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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.
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@ -1839,7 +1839,7 @@ int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, con
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}
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}
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//handling secondary abilities
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//handling secondary abilities and artifacts giving premies to them
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if(attackerHero)
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{
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if(shooting)
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@ -1856,6 +1856,12 @@ int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, con
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dmgBonusMultiplier *= 1.5f;
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break;
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}
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if(attackerHero->getSecSkillLevel(1) > 0) //non-none level
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{
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//apply artifact premy to archery
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dmgBonusMultiplier *= (100.0f + attackerHero->valOfBonuses(HeroBonus::SECONDARY_SKILL_PREMY, 1)) / 100.0f;
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}
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}
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else
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{
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@ -80,14 +80,14 @@ CSpellWindow::CSpellWindow(const SDL_Rect & myRect, const CGHeroInstance * myHer
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selectedTab(4),
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spellSite(0)
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{
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mySpells = myHero->spells;
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//XXX for testing only
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//for(ui32 v=0; v<CGI->spellh->spells.size(); ++v)
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//{
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// if(!CGI->spellh->spells[v].creatureAbility)
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// mySpells.insert(v);
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//}
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//initializing castable spells
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for(ui32 v=0; v<CGI->spellh->spells.size(); ++v)
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{
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if( !CGI->spellh->spells[v].creatureAbility && myHero->canCastThisSpell(&CGI->spellh->spells[v]) )
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mySpells.insert(v);
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}
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//initializing schools' levels
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for(int b=0; b<4; ++b) schoolLvls[b] = 0;
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for(size_t b=0; b<myHero->secSkills.size(); ++b)
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{
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@ -804,6 +804,34 @@ ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell) const
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return skill;
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}
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bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
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{
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if(!getArt(17)) //if hero has no spellbook
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return false;
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if(vstd::contains(spells, spell->id) //hero does not have this spell in spellbook
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|| (spell->air && hasBonusOfType(HeroBonus::AIR_SPELLS)) // this is air spell and hero can cast all air spells
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|| (spell->fire && hasBonusOfType(HeroBonus::FIRE_SPELLS)) // this is fire spell and hero can cast all fire spells
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|| (spell->water && hasBonusOfType(HeroBonus::WATER_SPELLS)) // this is water spell and hero can cast all water spells
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|| (spell->earth && hasBonusOfType(HeroBonus::EARTH_SPELLS)) // this is earth spell and hero can cast all earth spells
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)
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return true;
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for(std::list<HeroBonus>::const_iterator it = bonuses.begin(); it != bonuses.end(); ++it)
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{
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if(it->type == HeroBonus::SPELL && it->subtype == spell->id)
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{
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return true;
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}
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if(it->type == HeroBonus::SPELLS_OF_LEVEL && it->subtype == spell->level)
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{
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return true;
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}
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}
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return false;
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}
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int3 CGHeroInstance::getSightCenter() const
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{
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return getPosition(false);
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@ -819,15 +847,40 @@ si32 CGHeroInstance::manaRegain() const
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return 1 + getSecSkillLevel(8) + valOfBonuses(HeroBonus::MANA_REGENERATION); //1 + Mysticism level
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}
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int CGHeroInstance::valOfBonuses( HeroBonus::BonusType type ) const
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int CGHeroInstance::valOfBonuses( HeroBonus::BonusType type, int subtype /*= -1*/ ) const
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{
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int ret = 0;
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for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
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if(i->type == type)
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ret += i->val;
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if(subtype == -1)
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{
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for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
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if(i->type == type)
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ret += i->val;
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}
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else
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{
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for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
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if(i->type == type && i->subtype == subtype)
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ret += i->val;
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}
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return ret;
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}
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bool CGHeroInstance::hasBonusOfType(HeroBonus::BonusType type, int subtype /*= -1*/) const
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{
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if(subtype == -1)
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{
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for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
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if(i->type == type)
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return true;
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}
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else
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{
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for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
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if(i->type == type && i->subtype == subtype)
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return true;
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}
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}
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int CGTownInstance::getSightRadious() const //returns sight distance
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{
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return 5;
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@ -241,7 +241,8 @@ public:
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//////////////////////////////////////////////////////////////////////////
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const HeroBonus *getBonus(int from, int id) const;
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int valOfBonuses(HeroBonus::BonusType type) const;
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int valOfBonuses(HeroBonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then any
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bool hasBonusOfType(HeroBonus::BonusType type, int subtype = -1) const; //determines if hero has a bonus of given type (and optionally subtype)
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const std::string &getBiography() const;
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bool needsLastStack()const;
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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
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@ -264,6 +265,7 @@ public:
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double getHeroStrength() const;
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int getTotalStrength() const;
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ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be casted by this hero
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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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//////////////////////////////////////////////////////////////////////////
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@ -343,7 +343,9 @@ void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile
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next->state -= WAITING; //if stack was waiting it'll now make move, so it won't be "waiting" anymore
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//check for bad morale => freeze
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if(next->Morale() < 0)
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if(next->Morale() < 0 &&
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!((hero1 && hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2 && hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE))) //checking if heroes have (or don't have) morale blocking bonuses)
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)
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{
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if( rand()%24 < (-next->Morale())*2 )
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{
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@ -386,6 +388,7 @@ askInterfaceForMove:
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&& !vstd::contains(next->state,WAITING)
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&& next->alive()
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&& next->Morale() > 0
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&& !((hero1 && hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2 && hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE)) ) //checking if heroes have (or don't have) morale blocking bonuses
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)
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if(rand()%24 < next->Morale()) //this stack hasn't got morale this turn
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goto askInterfaceForMove; //move this stack once more
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@ -2313,6 +2316,23 @@ ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const C
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ret *= 1.15f;
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break;
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}
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//applying hero bonuses
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if(sp->air && caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) != 0)
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{
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ret *= (100.0f + caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) / 100.0f);
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}
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else if(sp->fire && caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) != 0)
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{
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ret *= (100.0f + caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) / 100.0f);
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}
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else if(sp->water && caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) != 0)
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{
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ret *= (100.0f + caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) / 100.0f);
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}
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else if(sp->earth && caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) != 0)
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{
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ret *= (100.0f + caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) / 100.0f);
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}
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//applying protections - when spell has more then one elements, only one protection should be applied (I think)
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if(sp->air && affectedCreature->getEffect(30)) //air spell & protection from air
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@ -2346,6 +2366,7 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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case 1: //hero casts spell
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{
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CGHeroInstance *h = (ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
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CGHeroInstance *secondHero = (!ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
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if(!h)
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{
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tlog2 << "Wrong caster!\n";
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@ -2360,10 +2381,13 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
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ui8 skill = h->getSpellSchoolLevel(s); //skill level
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if( !(vstd::contains(h->spells,ba.additionalInfo)) //hero doesn't know this spell
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if( !(h->canCastThisSpell(s)) //hero cannot cast this spell at all
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|| (h->mana < s->costs[skill]) //not enough mana
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|| (ba.additionalInfo < 10) //it's adventure spell (not combat)
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|| (gs->curB->castedSpells[ba.side])
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|| (gs->curB->castedSpells[ba.side]) //spell has been casted
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|| (secondHero && secondHero->hasBonusOfType(HeroBonus::SPELL_IMMUNITY, s->id)) //non - casting hero provides immunity for this spell
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|| (h->valOfBonuses(HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL) <= s->level) //caster's 'bonus' prevents him from casting this spell
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|| (secondHero && secondHero->valOfBonuses(HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL) <= s->level) //non - casting hero stops caster from casting this spell
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)
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{
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tlog2 << "Spell cannot be casted!\n";
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