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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-15 00:05:02 +02:00

* added mirth, sorrow, fortune and misfortune spells

* actual stack's morale/luck is displayed in creature info window
* initialization of morale/luck for siege machines
* removed redundant copies of spell casting code in CGameHandler.cpp
* corrected duration of frenzy spell which was incorrect in certain cases
This commit is contained in:
mateuszb
2009-02-06 11:50:48 +00:00
parent 05b3e3215c
commit 7b2585e422
3 changed files with 114 additions and 316 deletions

View File

@ -1318,6 +1318,33 @@ upgend:
//TODO: check resistances
#define SPELL_CAST_TEMPLATE_1(NUMBER, DURATION) SetStackEffect sse; \
if(getSchoolLevel(h,s) < 3) /*not expert */ \
{ \
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; \
sse.effect.id = (NUMBER); \
sse.effect.level = getSchoolLevel(h,s); \
sse.effect.turnsRemain = (DURATION); /*! - any duration */ \
sendAndApply(&sse); \
} \
else \
{ \
for(int it=0; it<gs->curB->stacks.size(); ++it) \
{ \
/*if it's non negative spell and our unit or non positive spell and hostile unit */ \
if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) \
||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) \
) \
{ \
sse.stack = gs->curB->stacks[it]->ID; \
sse.effect.id = (NUMBER); \
sse.effect.level = getSchoolLevel(h,s); \
sse.effect.turnsRemain = (DURATION); \
sendAndApply(&sse); \
} \
} \
}
SpellCasted sc;
sc.side = ba.side;
sc.id = ba.additionalInfo;
@ -1380,362 +1407,82 @@ upgend:
}
case 27: //shield
{
SetStackEffect sse;
if(getSchoolLevel(h,s) < 3) //not expert
{
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 27;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
else
{
for(int it=0; it<gs->curB->stacks.size(); ++it)
{
//if it's non negative spell and our unit or non positive spell and hostile unit
if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
)
{
sse.stack = gs->curB->stacks[it]->ID;
sse.effect.id = 27;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
}
}
SPELL_CAST_TEMPLATE_1(27, h->getPrimSkillLevel(2))
break;
}
case 28: //air shield
{
SetStackEffect sse;
if(getSchoolLevel(h,s) < 3) //not expert
{
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 28;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
else
{
for(int it=0; it<gs->curB->stacks.size(); ++it)
{
//if it's non negative spell and our unit or non positive spell and hostile unit
if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
)
{
sse.stack = gs->curB->stacks[it]->ID;
sse.effect.id = 28;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
}
}
SPELL_CAST_TEMPLATE_1(28, h->getPrimSkillLevel(2))
break;
}
case 41: //bless
{
SetStackEffect sse;
if(getSchoolLevel(h,s) < 3) //not expert
{
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 41;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
else
{
for(int it=0; it<gs->curB->stacks.size(); ++it)
{
//if it's non negative spell and our unit or non positive spell and hostile unit
if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
)
{
sse.stack = gs->curB->stacks[it]->ID;
sse.effect.id = 41;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
}
}
SPELL_CAST_TEMPLATE_1(41, h->getPrimSkillLevel(2))
break;
}
case 42: //curse
{
SetStackEffect sse;
if(getSchoolLevel(h,s) < 3) //not expert
{
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 42;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
else
{
for(int it=0; it<gs->curB->stacks.size(); ++it)
{
//if it's non negative spell and our unit or non positive spell and hostile unit
if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
)
{
sse.stack = gs->curB->stacks[it]->ID;
sse.effect.id = 42;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
}
}
SPELL_CAST_TEMPLATE_1(42, h->getPrimSkillLevel(2))
break;
}
case 43: //bloodlust
{
SetStackEffect sse;
if(getSchoolLevel(h,s) < 3) //not expert
{
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 43;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
else
{
for(int it=0; it<gs->curB->stacks.size(); ++it)
{
//if it's non negative spell and our unit or non positive spell and hostile unit
if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
)
{
sse.stack = gs->curB->stacks[it]->ID;
sse.effect.id = 43;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
}
}
SPELL_CAST_TEMPLATE_1(43, h->getPrimSkillLevel(2))
break;
}
case 45: //weakness
{
SetStackEffect sse;
if(getSchoolLevel(h,s) < 3) //not expert
{
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 45;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
else
{
for(int it=0; it<gs->curB->stacks.size(); ++it)
{
//if it's non negative spell and our unit or non positive spell and hostile unit
if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
)
{
sse.stack = gs->curB->stacks[it]->ID;
sse.effect.id = 45;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
}
}
SPELL_CAST_TEMPLATE_1(45, h->getPrimSkillLevel(2))
break;
}
case 46: //stone skin
{
SetStackEffect sse;
if(getSchoolLevel(h,s) < 3) //not expert
{
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 46;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
else
{
for(int it=0; it<gs->curB->stacks.size(); ++it)
{
//if it's non negative spell and our unit or non positive spell and hostile unit
if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
)
{
sse.stack = gs->curB->stacks[it]->ID;
sse.effect.id = 46;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
}
}
SPELL_CAST_TEMPLATE_1(46, h->getPrimSkillLevel(2))
break;
}
case 48: //prayer
{
SetStackEffect sse;
if(getSchoolLevel(h,s) < 3) //not expert
{
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 48;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
else
{
for(int it=0; it<gs->curB->stacks.size(); ++it)
{
//if it's non negative spell and our unit or non positive spell and hostile unit
if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
)
{
sse.stack = gs->curB->stacks[it]->ID;
sse.effect.id = 48;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
}
}
SPELL_CAST_TEMPLATE_1(48, h->getPrimSkillLevel(2))
break;
}
case 49: //mirth
{
SPELL_CAST_TEMPLATE_1(49, h->getPrimSkillLevel(2))
break;
}
case 50: //sorrow
{
SPELL_CAST_TEMPLATE_1(50, h->getPrimSkillLevel(2))
break;
}
case 51: //fortune
{
SPELL_CAST_TEMPLATE_1(51, h->getPrimSkillLevel(2))
break;
}
case 52: //misfortune
{
SPELL_CAST_TEMPLATE_1(52, h->getPrimSkillLevel(2))
break;
}
case 53: //haste
{
SetStackEffect sse;
if(getSchoolLevel(h,s) < 3) //not expert
{
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 53;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
else
{
for(int it=0; it<gs->curB->stacks.size(); ++it)
{
//if it's non negative spell and our unit or non positive spell and hostile unit
if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
)
{
sse.stack = gs->curB->stacks[it]->ID;
sse.effect.id = 53;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
}
}
SPELL_CAST_TEMPLATE_1(53, h->getPrimSkillLevel(2))
break;
}
case 54: //slow
{
SetStackEffect sse;
if(getSchoolLevel(h,s) < 3) //not expert
{
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 54;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
else
{
for(int it=0; it<gs->curB->stacks.size(); ++it)
{
//if it's non negative spell and our unit or non positive spell and hostile unit
if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
)
{
sse.stack = gs->curB->stacks[it]->ID;
sse.effect.id = 54;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
}
}
SPELL_CAST_TEMPLATE_1(54, h->getPrimSkillLevel(2))
break;
}
case 56: //frenzy
{
SetStackEffect sse;
if(getSchoolLevel(h,s) < 3) //not expert
{
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 56;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = 1; //! - different duration
sendAndApply(&sse);
}
else
{
for(int it=0; it<gs->curB->stacks.size(); ++it)
{
//if it's non negative spell and our unit or non positive spell and hostile unit
if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
)
{
sse.stack = gs->curB->stacks[it]->ID;
sse.effect.id = 56;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
}
}
SPELL_CAST_TEMPLATE_1(56, 1)
break;
}
case 61: //forgetfulness
{
SetStackEffect sse;
if(getSchoolLevel(h,s) < 3) //not expert
{
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 61;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
else
{
for(int it=0; it<gs->curB->stacks.size(); ++it)
{
//if it's non negative spell and our unit or non positive spell and hostile unit
if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
)
{
sse.stack = gs->curB->stacks[it]->ID;
sse.effect.id = 61;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
}
}
}
SPELL_CAST_TEMPLATE_1(61, h->getPrimSkillLevel(2))
break;
}
}
@ -1773,6 +1520,7 @@ customactionend:
HANDLE_EXCEPTION(end2 = true);
handleConEnd:
tlog1 << "Ended handling connection\n";
#undef SPELL_CAST_TEMPLATE_1
}
void CGameHandler::moveStack(int stack, int dest)
{
@ -2182,16 +1930,22 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army
{
stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero1->tempOwner, stacks.size(), true, 255));
stacks[stacks.size()-1]->position = 52;
stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
}
if(hero1->getArt(14)) //ammo cart
{
stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero1->tempOwner, stacks.size(), true, 255));
stacks[stacks.size()-1]->position = 18;
stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
}
if(hero1->getArt(15)) //first aid tent
{
stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero1->tempOwner, stacks.size(), true, 255));
stacks[stacks.size()-1]->position = 154;
stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);
stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);
}
}
if(hero2)
@ -2200,16 +1954,22 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army
{
stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero2->tempOwner, stacks.size(), false, 255));
stacks[stacks.size()-1]->position = 66;
stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
}
if(hero2->getArt(14)) //ammo cart
{
stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero2->tempOwner, stacks.size(), false, 255));
stacks[stacks.size()-1]->position = 32;
stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
}
if(hero2->getArt(15)) //first aid tent
{
stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero2->tempOwner, stacks.size(), false, 255));
stacks[stacks.size()-1]->position = 168;
stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);
stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);
}
}
//war machiens added