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* support for new hero bonuses (BLOCK_MORALE, SECONDARY_SKILL_PREMY (archery), AIR_SPELL_DMG_PREMY, EARTH_SPELL_DMG_PREMY, FIRE_SPELL_DMG_PREMY, WATER_SPELL_DMG_PREMY, BLOCK_SPELLS_ABOVE_LEVEL, SPELL_IMMUNITY, BLOCK_MORALE, FIRE_SPELLS, AIR_SPELLS, WATER_SPELLS, EARTH_SPELLS, SPELL, SPELLS_OF_LEVEL). It means that following artifacts are now supported:

- Orb of the Firmament
- Orb of Silt
- Orb of Tempestuous Fire
- Orb of Driving Rain
- Bow of Elven Cherrywood
- Bowstring of the Unicorn's Mane
- Angel Feather Arrows
- Tome of Fire Magic
- Tome of Air Magic
- Tome of Water Magic
- Tome of Earth Magic
- Recanter's Cloak
- Orb of Inhibition
- Pendant of Dispassion
- Pendant of Second Sight
- Pendant of Holiness
- Pendant of Life
- Pendant of Death
- Pendant of Free Will
- Pendant of Negativity
- Pendant of Total Recall
- Spellbinder's Hat
- Spirit of Oppression
- Sphere of Permanence
I hope I listed them all here :). Please try them and report if something's wrong.
This commit is contained in:
mateuszb
2009-05-03 16:14:16 +00:00
parent e9ed648415
commit 047590427f
5 changed files with 101 additions and 16 deletions

View File

@@ -343,7 +343,9 @@ void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile
next->state -= WAITING; //if stack was waiting it'll now make move, so it won't be "waiting" anymore
//check for bad morale => freeze
if(next->Morale() < 0)
if(next->Morale() < 0 &&
!((hero1 && hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2 && hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE))) //checking if heroes have (or don't have) morale blocking bonuses)
)
{
if( rand()%24 < (-next->Morale())*2 )
{
@@ -386,6 +388,7 @@ askInterfaceForMove:
&& !vstd::contains(next->state,WAITING)
&& next->alive()
&& next->Morale() > 0
&& !((hero1 && hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2 && hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE)) ) //checking if heroes have (or don't have) morale blocking bonuses
)
if(rand()%24 < next->Morale()) //this stack hasn't got morale this turn
goto askInterfaceForMove; //move this stack once more
@@ -2313,6 +2316,23 @@ ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const C
ret *= 1.15f;
break;
}
//applying hero bonuses
if(sp->air && caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) != 0)
{
ret *= (100.0f + caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) / 100.0f);
}
else if(sp->fire && caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) != 0)
{
ret *= (100.0f + caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) / 100.0f);
}
else if(sp->water && caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) != 0)
{
ret *= (100.0f + caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) / 100.0f);
}
else if(sp->earth && caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) != 0)
{
ret *= (100.0f + caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) / 100.0f);
}
//applying protections - when spell has more then one elements, only one protection should be applied (I think)
if(sp->air && affectedCreature->getEffect(30)) //air spell & protection from air
@@ -2346,6 +2366,7 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
case 1: //hero casts spell
{
CGHeroInstance *h = (ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
CGHeroInstance *secondHero = (!ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
if(!h)
{
tlog2 << "Wrong caster!\n";
@@ -2360,10 +2381,13 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
ui8 skill = h->getSpellSchoolLevel(s); //skill level
if( !(vstd::contains(h->spells,ba.additionalInfo)) //hero doesn't know this spell
if( !(h->canCastThisSpell(s)) //hero cannot cast this spell at all
|| (h->mana < s->costs[skill]) //not enough mana
|| (ba.additionalInfo < 10) //it's adventure spell (not combat)
|| (gs->curB->castedSpells[ba.side])
|| (gs->curB->castedSpells[ba.side]) //spell has been casted
|| (secondHero && secondHero->hasBonusOfType(HeroBonus::SPELL_IMMUNITY, s->id)) //non - casting hero provides immunity for this spell
|| (h->valOfBonuses(HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL) <= s->level) //caster's 'bonus' prevents him from casting this spell
|| (secondHero && secondHero->valOfBonuses(HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL) <= s->level) //non - casting hero stops caster from casting this spell
)
{
tlog2 << "Spell cannot be casted!\n";