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Hero speciality will now affect Resurrection and other remaining spells.

Minor refactoring of spell mechanics, more to come.
DjWarmonger 15 years ago
parent
commit
59447fb85e
3 changed files with 52 additions and 49 deletions
  1. 48 19
      lib/CGameState.cpp
  2. 2 0
      lib/CGameState.h
  3. 2 30
      server/CGameHandler.cpp

+ 48 - 19
lib/CGameState.cpp

@@ -3282,23 +3282,9 @@ std::pair<const CStack *, int> BattleInfo::getNearestStack(const CStack * closes
 
 	return std::make_pair<const CStack * , int>(NULL, -1);
 }
-
-ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
+ui32 BattleInfo::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
 {
-	ui32 ret = 0; //value to return
-
-	//15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
-	//24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
-	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)(77, 10);
-
-	//check if spell really does damage - if not, return 0
-	if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
-		return 0;
-
-
-	ret = usedSpellPower * dmgMultipliers[sp->id];
-	ret += sp->powers[spellSchoolLevel];
-	
+	ui32 ret = baseDamage;
 	//applying sorcery secondary skill
 	if(caster)
 	{
@@ -3314,6 +3300,26 @@ ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * ca
 		else if(sp->earth)
 			ret *= (100.0f + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0f;
 	}
+	if (caster) //Hero specials like Solmyr, Deemer
+		ret *= (100.f + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->type->level)) / 100.0f;
+	return ret;
+}
+
+ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
+{
+	ui32 ret = 0; //value to return
+
+	//15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
+	//24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
+	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)(77, 10);
+
+	//check if spell really does damage - if not, return 0
+	if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
+		return 0;
+
+	ret = usedSpellPower * dmgMultipliers[sp->id];
+	ret += sp->powers[spellSchoolLevel];
+
 	//affected creature-specific part
 	if(affectedCreature)
 	{
@@ -3350,13 +3356,36 @@ ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * ca
 			ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
 			ret /= 100;
 		}
-		if (caster) //Hero specials like Solmyr, Deemer
-			ret *= (100.f + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->type->level)) / 100.0f;
 	}
-
+	calculateSpellBonus(ret, sp, caster, affectedCreature);
 	return ret;
 }
 
+ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const
+{
+	int powerPerLevel;
+	bool resurrect;
+	switch(spell->id)
+	{
+	case 37: //cure
+		{
+			powerPerLevel = 5;
+			resurrect = false;
+			break;
+		}
+	case 38: //resurrection
+	case 39: //animate dead
+		{
+			powerPerLevel = 50;
+			resurrect = true;
+			break;
+		}
+	}
+	int healedHealth = caster->getPrimSkillLevel(2) * powerPerLevel + spell->powers[caster->getSpellSchoolLevel(spell)];
+	healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
+	return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
+}
+
 bool CGameState::battleCanShoot(int ID, int dest)
 {
 	if(!curB)

+ 2 - 0
lib/CGameState.h

@@ -239,7 +239,9 @@ struct DLL_EXPORT BattleInfo : public CBonusSystemNode
 	int hexToWallPart(int hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
 	int lineToWallHex(int line) const; //returns hex with wall in given line
 	std::pair<const CStack *, int> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const; //if attackerOwned is indetermnate, returened stack is of any owner; hex is the number of hex we should be looking from; returns (nerarest creature, predecessorHex)
+	ui32 calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const;
 	ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; //calculates damage inflicted by spell
+	ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const;
 	si8 hasDistancePenalty(int stackID, int destHex); //determines if given stack has distance penalty shooting given pos
 	si8 sameSideOfWall(int pos1, int pos2); //determines if given positions are on the same side of wall
 	si8 hasWallPenalty(int stackID, int destHex); //determines if given stack has wall penalty shooting given pos

+ 2 - 30
server/CGameHandler.cpp

@@ -4118,34 +4118,6 @@ void CGameHandler::playerMessage( ui8 player, const std::string &message )
 	}
 }
 
-static ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack)
-{
-	switch(spell->id)
-	{
-	case 37: //cure
-		{
-			int healedHealth = caster->getPrimSkillLevel(2) * 5 + spell->powers[caster->getSpellSchoolLevel(spell)];
-			return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft);
-			break;
-		}
-	case 38: //resurrection
-		{
-			int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
-			return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
-			break;
-		}
-	case 39: //animate dead
-		{
-			int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
-			return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
-			break;
-		}
-	}
-	//we shouldn't be here
-	tlog1 << "calculateHealedHP called for non-healing spell: " << spell->name << std::endl;
-	return 0;
-}
-
 static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures)
 {
 	std::vector<ui32> ret;
@@ -4334,7 +4306,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, int destinatio
 			}
 			sse.effect.id = spellID;
 			sse.effect.level = spellLvl;
-			sse.effect.turnsRemain = BattleInfo::calculateSpellDuration(spell, caster, usedSpellPower);
+			sse.effect.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, usedSpellPower);
 			if(!sse.stacks.empty())
 				sendAndApply(&sse);
 			break;
@@ -4365,7 +4337,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, int destinatio
 					continue;
 				StacksHealedOrResurrected::HealInfo hi;
 				hi.stackID = (*it)->ID;
-				hi.healedHP = calculateHealedHP(caster, spell, *it);
+				hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it);
 				hi.lowLevelResurrection = spellLvl <= 1;
 				shr.healedStacks.push_back(hi);
 			}