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4f14f22d3a
* it is possible now to add casts and shoots OTF (f.e. with spell bonus) Centralized stack 'ammo' loading from bonus system. * introduced small proxy class for local bonus cache (no need to use global cache if particular selector used on node only in one place) * handle killing resurrected creatures * use IBonusBearer::MaxHealth() where possible * Fixed https://bugs.vcmi.eu/view.php?id=2486 * Possible fix for 0 HP after resurrection. * Hack-fixed https://bugs.vcmi.eu/view.php?id=2584 * Unified CStack health API * Use CHealth for CStack count and health points * increased SERIALIZATION_VERSION
123 lines
3.8 KiB
C++
123 lines
3.8 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 "../CStack.h"
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#include "../battle/BattleInfo.h"
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///AcidBreathDamageMechanics
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AcidBreathDamageMechanics::AcidBreathDamageMechanics(const CSpell * s):
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DefaultSpellMechanics(s)
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{
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}
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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.setDamageToDisplay(parameters.effectPower);
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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; //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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ESpellCastProblem::ESpellCastProblem AcidBreathDamageMechanics::isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const
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{
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//just in case
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if(!obj->alive())
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return ESpellCastProblem::WRONG_SPELL_TARGET;
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//there should be no immunities by design
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//but make it a bit configurable
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//ignore all immunities, except specific absolute immunity
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{
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//SPELL_IMMUNITY absolute case
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std::stringstream cachingStr;
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cachingStr << "type_" << Bonus::SPELL_IMMUNITY << "subtype_" << owner->id.toEnum() << "addInfo_1";
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if(obj->hasBonus(Selector::typeSubtypeInfo(Bonus::SPELL_IMMUNITY, owner->id.toEnum(), 1), cachingStr.str()))
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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}
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return ESpellCastProblem::OK;
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}
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///DeathStareMechanics
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DeathStareMechanics::DeathStareMechanics(const CSpell * s):
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DefaultSpellMechanics(s)
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{
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}
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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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si32 damageToDisplay = parameters.effectPower;
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if(!ctx.attackedCres.empty())
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vstd::amin(damageToDisplay, (*ctx.attackedCres.begin())->getCount()); //stack is already reduced after attack
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ctx.setDamageToDisplay(damageToDisplay);
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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)->MaxHealth();//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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DispellHelpfulMechanics::DispellHelpfulMechanics(const CSpell * s):
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DefaultSpellMechanics(s)
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{
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}
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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, 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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if(!canDispell(obj, positiveSpellEffects, "DispellHelpfulMechanics::positiveSpellEffects"))
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return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
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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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bool DispellHelpfulMechanics::positiveSpellEffects(const Bonus *b)
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{
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if(b->source == Bonus::SPELL_EFFECT)
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{
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const CSpell * sp = SpellID(b->sid).toSpell();
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return sp && sp->isPositive();
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}
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return false; //not a spell effect
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}
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