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Partial support for Death Cloud & Magog's Fire Ball.

Lots of refactoring is needed to handle this and multiple-target attacks.
This commit is contained in:
DjWarmonger 2011-07-02 16:49:22 +00:00
parent 11fade5e67
commit 51943e5f1e
5 changed files with 101 additions and 38 deletions

@ -6,8 +6,8 @@
#include "CHeroWindow.h"
#include "CMessage.h"
#include "CKingdomInterface.h"
#include <SDL.h>
#include <SDL_Extensions.h>
#include "SDL.h"
#include "SDL_Extensions.h"
#include "CBitmapHandler.h"
#include "Graphics.h"
#include "CSpellWindow.h"

@ -710,7 +710,17 @@ std::set<CStack*> BattleInfo::getAttackedCreatures( const CSpell * s, int skillL
{
CStack * st = getStackT(*it, onlyAlive);
if(st)
attackedCres.insert(st);
{
if (s->id == 76) //Death Cloud //TODO: fireball and fire immunity
{
if (st->isLiving() || st->position == destinationTile) //directly hit or alive
{
attackedCres.insert(st);
}
}
else
attackedCres.insert(st);
}
}
}
else if(s->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)

@ -101,7 +101,7 @@ namespace PrimarySkill
BONUS_NAME(BLOCKS_RETALIATION) /*eg. naga*/ \
BONUS_NAME(SPELL_IMMUNITY) /*subid - spell id*/ \
BONUS_NAME(MANA_CHANNELING) /*value in %, eg. familiar*/ \
BONUS_NAME(SPELL_LIKE_ATTACK) /*value - spell id; range is taken from spell, but damage from creature; eg. magog*/ \
BONUS_NAME(SPELL_LIKE_ATTACK) /*subtype - spell, value - spell level; range is taken from spell, but damage from creature; eg. magog*/ \
BONUS_NAME(THREE_HEADED_ATTACK) /*eg. cerberus*/ \
BONUS_NAME(DAEMON_SUMMONING) /*pit lord*/ \
BONUS_NAME(FIRE_IMMUNITY) /*subtype 0 - all, 1 - all except positive, 2 - only damage spells*/ \

@ -1262,7 +1262,7 @@ struct BattleStackAttacked : public CPackForClient//3005
ui32 stackAttacked, attackerID;
ui32 newAmount, newHP, killedAmount, damageAmount;
enum EFlags {KILLED = 1, EFFECT = 2};
enum EFlags {KILLED = 1, EFFECT = 2, SECONDARY = 4};
ui8 flags; //uses EFlags (above)
ui32 effect; //set only if flag EFFECT is set
std::vector<StacksHealedOrResurrected> healedStacks; //used when life drain
@ -1276,6 +1276,10 @@ struct BattleStackAttacked : public CPackForClient//3005
{
return flags & EFFECT;
}
bool isSecondary() const//if stack was not a primary target (receives no spell effects)
{
return flags & SECONDARY;
}
bool lifeDrain() const //if this attack involves life drain effect
{
return healedStacks.size() > 0;

@ -539,48 +539,97 @@ void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CSt
}
bsa->damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.ballistaDoubleDmg());//counting dealt damage
int dmg = bsa->damageAmount;
def->prepareAttacked(*bsa);
//life drain handling
if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
//TODO: multiple attack targets
const Bonus * bonus = att->getBonus(Selector::type(Bonus::SPELL_LIKE_ATTACK));
if (bonus)
{
StacksHealedOrResurrected shi;
shi.lifeDrain = (ui8)true;
shi.tentHealing = (ui8)false;
shi.drainedFrom = def->ID;
BattleStackAttacked bss = *bsa; // copy some parameters, such as attacker
std::set<CStack*> attackedCreatures = gs->curB->getAttackedCreatures(VLC->spellh->spells[bonus->subtype], bonus->val, att->owner, def->position);
StacksHealedOrResurrected::HealInfo hi;
hi.stackID = att->ID;
hi.healedHP = std::min<int>(dmg, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
hi.lowLevelResurrection = false;
shi.healedStacks.push_back(hi);
if (hi.healedHP > 0)
BOOST_FOREACH(CStack * stack, attackedCreatures)
{
bsa->healedStacks.push_back(shi);
if (stack != def) //do not hit same stack twice
{
bss.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
bss.stackAttacked = stack->ID;
bss.damageAmount = gs->curB->calculateDmg(att, stack, gs->curB->battleGetOwner(att),
gs->curB->battleGetOwner(stack), bat.shot(), distance, bat.lucky(), bat.ballistaDoubleDmg());
bat.bsa.push_back(bss); //add this stack to the list of victims
stack->prepareAttacked(bss);
//life drain handling
if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && stack->isLiving())
{
StacksHealedOrResurrected shi;
shi.lifeDrain = (ui8)true;
shi.tentHealing = (ui8)false;
shi.drainedFrom = stack->ID;
StacksHealedOrResurrected::HealInfo hi;
hi.stackID = stack->ID;
hi.healedHP = std::min<int>(dmg, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
hi.lowLevelResurrection = false;
shi.healedStacks.push_back(hi);
if (hi.healedHP > 0)
{
bsa->healedStacks.push_back(shi);
}
}
//fire shield handling
if (!bat.shot() && stack->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa->killed() )
{
bss.stackAttacked = att->ID; //invert
bss.attackerID = stack->ID;
bss.flags = BattleStackAttacked::EFFECT; //not seondary - fire shield damages only one creature
bss.effect = 11;
bsa->damageAmount = (dmg * stack->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
att->prepareAttacked(*bsa);
}
}
}
}
else
{
}
else // only one target
{ // TODO: move duplicated code to separate function
//life drain handling
if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
{
StacksHealedOrResurrected shi;
shi.lifeDrain = (ui8)true;
shi.tentHealing = (ui8)false;
shi.drainedFrom = def->ID;
//fire shield handling
if ( !bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !bsa->killed() )
{
bat.bsa.push_back(BattleStackAttacked());
BattleStackAttacked *bsa = &bat.bsa.back();
bsa->stackAttacked = att->ID;
bsa->attackerID = def->ID;
bsa->flags |= BattleStackAttacked::EFFECT;
bsa->effect = 11;
StacksHealedOrResurrected::HealInfo hi;
hi.stackID = att->ID;
hi.healedHP = std::min<int>(dmg, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
hi.lowLevelResurrection = false;
shi.healedStacks.push_back(hi);
bsa->damageAmount = (dmg * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
att->prepareAttacked(*bsa);
if (hi.healedHP > 0)
{
bsa->healedStacks.push_back(shi);
}
}
//fire shield handling
if ( !bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa->killed() )
{
bat.bsa.push_back(BattleStackAttacked());
BattleStackAttacked *bsa = &bat.bsa.back();
bsa->stackAttacked = att->ID;
bsa->attackerID = def->ID;
bsa->flags |= BattleStackAttacked::EFFECT;
bsa->effect = 11;
bsa->damageAmount = (dmg * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
att->prepareAttacked(*bsa);
}
}
}
void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
{
@ -4273,9 +4322,9 @@ void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
BOOST_FOREACH(ui32 spellID, spellsToCast)
{
const CStack * oneOfAttacked = NULL;
for(int g=0; g<bat.bsa.size(); ++g)
for (int g=0; g<bat.bsa.size(); ++g)
{
if (bat.bsa[g].newAmount > 0)
if (bat.bsa[g].newAmount > 0 && !bat.bsa[g].isSecondary()) //apply effects only to first target stack if it's alive
{
oneOfAttacked = gs->curB->getStack(bat.bsa[g].stackAttacked);
break;