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vcmi/lib/spells/CreatureSpellMechanics.cpp
2015-09-29 17:26:51 +03:00

87 lines
2.7 KiB
C++

/*
* CreatureSpellMechanics.cpp, 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
*
*/
#include "StdInc.h"
#include "CreatureSpellMechanics.h"
#include "../NetPacks.h"
#include "../BattleState.h"
///AcidBreathDamageMechanics
void AcidBreathDamageMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
//todo: this should be effectValue
//calculating dmg to display
ctx.sc.dmgToDisplay = parameters.effectPower;
for(auto & attackedCre : ctx.attackedCres) //no immunities
{
BattleStackAttacked bsa;
bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
bsa.spellID = owner->id;
bsa.damageAmount = parameters.effectPower; //damage times the number of attackers
bsa.stackAttacked = (attackedCre)->ID;
bsa.attackerID = -1;
(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
ctx.si.stacks.push_back(bsa);
}
}
///DeathStareMechanics
void DeathStareMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
//calculating dmg to display
ctx.sc.dmgToDisplay = parameters.effectPower;
if(!ctx.attackedCres.empty())
vstd::amin(ctx.sc.dmgToDisplay, (*ctx.attackedCres.begin())->count); //stack is already reduced after attack
for(auto & attackedCre : ctx.attackedCres)
{
BattleStackAttacked bsa;
bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
bsa.spellID = owner->id;
bsa.damageAmount = parameters.effectPower * (attackedCre)->valOfBonuses(Bonus::STACK_HEALTH);//todo: move here all DeathStare calculation
bsa.stackAttacked = (attackedCre)->ID;
bsa.attackerID = -1;
(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
ctx.si.stacks.push_back(bsa);
}
}
///DispellHelpfulMechanics
void DispellHelpfulMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
{
DefaultSpellMechanics::applyBattle(battle, packet);
doDispell(battle, packet, Selector::positiveSpellEffects);
}
ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
{
TBonusListPtr spellBon = obj->getSpellBonuses();
bool hasPositiveSpell = false;
for(const Bonus * b : *spellBon)
{
if(SpellID(b->sid).toSpell()->isPositive())
{
hasPositiveSpell = true;
break;
}
}
if(!hasPositiveSpell)
{
return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
}
//use default algorithm only if there is no mechanics-related problem
return DefaultSpellMechanics::isImmuneByStack(caster,obj);
}