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* added support for non-damaging multi-target spells

* fixed not updating menu in battles
This commit is contained in:
mateuszb
2009-01-15 17:01:08 +00:00
parent c8ba52230b
commit a5c4586d13
2 changed files with 2891 additions and 2622 deletions

File diff suppressed because it is too large Load Diff

View File

@ -1313,121 +1313,361 @@ upgend:
case 27: //shield case 27: //shield
{ {
SetStackEffect sse; SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; if(getSchoolLevel(h,s) < 3) //not expert
sse.effect.id = 27; {
sse.effect.level = getSchoolLevel(h,s); sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.turnsRemain = h->getPrimSkillLevel(2); sse.effect.id = 27;
sendAndApply(&sse); 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);
}
}
}
break; break;
} }
case 28: //air shield case 28: //air shield
{ {
SetStackEffect sse; SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; if(getSchoolLevel(h,s) < 3) //not expert
sse.effect.id = 28; {
sse.effect.level = getSchoolLevel(h,s); sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.turnsRemain = h->getPrimSkillLevel(2); sse.effect.id = 28;
sendAndApply(&sse); 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);
}
}
}
break; break;
} }
case 41: //bless case 41: //bless
{ {
SetStackEffect sse; SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; if(getSchoolLevel(h,s) < 3) //not expert
sse.effect.id = 41; {
sse.effect.level = getSchoolLevel(h,s); sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.turnsRemain = h->getPrimSkillLevel(2); sse.effect.id = 41;
sendAndApply(&sse); 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);
}
}
}
break; break;
} }
case 42: //curse case 42: //curse
{ {
SetStackEffect sse; SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; if(getSchoolLevel(h,s) < 3) //not expert
sse.effect.id = 42; {
sse.effect.level = getSchoolLevel(h,s); sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.turnsRemain = h->getPrimSkillLevel(2); sse.effect.id = 42;
sendAndApply(&sse); 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);
}
}
}
break; break;
} }
case 43: //bloodlust case 43: //bloodlust
{ {
SetStackEffect sse; SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; if(getSchoolLevel(h,s) < 3) //not expert
sse.effect.id = 43; {
sse.effect.level = getSchoolLevel(h,s); sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.turnsRemain = h->getPrimSkillLevel(2); sse.effect.id = 43;
sendAndApply(&sse); 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);
}
}
}
break; break;
} }
case 45: //weakness case 45: //weakness
{ {
SetStackEffect sse; SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; if(getSchoolLevel(h,s) < 3) //not expert
sse.effect.id = 45; {
sse.effect.level = getSchoolLevel(h,s); sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.turnsRemain = h->getPrimSkillLevel(2); sse.effect.id = 45;
sendAndApply(&sse); 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);
}
}
}
break; break;
} }
case 46: //stone skin case 46: //stone skin
{ {
SetStackEffect sse; SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; if(getSchoolLevel(h,s) < 3) //not expert
sse.effect.id = 46; {
sse.effect.level = getSchoolLevel(h,s); sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.turnsRemain = h->getPrimSkillLevel(2); sse.effect.id = 46;
sendAndApply(&sse); 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);
}
}
}
break; break;
} }
case 48: //prayer case 48: //prayer
{ {
SetStackEffect sse; SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; if(getSchoolLevel(h,s) < 3) //not expert
sse.effect.id = 48; {
sse.effect.level = getSchoolLevel(h,s); sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.turnsRemain = h->getPrimSkillLevel(2); sse.effect.id = 48;
sendAndApply(&sse); 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);
}
}
}
break; break;
} }
case 53: //haste case 53: //haste
{ {
SetStackEffect sse; SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; if(getSchoolLevel(h,s) < 3) //not expert
sse.effect.id = 53; {
sse.effect.level = getSchoolLevel(h,s); sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.turnsRemain = h->getPrimSkillLevel(2); sse.effect.id = 53;
sendAndApply(&sse); 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);
}
}
}
break; break;
} }
case 54: //slow case 54: //slow
{ {
SetStackEffect sse; SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; if(getSchoolLevel(h,s) < 3) //not expert
sse.effect.id = 54; {
sse.effect.level = getSchoolLevel(h,s); sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.turnsRemain = h->getPrimSkillLevel(2); sse.effect.id = 54;
sendAndApply(&sse); 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);
}
}
}
break; break;
} }
case 56: //frenzy case 56: //frenzy
{ {
SetStackEffect sse; SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; if(getSchoolLevel(h,s) < 3) //not expert
sse.effect.id = 56; {
sse.effect.level = getSchoolLevel(h,s); sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.turnsRemain = 1; //! - different duration sse.effect.id = 56;
sendAndApply(&sse); 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);
}
}
}
break; break;
} }
case 61: //forgetfulness case 61: //forgetfulness
{ {
SetStackEffect sse; SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; if(getSchoolLevel(h,s) < 3) //not expert
sse.effect.id = 61; {
sse.effect.level = getSchoolLevel(h,s); sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.turnsRemain = h->getPrimSkillLevel(2); sse.effect.id = 61;
sendAndApply(&sse); 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);
}
}
}
break; break;
} }
} }