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* implemented 206 and 207 from mantis
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@ -2840,87 +2840,6 @@ void CGameHandler::playerMessage( ui8 player, const std::string &message )
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}
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}
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static ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature)
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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
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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);
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ret = caster->getPrimSkillLevel(2) * dmgMultipliers[sp->id] + sp->powers[caster->getSpellSchoolLevel(sp)];
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//applying sorcerery secondary skill
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switch(caster->getSecSkillLevel(25))
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{
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case 1: //basic
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ret *= 1.05f;
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break;
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case 2: //advanced
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ret *= 1.1f;
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break;
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case 3: //expert
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ret *= 1.15f;
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break;
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}
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//applying hero bonuses
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if(sp->air && caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) != 0)
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{
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ret *= (100.0f + caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) / 100.0f);
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}
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else if(sp->fire && caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) != 0)
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{
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ret *= (100.0f + caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) / 100.0f);
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}
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else if(sp->water && caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) != 0)
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{
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ret *= (100.0f + caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) / 100.0f);
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}
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else if(sp->earth && caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) != 0)
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{
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ret *= (100.0f + caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) / 100.0f);
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}
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//applying protections - when spell has more then one elements, only one protection should be applied (I think)
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if(sp->air && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
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{
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ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 0);
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ret /= 100;
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}
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else if(sp->fire && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
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{
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ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 1);
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ret /= 100;
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}
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else if(sp->water && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
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{
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ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 2);
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ret /= 100;
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}
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else if (sp->earth && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
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{
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ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 3);
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ret /= 100;
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}
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//general spell dmg reduction
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if(sp->air && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
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{
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ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, -1);
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ret /= 100;
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}
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//dmg increasing
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if( affectedCreature->hasFeatureOfType(StackFeature::MORE_DAMAGE_FROM_SPELL, sp->id) )
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{
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ret *= 100 + affectedCreature->valOfFeatures(StackFeature::MORE_DAMAGE_FROM_SPELL, sp->id);
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ret /= 100;
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}
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return ret;
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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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@ -3057,6 +2976,7 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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sc.id = ba.additionalInfo;
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sc.skill = skill;
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sc.tile = ba.destinationTile;
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sc.dmgToDisplay = 0;
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//calculating affected creatures for all spells
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std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(s, h, ba.destinationTile);
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@ -3067,6 +2987,14 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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//checking if creatures resist
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sc.resisted = calculateResistedStacks(s, h, secondHero, attackedCres);
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//calculating dmg to display
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for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
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{
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if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
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continue;
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sc.dmgToDisplay += gs->curB->calculateSpellDmg(s, h, *it);
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}
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sendAndApply(&sc);
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@ -3094,7 +3022,7 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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BattleStackAttacked bsa;
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bsa.flags |= 2;
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bsa.effect = VLC->spellh->spells[ba.additionalInfo].mainEffectAnim;
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bsa.damageAmount = calculateSpellDmg(s, h, *it);
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bsa.damageAmount = gs->curB->calculateSpellDmg(s, h, *it);
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bsa.stackAttacked = (*it)->ID;
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bsa.attackerID = -1;
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prepareAttacked(bsa,*it);
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