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Hero speciality will now affect Resurrection and other remaining spells.
Minor refactoring of spell mechanics, more to come.
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9d82d30856
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@ -3282,23 +3282,9 @@ std::pair<const CStack *, int> BattleInfo::getNearestStack(const CStack * closes
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return std::make_pair<const CStack * , int>(NULL, -1);
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}
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ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
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ui32 BattleInfo::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
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{
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ui32 ret = 0; //value to return
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//15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
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//24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
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static std::map <int, int> dmgMultipliers = boost::assign::map_list_of(15, 10)(16, 20)(17, 25)(18, 75)(20, 10)(21, 10)(22, 10)(23, 10)(24, 5)(25, 10)(26, 50)(77, 10);
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//check if spell really does damage - if not, return 0
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if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
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return 0;
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ret = usedSpellPower * dmgMultipliers[sp->id];
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ret += sp->powers[spellSchoolLevel];
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ui32 ret = baseDamage;
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//applying sorcery secondary skill
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if(caster)
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{
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@ -3314,6 +3300,26 @@ ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * ca
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else if(sp->earth)
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ret *= (100.0f + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0f;
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}
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if (caster) //Hero specials like Solmyr, Deemer
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ret *= (100.f + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->type->level)) / 100.0f;
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return ret;
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}
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ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
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{
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ui32 ret = 0; //value to return
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//15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
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//24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
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static std::map <int, int> dmgMultipliers = boost::assign::map_list_of(15, 10)(16, 20)(17, 25)(18, 75)(20, 10)(21, 10)(22, 10)(23, 10)(24, 5)(25, 10)(26, 50)(77, 10);
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//check if spell really does damage - if not, return 0
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if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
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return 0;
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ret = usedSpellPower * dmgMultipliers[sp->id];
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ret += sp->powers[spellSchoolLevel];
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//affected creature-specific part
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if(affectedCreature)
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{
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@ -3350,13 +3356,36 @@ ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * ca
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ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
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ret /= 100;
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}
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if (caster) //Hero specials like Solmyr, Deemer
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ret *= (100.f + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->type->level)) / 100.0f;
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}
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calculateSpellBonus(ret, sp, caster, affectedCreature);
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return ret;
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}
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ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const
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{
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int powerPerLevel;
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bool resurrect;
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switch(spell->id)
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{
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case 37: //cure
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{
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powerPerLevel = 5;
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resurrect = false;
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break;
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}
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case 38: //resurrection
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case 39: //animate dead
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{
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powerPerLevel = 50;
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resurrect = true;
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break;
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}
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}
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int healedHealth = caster->getPrimSkillLevel(2) * powerPerLevel + spell->powers[caster->getSpellSchoolLevel(spell)];
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healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
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return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
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}
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bool CGameState::battleCanShoot(int ID, int dest)
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{
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if(!curB)
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@ -239,7 +239,9 @@ struct DLL_EXPORT BattleInfo : public CBonusSystemNode
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int hexToWallPart(int hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
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int lineToWallHex(int line) const; //returns hex with wall in given line
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std::pair<const CStack *, int> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const; //if attackerOwned is indetermnate, returened stack is of any owner; hex is the number of hex we should be looking from; returns (nerarest creature, predecessorHex)
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ui32 calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const;
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ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; //calculates damage inflicted by spell
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ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const;
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si8 hasDistancePenalty(int stackID, int destHex); //determines if given stack has distance penalty shooting given pos
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si8 sameSideOfWall(int pos1, int pos2); //determines if given positions are on the same side of wall
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si8 hasWallPenalty(int stackID, int destHex); //determines if given stack has wall penalty shooting given pos
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@ -4118,34 +4118,6 @@ void CGameHandler::playerMessage( ui8 player, const std::string &message )
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}
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}
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static ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack)
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{
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switch(spell->id)
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{
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case 37: //cure
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{
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int healedHealth = caster->getPrimSkillLevel(2) * 5 + spell->powers[caster->getSpellSchoolLevel(spell)];
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return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft);
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break;
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}
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case 38: //resurrection
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{
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int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
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return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
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break;
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}
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case 39: //animate dead
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{
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int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
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return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
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break;
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}
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}
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//we shouldn't be here
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tlog1 << "calculateHealedHP called for non-healing spell: " << spell->name << std::endl;
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return 0;
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}
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static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures)
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{
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std::vector<ui32> ret;
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@ -4334,7 +4306,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, int destinatio
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}
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sse.effect.id = spellID;
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sse.effect.level = spellLvl;
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sse.effect.turnsRemain = BattleInfo::calculateSpellDuration(spell, caster, usedSpellPower);
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sse.effect.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, usedSpellPower);
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if(!sse.stacks.empty())
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sendAndApply(&sse);
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break;
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@ -4365,7 +4337,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, int destinatio
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continue;
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StacksHealedOrResurrected::HealInfo hi;
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hi.stackID = (*it)->ID;
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hi.healedHP = calculateHealedHP(caster, spell, *it);
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hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it);
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hi.lowLevelResurrection = spellLvl <= 1;
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shr.healedStacks.push_back(hi);
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}
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