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@@ -1,5 +1,5 @@
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/*
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- * BattleState.cpp, part of VCMI engine
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+ * BattleInfo.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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@@ -7,31 +7,14 @@
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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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-
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#include "StdInc.h"
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-#include "BattleState.h"
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-
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-#include <numeric>
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-#include "VCMI_Lib.h"
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-#include "mapObjects/CObjectHandler.h"
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+#include "BattleInfo.h"
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+#include "CStack.h"
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#include "CHeroHandler.h"
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-#include "spells/CSpellHandler.h"
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-#include "CTownHandler.h"
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#include "NetPacks.h"
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-#include "JsonNode.h"
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#include "filesystem/Filesystem.h"
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-#include "CRandomGenerator.h"
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#include "mapObjects/CGTownInstance.h"
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-SiegeInfo::SiegeInfo()
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-{
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- for (int i = 0; i < wallState.size(); ++i)
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- {
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- wallState[i] = EWallState::NONE;
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- }
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- gateState = EGateState::NONE;
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-}
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-
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const CStack * BattleInfo::getNextStack() const
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{
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std::vector<const CStack *> hlp;
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@@ -743,523 +726,6 @@ CGHeroInstance * BattleInfo::battleGetFightingHero(ui8 side) const
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return const_cast<CGHeroInstance*>(CBattleInfoEssentials::battleGetFightingHero(side));
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}
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-CStack::CStack(const CStackInstance *Base, PlayerColor O, int I, bool AO, SlotID S)
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- : base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
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- counterAttacksPerformed(0),counterAttacksTotalCache(0), cloneID(-1),
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- firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
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-{
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- assert(base);
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- type = base->type;
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- count = baseAmount = base->count;
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- setNodeType(STACK_BATTLE);
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-}
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-CStack::CStack()
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-{
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- init();
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- setNodeType(STACK_BATTLE);
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-}
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-CStack::CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S)
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- : base(nullptr), ID(I), owner(O), slot(S), attackerOwned(AO),
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- counterAttacksPerformed(0), counterAttacksTotalCache(0), cloneID(-1),
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- firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
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-{
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- type = stack->type;
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- count = baseAmount = stack->count;
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- setNodeType(STACK_BATTLE);
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-}
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-
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-void CStack::init()
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-{
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- base = nullptr;
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- type = nullptr;
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- ID = -1;
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- count = baseAmount = -1;
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- firstHPleft = -1;
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- owner = PlayerColor::NEUTRAL;
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- slot = SlotID(255);
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- attackerOwned = false;
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- position = BattleHex();
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- counterAttacksPerformed = 0;
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- counterAttacksTotalCache = 0;
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- cloneID = -1;
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-
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- shots = 0;
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- casts = 0;
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- resurrected = 0;
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-}
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-
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-void CStack::postInit()
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-{
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- assert(type);
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- assert(getParentNodes().size());
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-
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- firstHPleft = MaxHealth();
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- shots = getCreature()->valOfBonuses(Bonus::SHOTS);
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- counterAttacksPerformed = 0;
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- counterAttacksTotalCache = 0;
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- casts = valOfBonuses(Bonus::CASTS);
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- resurrected = 0;
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- cloneID = -1;
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-}
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-
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-ui32 CStack::level() const
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-{
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- if (base)
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- return base->getLevel(); //creatture or commander
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- else
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- return std::max(1, (int)getCreature()->level); //war machine, clone etc
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-}
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-
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-si32 CStack::magicResistance() const
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-{
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- si32 magicResistance;
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- if (base) //TODO: make war machines receive aura of magic resistance
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- {
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- magicResistance = base->magicResistance();
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- int auraBonus = 0;
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- for (const CStack * stack : base->armyObj->battle-> batteAdjacentCreatures(this))
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- {
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- if (stack->owner == owner)
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- {
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- vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
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- }
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- }
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- magicResistance += auraBonus;
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- vstd::amin (magicResistance, 100);
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- }
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- else
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- magicResistance = type->magicResistance();
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- return magicResistance;
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-}
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-
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-void CStack::stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse)
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-{
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- const CSpell * sp = SpellID(sse.sid).toSpell();
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-
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- std::vector<Bonus> tmp;
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- sp->getEffects(tmp, sse.val);
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-
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- for(Bonus& b : tmp)
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- {
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- if(b.turnsRemain == 0)
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- b.turnsRemain = sse.turnsRemain;
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- sf.push_back(b);
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- }
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-}
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-
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-bool CStack::willMove(int turn /*= 0*/) const
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-{
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- return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) )
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- && !moved(turn)
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- && canMove(turn);
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-}
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-
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-bool CStack::canMove( int turn /*= 0*/ ) const
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-{
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- return alive()
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- && !hasBonus(Selector::type(Bonus::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature
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-}
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-
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-bool CStack::moved( int turn /*= 0*/ ) const
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-{
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- if(!turn)
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- return vstd::contains(state, EBattleStackState::MOVED);
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- else
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- return false;
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-}
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-
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-bool CStack::waited(int turn /*= 0*/) const
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-{
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- if(!turn)
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- return vstd::contains(state, EBattleStackState::WAITING);
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- else
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- return false;
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-}
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-
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-bool CStack::doubleWide() const
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-{
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- return getCreature()->doubleWide;
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-}
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-
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-BattleHex CStack::occupiedHex() const
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-{
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- return occupiedHex(position);
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-}
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-
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-BattleHex CStack::occupiedHex(BattleHex assumedPos) const
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-{
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- if (doubleWide())
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- {
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- if (attackerOwned)
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- return assumedPos - 1;
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- else
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- return assumedPos + 1;
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- }
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- else
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- {
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- return BattleHex::INVALID;
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- }
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-}
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-
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-std::vector<BattleHex> CStack::getHexes() const
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-{
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- return getHexes(position);
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-}
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-
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-std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos) const
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-{
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- return getHexes(assumedPos, doubleWide(), attackerOwned);
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-}
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-
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-std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned)
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-{
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- std::vector<BattleHex> hexes;
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- hexes.push_back(assumedPos);
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-
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- if (twoHex)
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- {
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- if (AttackerOwned)
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- hexes.push_back(assumedPos - 1);
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- else
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- hexes.push_back(assumedPos + 1);
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- }
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-
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- return hexes;
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-}
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-
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-bool CStack::coversPos(BattleHex pos) const
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-{
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- return vstd::contains(getHexes(), pos);
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-}
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-
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-std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
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-{
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- BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position
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- std::vector<BattleHex> hexes;
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- if (doubleWide())
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- {
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- const int WN = GameConstants::BFIELD_WIDTH;
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- if(attackerOwned)
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- { //position is equal to front hex
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- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes);
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- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
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- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
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- BattleHex::checkAndPush(hex - 2, hexes);
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- BattleHex::checkAndPush(hex + 1, hexes);
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- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes);
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- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
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- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
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- }
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- else
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- {
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- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
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- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
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- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes);
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- BattleHex::checkAndPush(hex + 2, hexes);
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- BattleHex::checkAndPush(hex - 1, hexes);
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- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
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- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
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- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes);
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- }
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- return hexes;
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- }
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- else
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- {
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- return hex.neighbouringTiles();
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- }
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-}
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-
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-std::vector<si32> CStack::activeSpells() const
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-{
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- std::vector<si32> ret;
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-
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- std::stringstream cachingStr;
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- cachingStr << "!type_" << Bonus::NONE << "source_" << Bonus::SPELL_EFFECT;
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- CSelector selector = Selector::sourceType(Bonus::SPELL_EFFECT)
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- .And(CSelector([](const Bonus *b)->bool
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- {
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- return b->type != Bonus::NONE;
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- }));
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-
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- TBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
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- for(const std::shared_ptr<Bonus> it : *spellEffects)
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- {
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- if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
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- ret.push_back(it->sid);
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- }
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-
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- return ret;
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-}
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-
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-CStack::~CStack()
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-{
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- detachFromAll();
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-}
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-
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-const CGHeroInstance * CStack::getMyHero() const
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-{
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- if(base)
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- return dynamic_cast<const CGHeroInstance *>(base->armyObj);
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- else //we are attached directly?
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- for(const CBonusSystemNode *n : getParentNodes())
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- if(n->getNodeType() == HERO)
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- return dynamic_cast<const CGHeroInstance *>(n);
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-
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- return nullptr;
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-}
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-
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-ui32 CStack::totalHealth() const
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-{
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- return ((count > 0) ? MaxHealth() * (count-1) : 0) + firstHPleft;//do not hide possible invalid firstHPleft for dead stack
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-}
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-
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-std::string CStack::nodeName() const
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-{
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- std::ostringstream oss;
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- oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
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- if(type)
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- oss << type->namePl;
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- else
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- oss << "[UNDEFINED TYPE]";
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-
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- oss << " from slot " << slot;
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- if(base && base->armyObj)
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- oss << " of armyobj=" << base->armyObj->id.getNum();
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- return oss.str();
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-}
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-
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-std::pair<int,int> CStack::countKilledByAttack(int damageReceived) const
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-{
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- int newRemainingHP = 0;
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- int killedCount = damageReceived / MaxHealth();
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- unsigned damageFirst = damageReceived % MaxHealth();
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-
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- if (damageReceived && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
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- {
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- killedCount = count;
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- }
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- else
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- {
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- if( firstHPleft <= damageFirst )
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- {
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- killedCount++;
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- newRemainingHP = firstHPleft + MaxHealth() - damageFirst;
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- }
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- else
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- {
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- newRemainingHP = firstHPleft - damageFirst;
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- }
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- }
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-
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- if(killedCount == count)
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- newRemainingHP = 0;
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-
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- return std::make_pair(killedCount, newRemainingHP);
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-}
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-
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-void CStack::prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount /*= boost::none*/) const
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-{
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- auto afterAttack = countKilledByAttack(bsa.damageAmount);
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-
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- bsa.killedAmount = afterAttack.first;
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- bsa.newHP = afterAttack.second;
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-
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-
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- if(bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
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- {
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- bsa.flags |= BattleStackAttacked::CLONE_KILLED;
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- return; // no rebirth I believe
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- }
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-
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- const int countToUse = customCount ? *customCount : count;
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-
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- if(countToUse <= bsa.killedAmount) //stack killed
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- {
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- bsa.newAmount = 0;
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- bsa.flags |= BattleStackAttacked::KILLED;
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- bsa.killedAmount = countToUse; //we cannot kill more creatures than we have
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-
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- int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
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- if(resurrectFactor > 0 && casts) //there must be casts left
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- {
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- int resurrectedStackCount = base->count * resurrectFactor / 100;
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-
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- // last stack has proportional chance to rebirth
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- auto diff = base->count * resurrectFactor / 100.0 - resurrectedStackCount;
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- if (diff > rand.nextDouble(0, 0.99))
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- {
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- resurrectedStackCount += 1;
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- }
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-
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- if(hasBonusOfType(Bonus::REBIRTH, 1))
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- {
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- // resurrect at least one Sacred Phoenix
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- vstd::amax(resurrectedStackCount, 1);
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- }
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-
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- if(resurrectedStackCount > 0)
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- {
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- bsa.flags |= BattleStackAttacked::REBIRTH;
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- bsa.newAmount = resurrectedStackCount; //risky?
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- bsa.newHP = MaxHealth(); //resore full health
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- }
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- }
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- }
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- else
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- {
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- bsa.newAmount = countToUse - bsa.killedAmount;
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- }
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-}
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-
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-bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/)
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-{
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- if (!attackerPos.isValid())
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|
- {
|
|
|
- attackerPos = attacker->position;
|
|
|
- }
|
|
|
- if (!defenderPos.isValid())
|
|
|
- {
|
|
|
- defenderPos = defender->position;
|
|
|
- }
|
|
|
-
|
|
|
- return
|
|
|
- (BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
|
|
|
- || (attacker->doubleWide() //back <=> front
|
|
|
- && BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos) >= 0)
|
|
|
- || (defender->doubleWide() //front <=> back
|
|
|
- && BattleHex::mutualPosition(attackerPos, defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0)
|
|
|
- || (defender->doubleWide() && attacker->doubleWide()//back <=> back
|
|
|
- && BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0);
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-bool CStack::ableToRetaliate() const //FIXME: crash after clone is killed
|
|
|
-{
|
|
|
- return alive()
|
|
|
- && (counterAttacksPerformed < counterAttacksTotal() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
|
|
|
- && !hasBonusOfType(Bonus::SIEGE_WEAPON)
|
|
|
- && !hasBonusOfType(Bonus::HYPNOTIZED)
|
|
|
- && !hasBonusOfType(Bonus::NO_RETALIATION);
|
|
|
-}
|
|
|
-
|
|
|
-ui8 CStack::counterAttacksTotal() const
|
|
|
-{
|
|
|
- //after dispell bonus should remain during current round
|
|
|
- ui8 val = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
|
|
|
- vstd::amax(counterAttacksTotalCache, val);
|
|
|
- return counterAttacksTotalCache;
|
|
|
-}
|
|
|
-
|
|
|
-si8 CStack::counterAttacksRemaining() const
|
|
|
-{
|
|
|
- return counterAttacksTotal() - counterAttacksPerformed;
|
|
|
-}
|
|
|
-
|
|
|
-std::string CStack::getName() const
|
|
|
-{
|
|
|
- return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
|
|
|
-}
|
|
|
-
|
|
|
-bool CStack::isValidTarget(bool allowDead/* = false*/) const
|
|
|
-{
|
|
|
- return (alive() || (allowDead && isDead())) && position.isValid() && !isTurret();
|
|
|
-}
|
|
|
-
|
|
|
-bool CStack::isDead() const
|
|
|
-{
|
|
|
- return !alive() && !isGhost();
|
|
|
-}
|
|
|
-
|
|
|
-bool CStack::isGhost() const
|
|
|
-{
|
|
|
- return vstd::contains(state,EBattleStackState::GHOST);
|
|
|
-}
|
|
|
-
|
|
|
-bool CStack::isTurret() const
|
|
|
-{
|
|
|
- return type->idNumber == CreatureID::ARROW_TOWERS;
|
|
|
-}
|
|
|
-
|
|
|
-bool CStack::canBeHealed() const
|
|
|
-{
|
|
|
- return firstHPleft < MaxHealth()
|
|
|
- && isValidTarget()
|
|
|
- && !hasBonusOfType(Bonus::SIEGE_WEAPON);
|
|
|
-}
|
|
|
-
|
|
|
-void CStack::makeGhost()
|
|
|
-{
|
|
|
- state.erase(EBattleStackState::ALIVE);
|
|
|
- state.insert(EBattleStackState::GHOST_PENDING);
|
|
|
-}
|
|
|
-
|
|
|
-ui32 CStack::calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const
|
|
|
-{
|
|
|
- if(!resurrect && !alive())
|
|
|
- {
|
|
|
- logGlobal->warnStream() <<"Attempt to heal corpse detected.";
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- return std::min<ui32>(toHeal, MaxHealth() - firstHPleft + (resurrect ? (baseAmount - count) * MaxHealth() : 0));
|
|
|
-}
|
|
|
-
|
|
|
-ui8 CStack::getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool) const
|
|
|
-{
|
|
|
- int skill = valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id));
|
|
|
-
|
|
|
- vstd::abetween(skill, 0, 3);
|
|
|
-
|
|
|
- return skill;
|
|
|
-}
|
|
|
-
|
|
|
-ui32 CStack::getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const
|
|
|
-{
|
|
|
- //stacks does not have sorcery-like bonuses (yet?)
|
|
|
- return base;
|
|
|
-}
|
|
|
-
|
|
|
-int CStack::getEffectLevel(const CSpell * spell) const
|
|
|
-{
|
|
|
- return getSpellSchoolLevel(spell);
|
|
|
-}
|
|
|
-
|
|
|
-int CStack::getEffectPower(const CSpell * spell) const
|
|
|
-{
|
|
|
- return valOfBonuses(Bonus::CREATURE_SPELL_POWER) * count / 100;
|
|
|
-}
|
|
|
-
|
|
|
-int CStack::getEnchantPower(const CSpell * spell) const
|
|
|
-{
|
|
|
- int res = valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
|
|
|
- if(res<=0)
|
|
|
- res = 3;//default for creatures
|
|
|
- return res;
|
|
|
-}
|
|
|
-
|
|
|
-int CStack::getEffectValue(const CSpell * spell) const
|
|
|
-{
|
|
|
- return valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spell->id.toEnum()) * count;
|
|
|
-}
|
|
|
-
|
|
|
-const PlayerColor CStack::getOwner() const
|
|
|
-{
|
|
|
- return owner;
|
|
|
-}
|
|
|
-
|
|
|
-void CStack::getCasterName(MetaString & text) const
|
|
|
-{
|
|
|
- //always plural name in case of spell cast.
|
|
|
- text.addReplacement(MetaString::CRE_PL_NAMES, type->idNumber.num);
|
|
|
-}
|
|
|
-
|
|
|
-void CStack::getCastDescription(const CSpell * spell, const std::vector<const CStack*> & attacked, MetaString & text) const
|
|
|
-{
|
|
|
- text.addTxt(MetaString::GENERAL_TXT, 565);//The %s casts %s
|
|
|
- //todo: use text 566 for single creature
|
|
|
- getCasterName(text);
|
|
|
- text.addReplacement(MetaString::SPELL_NAME, spell->id.toEnum());
|
|
|
-}
|
|
|
|
|
|
bool CMP_stack::operator()( const CStack* a, const CStack* b )
|
|
|
{
|
|
@@ -1297,23 +763,3 @@ CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
|
|
|
phase = Phase;
|
|
|
turn = Turn;
|
|
|
}
|
|
|
-
|
|
|
-
|
|
|
-SideInBattle::SideInBattle()
|
|
|
-{
|
|
|
- color = PlayerColor::CANNOT_DETERMINE;
|
|
|
- hero = nullptr;
|
|
|
- armyObject = nullptr;
|
|
|
- castSpellsCount = 0;
|
|
|
- enchanterCounter = 0;
|
|
|
-}
|
|
|
-
|
|
|
-void SideInBattle::init(const CGHeroInstance *Hero, const CArmedInstance *Army)
|
|
|
-{
|
|
|
- hero = Hero;
|
|
|
- armyObject = Army;
|
|
|
- color = armyObject->getOwner();
|
|
|
-
|
|
|
- if(color == PlayerColor::UNFLAGGABLE)
|
|
|
- color = PlayerColor::NEUTRAL;
|
|
|
-}
|