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* support for spell resistance, including secondary skill (resistance) and new artifacts (Garniture of Interference, Surcoat of Counterpoise, Boots of Polarity) and unit's resistance (such as dwarfs' resistance)
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@ -1870,6 +1870,13 @@ void CBattleInterface::spellCast(SpellCast * sc)
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case 35: //dispel
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displayEffect(spell.mainEffectAnim, sc->tile);
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} //switch(sc->id)
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//support for resistance
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for(int j=0; j<sc->resisted.size(); ++j)
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{
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int tile = LOCPLINT->cb->battleGetStackByID(sc->resisted[j])->position;
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displayEffect(78, tile);
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}
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}
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void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
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@ -519,6 +519,9 @@ CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
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ui32 CStack::Speed() const
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{
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if(hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //war machnes cannot move
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return 0;
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int speed = creature->speed;
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speed += valOfFeatures(StackFeature::SPEED_BONUS);
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@ -886,9 +886,10 @@ struct SpellCast : public CPackForClient//3009
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ui32 id;
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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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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & side & id & skill & tile;
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h & side & id & skill & tile & resisted;
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}
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};
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@ -692,10 +692,11 @@ DLL_EXPORT void SpellCast::applyGs( CGameState *gs )
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{
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gs->curB->castSpells[side]++;
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}
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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)
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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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s->effects.clear(); //removing all effects
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//removing all features from spells
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@ -2604,6 +2604,41 @@ static ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster,
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return ret;
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}
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static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const std::set<CStack*> affectedCreatures)
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{
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std::vector<ui32> ret;
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for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
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{
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//non-negative spells on friendly stacks should always succeed
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if(sp->positiveness >= 0 && (*it)->owner == caster->tempOwner)
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continue;
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int prob = (*it)->valOfFeatures(StackFeature::MAGIC_RESISTANCE); //probability of resistance in %
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//caster's resistance support (secondary skils and artifacts)
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prob += caster->valOfBonuses(HeroBonus::MAGIC_RESISTANCE);
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switch(caster->getSecSkillLevel(26)) //resistance
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{
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case 1: //basic
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prob += 5;
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break;
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case 2: //advanced
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prob += 10;
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break;
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case 3: //expert
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prob += 20;
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break;
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}
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if(prob > 100) prob = 100;
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if(rand()%100 < prob)
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ret.push_back((*it)->ID);
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}
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return ret;
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}
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bool CGameHandler::makeCustomAction( BattleAction &ba )
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{
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switch(ba.actionType)
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@ -2640,18 +2675,20 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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sendAndApply(&StartAction(ba)); //start spell casting
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//TODO: check resistances
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SpellCast sc;
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sc.side = ba.side;
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sc.id = ba.additionalInfo;
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sc.skill = skill;
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sc.tile = ba.destinationTile;
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sendAndApply(&sc);
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//calculating affected creatures for all spells
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std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(s, h, ba.destinationTile);
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//checking if creatures resist
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sc.resisted = calculateResistedStacks(s, h, attackedCres);
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sendAndApply(&sc);
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//applying effects
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switch(ba.additionalInfo) //spell id
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{
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@ -2670,6 +2707,9 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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StacksInjured si;
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for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
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{
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if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
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continue;
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BattleStackAttacked bsa;
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bsa.flags |= 2;
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bsa.effect = VLC->spellh->spells[ba.additionalInfo].mainEffectAnim;
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@ -2678,7 +2718,8 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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prepareAttacked(bsa,*it);
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si.stacks.insert(bsa);
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}
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sendAndApply(&si);
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if(!si.stacks.empty())
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sendAndApply(&si);
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break;
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}
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case 27: //shield
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@ -2707,12 +2748,15 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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SetStackEffect sse;
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for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
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{
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if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
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continue;
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sse.stacks.insert((*it)->ID);
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}
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sse.effect.id = ba.additionalInfo;
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sse.effect.level = h->getSpellSchoolLevel(s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2) + h->valOfBonuses(HeroBonus::SPELL_DURATION);
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sendAndApply(&sse);
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if(!sse.stacks.empty())
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sendAndApply(&sse);
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break;
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}
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case 56: //frenzy
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@ -2720,12 +2764,15 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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SetStackEffect sse;
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for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
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{
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if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
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continue;
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sse.stacks.insert((*it)->ID);
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}
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sse.effect.id = ba.additionalInfo;
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sse.effect.level = h->getSpellSchoolLevel(s);
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sse.effect.turnsRemain = 1;
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sendAndApply(&sse);
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if(!sse.stacks.empty())
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sendAndApply(&sse);
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break;
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}
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}
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