CreatureSpellMechanics.cpp 2.8 KB

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  1. /*
  2. * CreatureSpellMechanics.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CreatureSpellMechanics.h"
  12. #include "../NetPacks.h"
  13. #include "../BattleState.h"
  14. ///AcidBreathDamageMechanics
  15. void AcidBreathDamageMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  16. {
  17. //calculating dmg to display
  18. ctx.sc.dmgToDisplay = parameters.usedSpellPower;
  19. for(auto & attackedCre : ctx.attackedCres) //no immunities
  20. {
  21. BattleStackAttacked bsa;
  22. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  23. bsa.spellID = owner->id;
  24. bsa.damageAmount = parameters.usedSpellPower; //damage times the number of attackers
  25. bsa.stackAttacked = (attackedCre)->ID;
  26. bsa.attackerID = -1;
  27. (attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
  28. ctx.si.stacks.push_back(bsa);
  29. }
  30. }
  31. ///DeathStareMechanics
  32. void DeathStareMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
  33. {
  34. //calculating dmg to display
  35. ctx.sc.dmgToDisplay = parameters.usedSpellPower;
  36. if(!ctx.attackedCres.empty())
  37. vstd::amin(ctx.sc.dmgToDisplay, (*ctx.attackedCres.begin())->count); //stack is already reduced after attack
  38. for(auto & attackedCre : ctx.attackedCres)
  39. {
  40. BattleStackAttacked bsa;
  41. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  42. bsa.spellID = owner->id;
  43. bsa.damageAmount = parameters.usedSpellPower * (attackedCre)->valOfBonuses(Bonus::STACK_HEALTH);
  44. bsa.stackAttacked = (attackedCre)->ID;
  45. bsa.attackerID = -1;
  46. (attackedCre)->prepareAttacked(bsa, env->getRandomGenerator());
  47. ctx.si.stacks.push_back(bsa);
  48. }
  49. }
  50. ///DispellHelpfulMechanics
  51. void DispellHelpfulMechanics::applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const
  52. {
  53. DefaultSpellMechanics::applyBattle(battle, packet);
  54. for(auto stackID : packet->affectedCres)
  55. {
  56. if(vstd::contains(packet->resisted, stackID))
  57. continue;
  58. CStack *s = battle->getStack(stackID);
  59. s->popBonuses([&](const Bonus *b) -> bool
  60. {
  61. return Selector::positiveSpellEffects(b);
  62. });
  63. }
  64. }
  65. ESpellCastProblem::ESpellCastProblem DispellHelpfulMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
  66. {
  67. TBonusListPtr spellBon = obj->getSpellBonuses();
  68. bool hasPositiveSpell = false;
  69. for(const Bonus * b : *spellBon)
  70. {
  71. if(SpellID(b->sid).toSpell()->isPositive())
  72. {
  73. hasPositiveSpell = true;
  74. break;
  75. }
  76. }
  77. if(!hasPositiveSpell)
  78. {
  79. return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
  80. }
  81. //use default algorithm only if there is no mechanics-related problem
  82. return DefaultSpellMechanics::isImmuneByStack(caster,obj);
  83. }