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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

View File

@ -386,6 +386,8 @@ void CBattleInterface::show(SDL_Surface * to)
}
SDL_SetClipRect(to, &buf); //restoring previous clip_rect
//showing menu background and console
blitAt(menu, pos.x, 556 + pos.y, to);
console->show(to);
@ -401,6 +403,10 @@ void CBattleInterface::show(SDL_Surface * to)
bConsoleUp->show(to);
bConsoleDown->show(to);
SDL_GetClipRect(to, &buf);
SDL_SetClipRect(to, &pos);
//showing hero animations
if(attackingHero)
attackingHero->show(to);
@ -1418,6 +1424,26 @@ void CBattleInterface::battleFinished(const BattleResult& br)
void CBattleInterface::spellCasted(SpellCasted * sc)
{
std::vector< std::string > anims; //for magic arrow and ice bolt
#define DISPLAY2(SP_ID) \
if(sc->skill < 3) \
{ \
displayEffect(SP_ID, sc->tile); \
} \
else \
{ \
std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks(); \
for(std::map<int, CStack>::iterator it = stacks.begin(); it!=stacks.end(); ++it) \
{ \
if((CGI->spellh->spells[sc->id].positiveness >= 0 && it->second.owner == LOCPLINT->playerID) \
||(CGI->spellh->spells[sc->id].positiveness <= 0 && it->second.owner != LOCPLINT->playerID ) \
) \
{ \
displayEffect(SP_ID, it->second.position); \
} \
} \
}
switch(sc->id)
{
case 15: //magic arrow
@ -1492,65 +1518,68 @@ void CBattleInterface::spellCasted(SpellCasted * sc)
}
case 27: //shield
{
displayEffect(27, sc->tile);
DISPLAY2(27);
break;
}
case 28: //air shield
{
displayEffect(2, sc->tile);
DISPLAY2(2);
break;
}
case 41: //bless
{
displayEffect(36, sc->tile);
DISPLAY2(36);
break;
}
case 42: //curse
{
displayEffect(40, sc->tile);
DISPLAY2(40);
break;
}
case 43: //bloodlust
{
displayEffect(4, sc->tile); //TODO: give better animation for this spell
DISPLAY2(4);
//TODO: give better animation for this spell
break;
}
case 45: //weakness
{
displayEffect(56, sc->tile); //TODO: give better animation for this spell
DISPLAY2(56);
//TODO: give better animation for this spell
break;
}
case 46: //stone skin
{
displayEffect(54, sc->tile);
DISPLAY2(54);
break;
}
case 48: //prayer
{
displayEffect(0, sc->tile);
DISPLAY2(0);
break;
}
case 53: //haste
{
displayEffect(31, sc->tile);
DISPLAY2(31);
break;
}
case 54: //slow
{
displayEffect(19, sc->tile);
DISPLAY2(19);
break;
}
case 56: //frenzy
{
displayEffect(17, sc->tile);
DISPLAY2(17);
break;
}
case 61: //forgetfulness
{
displayEffect(42, sc->tile);
DISPLAY2(42);
break;
}
}
#undef DISPLAY2
}
void CBattleInterface::castThisSpell(int spellID)

View File

@ -1313,121 +1313,361 @@ 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);
}
}
}
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);
}
}
}
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);
}
}
}
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);
}
}
}
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);
}
}
}
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);
}
}
}
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);
}
}
}
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);
}
}
}
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);
}
}
}
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);
}
}
}
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);
}
}
}
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);
}
}
}
break;
}
}