - Land Mine
 - Quicksands
2012-05-18 20:50:16 +00:00

138 lines
3.0 KiB
C++

#include "StdInc.h"
#include "CObstacleInstance.h"
#include "CHeroHandler.h"
#include "VCMI_Lib.h"
#include "CSpellHandler.h"
CObstacleInstance::CObstacleInstance()
{
obstacleType = USUAL;
}
CObstacleInstance::~CObstacleInstance()
{
}
const CObstacleInfo & CObstacleInstance::getInfo() const
{
switch(obstacleType)
{
case ABSOLUTE_OBSTACLE:
return VLC->heroh->absoluteObstacles[ID];
case USUAL:
return VLC->heroh->obstacles[ID];
case MOAT:
assert(0);
default:
assert(0);
}
}
std::vector<BattleHex> CObstacleInstance::getBlockedTiles() const
{
if(blocksTiles())
return getAffectedTiles();
return std::vector<BattleHex>();
}
std::vector<BattleHex> CObstacleInstance::getStoppingTile() const
{
if(stopsMovement())
return getAffectedTiles();
return std::vector<BattleHex>();
}
std::vector<BattleHex> CObstacleInstance::getAffectedTiles() const
{
switch(obstacleType)
{
case ABSOLUTE_OBSTACLE:
case USUAL:
return getInfo().getBlocked(pos);
default:
assert(0);
}
}
// bool CObstacleInstance::spellGenerated() const
// {
// if(obstacleType == USUAL || obstacleType == ABSOLUTE_OBSTACLE)
// return false;
//
// return true;
// }
bool CObstacleInstance::visibleForSide(ui8 side, bool hasNativeStack) const
{
//by default obstacle is visible for everyone
return true;
}
bool CObstacleInstance::stopsMovement() const
{
return obstacleType == QUICKSAND || obstacleType == MOAT;
}
bool CObstacleInstance::blocksTiles() const
{
return obstacleType == USUAL || obstacleType == ABSOLUTE_OBSTACLE || obstacleType == FORCE_FIELD;
}
SpellCreatedObstacle::SpellCreatedObstacle()
{
casterSide = -1;
spellLevel = -1;
casterSpellPower = -1;
turnsRemaining = -1;
visibleForAnotherSide = -1;
}
bool SpellCreatedObstacle::visibleForSide(ui8 side, bool hasNativeStack) const
{
switch(obstacleType)
{
case FIRE_WALL:
case FORCE_FIELD:
//these are always visible
return true;
case QUICKSAND:
case LAND_MINE:
//we hide mines and not discovered quicksands
//quicksands are visible to the caster or if owned unit stepped into that particular patch
//additionally if side has a native unit, mines/quicksands will be visible
return casterSide == side || visibleForAnotherSide || hasNativeStack;
default:
assert(0);
}
}
std::vector<BattleHex> SpellCreatedObstacle::getAffectedTiles() const
{
switch(obstacleType)
{
case QUICKSAND:
case LAND_MINE:
case FIRE_WALL:
return std::vector<BattleHex>(1, pos);
case FORCE_FIELD:
return VLC->spellh->spells[Spells::FORCE_FIELD]->rangeInHexes(pos, spellLevel, casterSide);
//TODO Fire Wall
default:
assert(0);
}
}
void SpellCreatedObstacle::battleTurnPassed()
{
if(turnsRemaining > 0)
turnsRemaining--;
}
std::vector<BattleHex> MoatObstacle::getAffectedTiles() const
{
//rrr... need initializer lists
static const BattleHex moatHexes[] = {11, 28, 44, 61, 77, 111, 129, 146, 164, 181};
return std::vector<BattleHex>(std::begin(moatHexes), std::end(moatHexes));
}