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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

@ -1839,7 +1839,7 @@ int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, con
} }
} }
//handling secondary abilities //handling secondary abilities and artifacts giving premies to them
if(attackerHero) if(attackerHero)
{ {
if(shooting) if(shooting)
@ -1856,6 +1856,12 @@ int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, con
dmgBonusMultiplier *= 1.5f; dmgBonusMultiplier *= 1.5f;
break; break;
} }
if(attackerHero->getSecSkillLevel(1) > 0) //non-none level
{
//apply artifact premy to archery
dmgBonusMultiplier *= (100.0f + attackerHero->valOfBonuses(HeroBonus::SECONDARY_SKILL_PREMY, 1)) / 100.0f;
}
} }
else else
{ {

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@ -80,14 +80,14 @@ CSpellWindow::CSpellWindow(const SDL_Rect & myRect, const CGHeroInstance * myHer
selectedTab(4), selectedTab(4),
spellSite(0) spellSite(0)
{ {
mySpells = myHero->spells; //initializing castable spells
//XXX for testing only for(ui32 v=0; v<CGI->spellh->spells.size(); ++v)
//for(ui32 v=0; v<CGI->spellh->spells.size(); ++v) {
//{ if( !CGI->spellh->spells[v].creatureAbility && myHero->canCastThisSpell(&CGI->spellh->spells[v]) )
// if(!CGI->spellh->spells[v].creatureAbility) mySpells.insert(v);
// mySpells.insert(v); }
//}
//initializing schools' levels
for(int b=0; b<4; ++b) schoolLvls[b] = 0; for(int b=0; b<4; ++b) schoolLvls[b] = 0;
for(size_t b=0; b<myHero->secSkills.size(); ++b) for(size_t b=0; b<myHero->secSkills.size(); ++b)
{ {

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@ -804,6 +804,34 @@ ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell) const
return skill; return skill;
} }
bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
{
if(!getArt(17)) //if hero has no spellbook
return false;
if(vstd::contains(spells, spell->id) //hero does not have this spell in spellbook
|| (spell->air && hasBonusOfType(HeroBonus::AIR_SPELLS)) // this is air spell and hero can cast all air spells
|| (spell->fire && hasBonusOfType(HeroBonus::FIRE_SPELLS)) // this is fire spell and hero can cast all fire spells
|| (spell->water && hasBonusOfType(HeroBonus::WATER_SPELLS)) // this is water spell and hero can cast all water spells
|| (spell->earth && hasBonusOfType(HeroBonus::EARTH_SPELLS)) // this is earth spell and hero can cast all earth spells
)
return true;
for(std::list<HeroBonus>::const_iterator it = bonuses.begin(); it != bonuses.end(); ++it)
{
if(it->type == HeroBonus::SPELL && it->subtype == spell->id)
{
return true;
}
if(it->type == HeroBonus::SPELLS_OF_LEVEL && it->subtype == spell->level)
{
return true;
}
}
return false;
}
int3 CGHeroInstance::getSightCenter() const int3 CGHeroInstance::getSightCenter() const
{ {
return getPosition(false); return getPosition(false);
@ -819,15 +847,40 @@ si32 CGHeroInstance::manaRegain() const
return 1 + getSecSkillLevel(8) + valOfBonuses(HeroBonus::MANA_REGENERATION); //1 + Mysticism level return 1 + getSecSkillLevel(8) + valOfBonuses(HeroBonus::MANA_REGENERATION); //1 + Mysticism level
} }
int CGHeroInstance::valOfBonuses( HeroBonus::BonusType type ) const int CGHeroInstance::valOfBonuses( HeroBonus::BonusType type, int subtype /*= -1*/ ) const
{ {
int ret = 0; int ret = 0;
for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++) if(subtype == -1)
if(i->type == type) {
ret += i->val; for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
if(i->type == type)
ret += i->val;
}
else
{
for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
if(i->type == type && i->subtype == subtype)
ret += i->val;
}
return ret; return ret;
} }
bool CGHeroInstance::hasBonusOfType(HeroBonus::BonusType type, int subtype /*= -1*/) const
{
if(subtype == -1)
{
for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
if(i->type == type)
return true;
}
else
{
for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
if(i->type == type && i->subtype == subtype)
return true;
}
}
int CGTownInstance::getSightRadious() const //returns sight distance int CGTownInstance::getSightRadious() const //returns sight distance
{ {
return 5; return 5;

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@ -241,7 +241,8 @@ public:
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
const HeroBonus *getBonus(int from, int id) const; const HeroBonus *getBonus(int from, int id) const;
int valOfBonuses(HeroBonus::BonusType type) const; int valOfBonuses(HeroBonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then any
bool hasBonusOfType(HeroBonus::BonusType type, int subtype = -1) const; //determines if hero has a bonus of given type (and optionally subtype)
const std::string &getBiography() const; const std::string &getBiography() const;
bool needsLastStack()const; bool needsLastStack()const;
unsigned int getTileCost(const TerrainTile &dest, const TerrainTile &from) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling unsigned int getTileCost(const TerrainTile &dest, const TerrainTile &from) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling
@ -264,6 +265,7 @@ public:
double getHeroStrength() const; double getHeroStrength() const;
int getTotalStrength() const; int getTotalStrength() const;
ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be casted by this hero ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be casted by this hero
bool canCastThisSpell(const CSpell * spell) const; //determines if this hero can cast given spell; takes into account existing spell in spellbook, existing spellbook and artifact bonuses
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////

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@ -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 next->state -= WAITING; //if stack was waiting it'll now make move, so it won't be "waiting" anymore
//check for bad morale => freeze //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 ) if( rand()%24 < (-next->Morale())*2 )
{ {
@ -386,6 +388,7 @@ askInterfaceForMove:
&& !vstd::contains(next->state,WAITING) && !vstd::contains(next->state,WAITING)
&& next->alive() && next->alive()
&& next->Morale() > 0 && 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 if(rand()%24 < next->Morale()) //this stack hasn't got morale this turn
goto askInterfaceForMove; //move this stack once more goto askInterfaceForMove; //move this stack once more
@ -2313,6 +2316,23 @@ ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const C
ret *= 1.15f; ret *= 1.15f;
break; 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) //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 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 case 1: //hero casts spell
{ {
CGHeroInstance *h = (ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1); 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) if(!h)
{ {
tlog2 << "Wrong caster!\n"; tlog2 << "Wrong caster!\n";
@ -2360,10 +2381,13 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
CSpell *s = &VLC->spellh->spells[ba.additionalInfo]; CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
ui8 skill = h->getSpellSchoolLevel(s); //skill level 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 || (h->mana < s->costs[skill]) //not enough mana
|| (ba.additionalInfo < 10) //it's adventure spell (not combat) || (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"; tlog2 << "Spell cannot be casted!\n";