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- /*
- * ISpellMechanics.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 "ISpellMechanics.h"
- #include "../CStack.h"
- #include "../battle/BattleInfo.h"
- #include "../NetPacks.h"
- #include "CDefaultSpellMechanics.h"
- #include "AdventureSpellMechanics.h"
- #include "BattleSpellMechanics.h"
- #include "CreatureSpellMechanics.h"
- BattleSpellCastParameters::Destination::Destination(const CStack * destination):
- stackValue(destination),
- hexValue(destination->position)
- {
- }
- BattleSpellCastParameters::Destination::Destination(const BattleHex & destination):
- stackValue(nullptr),
- hexValue(destination)
- {
- }
- BattleSpellCastParameters::BattleSpellCastParameters(const BattleInfo * cb, const ISpellCaster * caster, const CSpell * spell_)
- : spell(spell_), cb(cb), caster(caster), casterColor(caster->getOwner()), casterSide(cb->whatSide(casterColor)),
- casterHero(nullptr),
- mode(ECastingMode::HERO_CASTING), casterStack(nullptr),
- spellLvl(0), effectLevel(0), effectPower(0), enchantPower(0), effectValue(0)
- {
- casterStack = dynamic_cast<const CStack *>(caster);
- casterHero = dynamic_cast<const CGHeroInstance *>(caster);
- spellLvl = caster->getSpellSchoolLevel(spell);
- effectLevel = caster->getEffectLevel(spell);
- effectPower = caster->getEffectPower(spell);
- effectValue = caster->getEffectValue(spell);
- enchantPower = caster->getEnchantPower(spell);
- vstd::amax(spellLvl, 0);
- vstd::amax(effectLevel, 0);
- vstd::amax(enchantPower, 0);
- vstd::amax(enchantPower, 0);
- vstd::amax(effectValue, 0);
- }
- BattleSpellCastParameters::BattleSpellCastParameters(const BattleSpellCastParameters & orig, const ISpellCaster * caster)
- :spell(orig.spell), cb(orig.cb), caster(caster), casterColor(caster->getOwner()), casterSide(cb->whatSide(casterColor)),
- casterHero(nullptr), mode(ECastingMode::MAGIC_MIRROR), casterStack(nullptr),
- spellLvl(orig.spellLvl), effectLevel(orig.effectLevel), effectPower(orig.effectPower), enchantPower(orig.enchantPower), effectValue(orig.effectValue)
- {
- casterStack = dynamic_cast<const CStack *>(caster);
- casterHero = dynamic_cast<const CGHeroInstance *>(caster);
- }
- void BattleSpellCastParameters::aimToHex(const BattleHex& destination)
- {
- destinations.push_back(Destination(destination));
- }
- void BattleSpellCastParameters::aimToStack(const CStack * destination)
- {
- if(nullptr == destination)
- logGlobal->error("BattleSpellCastParameters::aimToStack invalid stack.");
- else
- destinations.push_back(Destination(destination));
- }
- void BattleSpellCastParameters::cast(const SpellCastEnvironment * env)
- {
- if(destinations.empty())
- aimToHex(BattleHex::INVALID);
- spell->battleCast(env, *this);
- }
- bool BattleSpellCastParameters::castIfPossible(const SpellCastEnvironment * env)
- {
- if(ESpellCastProblem::OK == spell->canBeCast(cb, mode, caster))
- {
- cast(env);
- return true;
- }
- return false;
- }
- BattleHex BattleSpellCastParameters::getFirstDestinationHex() const
- {
- if(destinations.empty())
- {
- logGlobal->error("Spell have no destinations.");
- return BattleHex::INVALID;
- }
- return destinations.at(0).hexValue;
- }
- int BattleSpellCastParameters::getEffectValue() const
- {
- return (effectValue == 0) ? spell->calculateRawEffectValue(effectLevel, effectPower) : effectValue;
- }
- ///ISpellMechanics
- ISpellMechanics::ISpellMechanics(const CSpell * s):
- owner(s)
- {
- }
- std::unique_ptr<ISpellMechanics> ISpellMechanics::createMechanics(const CSpell * s)
- {
- switch (s->id)
- {
- case SpellID::ANTI_MAGIC:
- return make_unique<AntimagicMechanics>(s);
- case SpellID::ACID_BREATH_DAMAGE:
- return make_unique<AcidBreathDamageMechanics>(s);
- case SpellID::CHAIN_LIGHTNING:
- return make_unique<ChainLightningMechanics>(s);
- case SpellID::CLONE:
- return make_unique<CloneMechanics>(s);
- case SpellID::CURE:
- return make_unique<CureMechanics>(s);
- case SpellID::DEATH_STARE:
- return make_unique<DeathStareMechanics>(s);
- case SpellID::DISPEL:
- return make_unique<DispellMechanics>(s);
- case SpellID::DISPEL_HELPFUL_SPELLS:
- return make_unique<DispellHelpfulMechanics>(s);
- case SpellID::EARTHQUAKE:
- return make_unique<EarthquakeMechanics>(s);
- case SpellID::FIRE_WALL:
- return make_unique<FireWallMechanics>(s);
- case SpellID::FORCE_FIELD:
- return make_unique<ForceFieldMechanics>(s);
- case SpellID::HYPNOTIZE:
- return make_unique<HypnotizeMechanics>(s);
- case SpellID::LAND_MINE:
- return make_unique<LandMineMechanics>(s);
- case SpellID::QUICKSAND:
- return make_unique<QuicksandMechanics>(s);
- case SpellID::REMOVE_OBSTACLE:
- return make_unique<RemoveObstacleMechanics>(s);
- case SpellID::SACRIFICE:
- return make_unique<SacrificeMechanics>(s);
- case SpellID::SUMMON_FIRE_ELEMENTAL:
- return make_unique<SummonMechanics>(s, CreatureID::FIRE_ELEMENTAL);
- case SpellID::SUMMON_EARTH_ELEMENTAL:
- return make_unique<SummonMechanics>(s, CreatureID::EARTH_ELEMENTAL);
- case SpellID::SUMMON_WATER_ELEMENTAL:
- return make_unique<SummonMechanics>(s, CreatureID::WATER_ELEMENTAL);
- case SpellID::SUMMON_AIR_ELEMENTAL:
- return make_unique<SummonMechanics>(s, CreatureID::AIR_ELEMENTAL);
- case SpellID::TELEPORT:
- return make_unique<TeleportMechanics>(s);
- default:
- if(s->isRisingSpell())
- return make_unique<SpecialRisingSpellMechanics>(s);
- else
- return make_unique<DefaultSpellMechanics>(s);
- }
- }
- //IAdventureSpellMechanics
- IAdventureSpellMechanics::IAdventureSpellMechanics(const CSpell * s):
- owner(s)
- {
- }
- std::unique_ptr<IAdventureSpellMechanics> IAdventureSpellMechanics::createMechanics(const CSpell * s)
- {
- switch (s->id)
- {
- case SpellID::SUMMON_BOAT:
- return make_unique<SummonBoatMechanics>(s);
- case SpellID::SCUTTLE_BOAT:
- return make_unique<ScuttleBoatMechanics>(s);
- case SpellID::DIMENSION_DOOR:
- return make_unique<DimensionDoorMechanics>(s);
- case SpellID::FLY:
- case SpellID::WATER_WALK:
- case SpellID::VISIONS:
- case SpellID::DISGUISE:
- return make_unique<AdventureSpellMechanics>(s); //implemented using bonus system
- case SpellID::TOWN_PORTAL:
- return make_unique<TownPortalMechanics>(s);
- case SpellID::VIEW_EARTH:
- return make_unique<ViewEarthMechanics>(s);
- case SpellID::VIEW_AIR:
- return make_unique<ViewAirMechanics>(s);
- default:
- return std::unique_ptr<IAdventureSpellMechanics>();
- }
- }
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