mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
* new spell: cure
* minor changes
This commit is contained in:
parent
e4580faba8
commit
1872c2d575
@ -300,7 +300,7 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
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std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CStack *attacker)
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std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(const CStack *defender, const CStack *attacker)
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{
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int x = m_battleHelper.DecodeXPosition(defender->position);
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int y = m_battleHelper.DecodeYPosition(defender->position);
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@ -408,7 +408,7 @@ std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CS
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}
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int new_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
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CStack *st = m_cb->battleGetStackByPos(new_pos);
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const CStack *st = m_cb->battleGetStackByPos(new_pos);
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if (st == NULL || st->amount < 1)
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{
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@ -479,7 +479,7 @@ BattleAction CBattleLogic::MakeWait(int stackID)
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BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
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{
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CStack *attackerStack = m_cb->battleGetStackByID(attackerID),
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const CStack *attackerStack = m_cb->battleGetStackByID(attackerID),
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*destinationStack = m_cb->battleGetStackByID(destinationID);
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assert(attackerStack && destinationStack);
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@ -744,7 +744,7 @@ void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug pu
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message += "stack - " + boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.additionalInfo));
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message += ", " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.additionalInfo));
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message += ", creature - ";
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CStack *c = m_cb->battleGetStackByPos(action.additionalInfo);
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const CStack *c = m_cb->battleGetStackByPos(action.additionalInfo);
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if (c && c->creature)
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{
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message += c->creature->nameRef;
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@ -105,7 +105,7 @@ private:
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/**
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* Helper function. It's used for performing an attack action.
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*/
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std::vector<int> GetAvailableHexesForAttacker(CStack *defender, CStack *attacker = NULL);
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std::vector<int> GetAvailableHexesForAttacker(const CStack *defender, const CStack *attacker = NULL);
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/**
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* Just make defend action.
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*/
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@ -442,7 +442,7 @@ int CCallback::battleGetStack(int pos)
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return gs->battleGetStack(pos);
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}
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CStack* CCallback::battleGetStackByID(int ID)
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const CStack* CCallback::battleGetStackByID(int ID)
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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if(!gs->curB) return NULL;
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@ -456,7 +456,7 @@ int CCallback::battleMakeAction(BattleAction* action)
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return 0;
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}
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CStack* CCallback::battleGetStackByPos(int pos)
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const CStack* CCallback::battleGetStackByPos(int pos)
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return battleGetStackByID(battleGetStack(pos));
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@ -553,7 +553,7 @@ bool CCallback::battleIsStackMine(int ID)
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bool CCallback::battleCanShoot(int ID, int dest)
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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CStack *our = battleGetStackByID(ID), *dst = battleGetStackByPos(dest);
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const CStack *our = battleGetStackByID(ID), *dst = battleGetStackByPos(dest);
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if(!our || !dst || !gs->curB) return false;
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//for(size_t g=0; g<our->effects.size(); ++g)
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@ -166,8 +166,8 @@ public:
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virtual int battleGetObstaclesAtTile(int tile)=0; //returns bitfield
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virtual std::vector<CObstacleInstance> battleGetAllObstacles()=0; //returns all obstacles on the battlefield
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virtual int battleGetStack(int pos)=0; //returns ID of stack on the tile
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virtual CStack * battleGetStackByID(int ID)=0; //returns stack info by given ID
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virtual CStack * battleGetStackByPos(int pos)=0; //returns stack info by given pos
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virtual const CStack * battleGetStackByID(int ID)=0; //returns stack info by given ID
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virtual const CStack * battleGetStackByPos(int pos)=0; //returns stack info by given pos
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virtual int battleGetPos(int stack)=0; //returns position (tile ID) of stack
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virtual int battleMakeAction(BattleAction* action)=0;//for casting spells by hero - DO NOT use it for moving active stack
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virtual std::map<int, CStack> battleGetStacks()=0; //returns stacks on battlefield
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@ -267,8 +267,8 @@ public:
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int battleGetObstaclesAtTile(int tile); //returns bitfield
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std::vector<CObstacleInstance> battleGetAllObstacles(); //returns all obstacles on the battlefield
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int battleGetStack(int pos); //returns ID of stack on the tile
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CStack * battleGetStackByID(int ID); //returns stack info by given ID
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CStack * battleGetStackByPos(int pos); //returns stack info by given pos
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const CStack * battleGetStackByID(int ID); //returns stack info by given ID
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const CStack * battleGetStackByPos(int pos); //returns stack info by given pos
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int battleGetPos(int stack); //returns position (tile ID) of stack
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int battleMakeAction(BattleAction* action);//for casting spells by hero - DO NOT use it for moving active stack
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std::map<int, CStack> battleGetStacks(); //returns stacks on battlefield
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@ -709,8 +709,8 @@ void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
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{
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if(std::find(shadedHexes.begin(),shadedHexes.end(),myNumber) == shadedHexes.end())
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{
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CStack *shere = LOCPLINT->cb->battleGetStackByPos(myNumber);
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CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack);
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const CStack *shere = LOCPLINT->cb->battleGetStackByPos(myNumber);
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const CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack);
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if(shere)
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{
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if(shere->owner == LOCPLINT->playerID) //our stack
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@ -762,7 +762,7 @@ void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
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}
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else //available tile
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{
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CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack);
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const CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack);
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if(LOCPLINT->cb->battleGetStackByID(activeStack)->creature->isFlying())
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{
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CGI->curh->changeGraphic(1,2);
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@ -805,7 +805,7 @@ void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
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}
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else
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{
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CStack * stackUnder = LOCPLINT->cb->battleGetStackByPos(myNumber);
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const CStack * stackUnder = LOCPLINT->cb->battleGetStackByPos(myNumber);
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bool whichCase; //for cases 1, 2 and 3
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switch(spellSelMode)
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{
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@ -1031,7 +1031,7 @@ void CBattleInterface::stackMoved(int number, int destHex, bool endMoving, int d
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int steps = creAnims[number]->framesInGroup(0)*getAnimSpeedMultiplier()-1;
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int hexWbase = 44, hexHbase = 42;
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bool twoTiles = LOCPLINT->cb->battleGetCreature(number).isDoubleWide();
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CStack * movedStack = LOCPLINT->cb->battleGetStackByID(number);
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const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(number);
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std::pair<int, int> begPosition = CBattleHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack->creature);
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std::pair<int, int> endPosition = CBattleHex::getXYUnitAnim(destHex, movedStack->attackerOwned, movedStack->creature);
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@ -1451,7 +1451,7 @@ bool CBattleInterface::isTileAttackable(const int & number) const
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void CBattleInterface::handleEndOfMove(int stackNumber, int destinationTile)
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{
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CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackNumber);
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const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackNumber);
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if(creAnims[stackNumber]->framesInGroup(21)!=0) // some units don't have this animation (ie. halberdier)
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{
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if (movedStack->creature->sounds.endMoving)
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@ -1514,7 +1514,7 @@ void CBattleInterface::hexLclicked(int whichOne)
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}
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else
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{
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CStack* dest = LOCPLINT->cb->battleGetStackByPos(whichOne); //creature at destination tile; -1 if there is no one
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const CStack* dest = LOCPLINT->cb->battleGetStackByPos(whichOne); //creature at destination tile; -1 if there is no one
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if(!dest || !dest->alive()) //no creature at that tile
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{
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if(std::find(shadedHexes.begin(),shadedHexes.end(),whichOne)!=shadedHexes.end())// and it's in our range
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@ -1811,8 +1811,14 @@ void CBattleInterface::spellCast(SpellCast * sc)
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case 17: //lightning bolt
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displayEffect(1, sc->tile);
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displayEffect(spell.mainEffectAnim, sc->tile);
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break;
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case 35: //dispel
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displayEffect(spell.mainEffectAnim, sc->tile);
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case 37: //cure
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for(std::set<ui32>::const_iterator it = sc->affectedCres.begin(); it != sc->affectedCres.end(); ++it)
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{
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displayEffect(spell.mainEffectAnim, LOCPLINT->cb->battleGetStackByID(*it)->position);
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}
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break;
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} //switch(sc->id)
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//support for resistance
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@ -1861,7 +1867,8 @@ void CBattleInterface::castThisSpell(int spellID)
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break;
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}
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}
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if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
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if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_1") != std::string::npos ||
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CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
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{
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if(castingHero && castingHero->getSpellSecLevel(spellID) < 3)
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{
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@ -2030,7 +2037,7 @@ void CBattleInterface::attackingShowHelper()
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{
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attackingInfo->reversing = true;
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CStack* aStackp = LOCPLINT->cb->battleGetStackByID(attackingInfo->ID); //attacking stack
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const CStack* aStackp = LOCPLINT->cb->battleGetStackByID(attackingInfo->ID); //attacking stack
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if(aStackp == NULL)
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return;
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CStack aStack = *aStackp;
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@ -1180,7 +1180,7 @@ void CPlayerInterface::actionStarted(const BattleAction* action)
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battleInt->deactivate();
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CStack *stack = cb->battleGetStackByID(action->stackNumber);
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const CStack *stack = cb->battleGetStackByID(action->stackNumber);
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char txt[400];
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if(action->actionType == 1)
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@ -1252,7 +1252,7 @@ BattleAction CPlayerInterface::activeStack(int stackID) //called when it's turn
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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CStack *stack = cb->battleGetStackByID(stackID);
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const CStack *stack = cb->battleGetStackByID(stackID);
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if(vstd::contains(stack->state,MOVED)) //this stack has moved and makes second action -> high morale
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{
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std::string hlp = CGI->generaltexth->allTexts[33];
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@ -1331,7 +1331,7 @@ void CPlayerInterface::battleAttack(BattleAttack *ba)
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assert(curAction);
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if(ba->lucky()) //lucky hit
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{
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CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
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const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
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std::string hlp = CGI->generaltexth->allTexts[45];
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boost::algorithm::replace_first(hlp,"%s",(stack->amount != 1) ? stack->creature->namePl.c_str() : stack->creature->nameSing.c_str());
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battleInt->console->addText(hlp);
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@ -1346,7 +1346,7 @@ void CPlayerInterface::battleAttack(BattleAttack *ba)
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}
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else
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{
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CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
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const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
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int shift = 0;
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if(ba->counter() && BattleInfo::mutualPosition(curAction->destinationTile, attacker->position) < 0)
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{
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@ -37,7 +37,7 @@
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34 1 -1 0 0 0 X
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35 0 41 0 0 0 X
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36 1 -1 0 0 0 0
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37 1 -1 0 0 0 0
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37 1 39 0 0 0 0
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38 1 -1 0 0 0 0
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39 1 -1 0 0 0 0
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40 1 -1 0 0 0 0
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@ -2098,7 +2098,8 @@ std::set<CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, const CGHer
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}
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}
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}
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else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
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else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_1") != std::string::npos
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|| VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
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{
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if(caster->getSpellSchoolLevel(s) < 3) /*not expert */
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{
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@ -904,9 +904,10 @@ struct SpellCast : public CPackForClient//3009
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ui8 skill;
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ui16 tile; //destination tile (may not be set in some global/mass spells
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std::vector<ui32> resisted; //ids of creatures that resisted this spell
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std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & side & id & skill & tile & resisted;
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h & side & id & skill & tile & resisted & affectedCres;
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}
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};
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@ -950,6 +951,31 @@ struct BattleResultsApplied : public CPackForClient //3012
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}
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};
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struct StacksHealedOrResurrected : public CPackForClient //3013
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{
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StacksHealedOrResurrected(){type = 3013;}
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DLL_EXPORT void applyGs(CGameState *gs);
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struct HealInfo
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{
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ui32 stackID;
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ui32 healForFirstStack;
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ui32 resurrectedCres;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & stackID & healForFirstStack & resurrectedCres;
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}
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};
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std::vector<HealInfo> healedStacks;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & healedStacks;
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}
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};
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struct ShowInInfobox : public CPackForClient //107
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{
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ShowInInfobox(){type = 107;};
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@ -696,18 +696,21 @@ DLL_EXPORT void SpellCast::applyGs( CGameState *gs )
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if(gs->curB && id == 35) //dispel
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{
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CStack *s = gs->curB->getStackT(tile);
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if(s && !vstd::contains(resisted, s->ID)) //if stack exists and it didn't resist
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for(std::set<ui32>::const_iterator it = affectedCres.begin(); it != affectedCres.end(); ++it)
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{
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s->effects.clear(); //removing all effects
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//removing all features from spells
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std::vector<StackFeature> tmpFeatures = s->features;
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s->features.clear();
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for(int i=0; i < tmpFeatures.size(); i++)
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CStack *s = gs->curB->getStack(*it);
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if(s && !vstd::contains(resisted, s->ID)) //if stack exists and it didn't resist
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{
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if(tmpFeatures[i].source != StackFeature::SPELL_EFFECT)
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s->effects.clear(); //removing all effects
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//removing all features from spells
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std::vector<StackFeature> tmpFeatures = s->features;
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s->features.clear();
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for(int i=0; i < tmpFeatures.size(); i++)
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{
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s->features.push_back(tmpFeatures[i]);
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if(tmpFeatures[i].source != StackFeature::SPELL_EFFECT)
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{
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s->features.push_back(tmpFeatures[i]);
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}
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}
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}
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}
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@ -797,6 +800,12 @@ static std::vector<StackFeature> stackEffectToFeature(const CStack::StackEffect
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break;
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}
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//setting positiveness
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for(int g=0; g<sf.size(); ++g)
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{
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sf[g].positiveness = VLC->spellh->spells[sse.id].positiveness;
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}
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return sf;
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}
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@ -867,6 +876,37 @@ DLL_EXPORT void StacksInjured::applyGs( CGameState *gs )
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stackAttacked.applyGs(gs);
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}
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DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs )
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{
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for(int g=0; g<healedStacks.size(); ++g)
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{
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CStack * changedStack = gs->curB->stacks[healedStacks[g].stackID];
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changedStack->firstHPleft += healedStacks[g].healForFirstStack;
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changedStack->amount += healedStacks[g].resurrectedCres;
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//removal of negative effects
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{
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for(int h=0; h<changedStack->effects.size(); ++h)
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{
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if(VLC->spellh->spells[changedStack->effects[h].id].positiveness < 0)
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{
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changedStack->effects.erase(changedStack->effects.begin() + h);
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}
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}
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//removing all features from negative spells
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std::vector<StackFeature> tmpFeatures = changedStack->features;
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changedStack->features.clear();
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for(int i=0; i < tmpFeatures.size(); i++)
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{
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if(tmpFeatures[i].source != StackFeature::SPELL_EFFECT || tmpFeatures[i].positiveness >= 0)
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{
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changedStack->features.push_back(tmpFeatures[i]);
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}
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}
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}
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}
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}
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DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
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{
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gs->currentPlayer = player;
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@ -97,6 +97,7 @@ void registerTypes2(Serializer &s)
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s.template registerType<SetStackEffect>();
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s.template registerType<StacksInjured>();
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s.template registerType<BattleResultsApplied>();
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s.template registerType<StacksHealedOrResurrected>();
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s.template registerType<ShowInInfobox>();
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s.template registerType<OpenWindow>();
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s.template registerType<NewObject>();
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@ -109,6 +109,7 @@ struct StackFeature
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ui8 type;//ECombatFeatures
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ui8 duration;//EDuration
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ui8 source;//ESource
|
||||
si8 positiveness; //+1 - positive, 0 - neutral, -1 - negative; used mostly for spell features
|
||||
ui16 turnsRemain; //if duration is N_TURNS it describes how long the effect will last
|
||||
si16 subtype; //subtype of bonus/feature
|
||||
si32 value;
|
||||
@ -123,7 +124,7 @@ struct StackFeature
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & type & duration & source & turnsRemain & subtype & value & additionalInfo;
|
||||
h & type & duration & source & positiveness & turnsRemain & subtype & value & additionalInfo;
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -2722,6 +2722,10 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
|
||||
|
||||
//calculating affected creatures for all spells
|
||||
std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(s, h, ba.destinationTile);
|
||||
for(std::set<CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
|
||||
{
|
||||
sc.affectedCres.insert((*it)->ID);
|
||||
}
|
||||
|
||||
//checking if creatures resist
|
||||
sc.resisted = calculateResistedStacks(s, h, secondHero, attackedCres);
|
||||
@ -2752,7 +2756,7 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
|
||||
BattleStackAttacked bsa;
|
||||
bsa.flags |= 2;
|
||||
bsa.effect = VLC->spellh->spells[ba.additionalInfo].mainEffectAnim;
|
||||
bsa.damageAmount = calculateSpellDmg(&VLC->spellh->spells[ba.additionalInfo], h, *it);
|
||||
bsa.damageAmount = calculateSpellDmg(s, h, *it);
|
||||
bsa.stackAttacked = (*it)->ID;
|
||||
prepareAttacked(bsa,*it);
|
||||
si.stacks.insert(bsa);
|
||||
@ -2814,6 +2818,24 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
|
||||
sendAndApply(&sse);
|
||||
break;
|
||||
}
|
||||
case 37: //cure
|
||||
{
|
||||
StacksHealedOrResurrected shr;
|
||||
for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
|
||||
{
|
||||
if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
|
||||
continue;
|
||||
StacksHealedOrResurrected::HealInfo hi;
|
||||
hi.stackID = (*it)->ID;
|
||||
int healedHP = h->getPrimSkillLevel(2) * 5 + s->powers[h->getSpellSchoolLevel(s)];
|
||||
hi.healForFirstStack = std::min<ui32>(healedHP, (*it)->MaxHealth() - (*it)->firstHPleft);
|
||||
hi.resurrectedCres = 0;
|
||||
shr.healedStacks.push_back(hi);
|
||||
}
|
||||
if(!shr.healedStacks.empty())
|
||||
sendAndApply(&shr);
|
||||
break;
|
||||
}
|
||||
}
|
||||
sendAndApply(&EndAction());
|
||||
return true;
|
||||
|
Loading…
Reference in New Issue
Block a user