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87 lines
2.7 KiB
C++
87 lines
2.7 KiB
C++
/*
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* CreatureSpellMechanics.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CreatureSpellMechanics.h"
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#include "../NetPacks.h"
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#include "../BattleState.h"
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///AcidBreathDamageMechanics
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void AcidBreathDamageMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
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//todo: this should be effectValue
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//calculating dmg to display
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ctx.sc.dmgToDisplay = parameters.effectPower;
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for(auto & attackedCre : ctx.attackedCres) //no immunities
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{
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BattleStackAttacked bsa;
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bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
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bsa.spellID = owner->id;
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bsa.damageAmount = parameters.effectPower; //damage times the number of attackers
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bsa.stackAttacked = (attackedCre)->ID;
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bsa.attackerID = -1;
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(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
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ctx.si.stacks.push_back(bsa);
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}
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}
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///DeathStareMechanics
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void DeathStareMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
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{
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//calculating dmg to display
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ctx.sc.dmgToDisplay = parameters.effectPower;
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if(!ctx.attackedCres.empty())
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vstd::amin(ctx.sc.dmgToDisplay, (*ctx.attackedCres.begin())->count); //stack is already reduced after attack
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for(auto & attackedCre : ctx.attackedCres)
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{
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BattleStackAttacked bsa;
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bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
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bsa.spellID = owner->id;
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bsa.damageAmount = parameters.effectPower * (attackedCre)->valOfBonuses(Bonus::STACK_HEALTH);//todo: move here all DeathStare calculation
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bsa.stackAttacked = (attackedCre)->ID;
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bsa.attackerID = -1;
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(attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
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ctx.si.stacks.push_back(bsa);
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}
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}
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///DispellHelpfulMechanics
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void DispellHelpfulMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
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{
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DefaultSpellMechanics::applyBattle(battle, packet);
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doDispell(battle, packet, Selector::positiveSpellEffects);
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}
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ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
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{
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TBonusListPtr spellBon = obj->getSpellBonuses();
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bool hasPositiveSpell = false;
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for(const Bonus * b : *spellBon)
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{
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if(SpellID(b->sid).toSpell()->isPositive())
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{
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hasPositiveSpell = true;
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break;
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}
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}
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if(!hasPositiveSpell)
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{
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return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
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}
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//use default algorithm only if there is no mechanics-related problem
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return DefaultSpellMechanics::isImmuneByStack(caster,obj);
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}
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