|
@@ -539,48 +539,97 @@ void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CSt
|
|
|
}
|
|
|
|
|
|
bsa->damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.ballistaDoubleDmg());//counting dealt damage
|
|
|
-
|
|
|
-
|
|
|
int dmg = bsa->damageAmount;
|
|
|
def->prepareAttacked(*bsa);
|
|
|
|
|
|
- //life drain handling
|
|
|
- if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
|
|
|
+ //TODO: multiple attack targets
|
|
|
+ const Bonus * bonus = att->getBonus(Selector::type(Bonus::SPELL_LIKE_ATTACK));
|
|
|
+ if (bonus)
|
|
|
{
|
|
|
- StacksHealedOrResurrected shi;
|
|
|
- shi.lifeDrain = (ui8)true;
|
|
|
- shi.tentHealing = (ui8)false;
|
|
|
- shi.drainedFrom = def->ID;
|
|
|
-
|
|
|
- StacksHealedOrResurrected::HealInfo hi;
|
|
|
- hi.stackID = att->ID;
|
|
|
- hi.healedHP = std::min<int>(dmg, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
|
|
|
- hi.lowLevelResurrection = false;
|
|
|
- shi.healedStacks.push_back(hi);
|
|
|
+ BattleStackAttacked bss = *bsa; // copy some parameters, such as attacker
|
|
|
+ std::set<CStack*> attackedCreatures = gs->curB->getAttackedCreatures(VLC->spellh->spells[bonus->subtype], bonus->val, att->owner, def->position);
|
|
|
|
|
|
- if (hi.healedHP > 0)
|
|
|
+ BOOST_FOREACH(CStack * stack, attackedCreatures)
|
|
|
{
|
|
|
- bsa->healedStacks.push_back(shi);
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- }
|
|
|
+ if (stack != def) //do not hit same stack twice
|
|
|
+ {
|
|
|
+ bss.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
|
|
|
+ bss.stackAttacked = stack->ID;
|
|
|
+ bss.damageAmount = gs->curB->calculateDmg(att, stack, gs->curB->battleGetOwner(att),
|
|
|
+ gs->curB->battleGetOwner(stack), bat.shot(), distance, bat.lucky(), bat.ballistaDoubleDmg());
|
|
|
+ bat.bsa.push_back(bss); //add this stack to the list of victims
|
|
|
+ stack->prepareAttacked(bss);
|
|
|
+
|
|
|
+ //life drain handling
|
|
|
+ if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && stack->isLiving())
|
|
|
+ {
|
|
|
+ StacksHealedOrResurrected shi;
|
|
|
+ shi.lifeDrain = (ui8)true;
|
|
|
+ shi.tentHealing = (ui8)false;
|
|
|
+ shi.drainedFrom = stack->ID;
|
|
|
+
|
|
|
+ StacksHealedOrResurrected::HealInfo hi;
|
|
|
+ hi.stackID = stack->ID;
|
|
|
+ hi.healedHP = std::min<int>(dmg, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
|
|
|
+ hi.lowLevelResurrection = false;
|
|
|
+ shi.healedStacks.push_back(hi);
|
|
|
+
|
|
|
+ if (hi.healedHP > 0)
|
|
|
+ {
|
|
|
+ bsa->healedStacks.push_back(shi);
|
|
|
+ }
|
|
|
+ }
|
|
|
|
|
|
- //fire shield handling
|
|
|
- if ( !bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !bsa->killed() )
|
|
|
- {
|
|
|
- bat.bsa.push_back(BattleStackAttacked());
|
|
|
- BattleStackAttacked *bsa = &bat.bsa.back();
|
|
|
- bsa->stackAttacked = att->ID;
|
|
|
- bsa->attackerID = def->ID;
|
|
|
- bsa->flags |= BattleStackAttacked::EFFECT;
|
|
|
- bsa->effect = 11;
|
|
|
+ //fire shield handling
|
|
|
+ if (!bat.shot() && stack->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa->killed() )
|
|
|
+ {
|
|
|
+ bss.stackAttacked = att->ID; //invert
|
|
|
+ bss.attackerID = stack->ID;
|
|
|
+ bss.flags = BattleStackAttacked::EFFECT; //not seondary - fire shield damages only one creature
|
|
|
+ bss.effect = 11;
|
|
|
|
|
|
- bsa->damageAmount = (dmg * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
|
|
|
- att->prepareAttacked(*bsa);
|
|
|
+ bsa->damageAmount = (dmg * stack->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
|
|
|
+ att->prepareAttacked(*bsa);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
}
|
|
|
+ else // only one target
|
|
|
+ { // TODO: move duplicated code to separate function
|
|
|
+ //life drain handling
|
|
|
+ if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
|
|
|
+ {
|
|
|
+ StacksHealedOrResurrected shi;
|
|
|
+ shi.lifeDrain = (ui8)true;
|
|
|
+ shi.tentHealing = (ui8)false;
|
|
|
+ shi.drainedFrom = def->ID;
|
|
|
+
|
|
|
+ StacksHealedOrResurrected::HealInfo hi;
|
|
|
+ hi.stackID = att->ID;
|
|
|
+ hi.healedHP = std::min<int>(dmg, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
|
|
|
+ hi.lowLevelResurrection = false;
|
|
|
+ shi.healedStacks.push_back(hi);
|
|
|
+
|
|
|
+ if (hi.healedHP > 0)
|
|
|
+ {
|
|
|
+ bsa->healedStacks.push_back(shi);
|
|
|
+ }
|
|
|
+ }
|
|
|
|
|
|
+ //fire shield handling
|
|
|
+ if ( !bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa->killed() )
|
|
|
+ {
|
|
|
+ bat.bsa.push_back(BattleStackAttacked());
|
|
|
+ BattleStackAttacked *bsa = &bat.bsa.back();
|
|
|
+ bsa->stackAttacked = att->ID;
|
|
|
+ bsa->attackerID = def->ID;
|
|
|
+ bsa->flags |= BattleStackAttacked::EFFECT;
|
|
|
+ bsa->effect = 11;
|
|
|
+
|
|
|
+ bsa->damageAmount = (dmg * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
|
|
|
+ att->prepareAttacked(*bsa);
|
|
|
+ }
|
|
|
+ }
|
|
|
}
|
|
|
void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
|
|
|
{
|
|
@@ -4273,9 +4322,9 @@ void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
|
|
|
BOOST_FOREACH(ui32 spellID, spellsToCast)
|
|
|
{
|
|
|
const CStack * oneOfAttacked = NULL;
|
|
|
- for(int g=0; g<bat.bsa.size(); ++g)
|
|
|
+ for (int g=0; g<bat.bsa.size(); ++g)
|
|
|
{
|
|
|
- if (bat.bsa[g].newAmount > 0)
|
|
|
+ if (bat.bsa[g].newAmount > 0 && !bat.bsa[g].isSecondary()) //apply effects only to first target stack if it's alive
|
|
|
{
|
|
|
oneOfAttacked = gs->curB->getStack(bat.bsa[g].stackAttacked);
|
|
|
break;
|