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/*
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* CGHeroInstance . cpp , part of VCMI engine
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*
* Authors : listed in file AUTHORS in main folder
*
* License : GNU General Public License v2 .0 or later
* Full text of license available in license . txt file , in main folder
*
*/
# include "StdInc.h"
# include "CGHeroInstance.h"
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# include "../NetPacks.h"
# include "../CGeneralTextHandler.h"
# include "../CHeroHandler.h"
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# include "../CModHandler.h"
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# include "../CSoundBase.h"
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# include "../spells/CSpellHandler.h"
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# include "CObjectClassesHandler.h"
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# include "../IGameCallback.h"
# include "../CGameState.h"
# include "../CCreatureHandler.h"
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# include "../BattleState.h"
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///helpers
static void showInfoDialog ( const PlayerColor playerID , const ui32 txtID , const ui16 soundID )
{
InfoWindow iw ;
iw . soundID = soundID ;
iw . player = playerID ;
iw . text . addTxt ( MetaString : : ADVOB_TXT , txtID ) ;
IObjectInterface : : cb - > sendAndApply ( & iw ) ;
}
static void showInfoDialog ( const CGHeroInstance * h , const ui32 txtID , const ui16 soundID )
{
const PlayerColor playerID = h - > getOwner ( ) ;
showInfoDialog ( playerID , txtID , soundID ) ;
}
static int lowestSpeed ( const CGHeroInstance * chi )
{
if ( ! chi - > Slots ( ) . size ( ) )
{
logGlobal - > errorStream ( ) < < " Error! Hero " < < chi - > id . getNum ( ) < < " ( " < < chi - > name < < " ) has no army! " ;
return 20 ;
}
auto i = chi - > Slots ( ) . begin ( ) ;
//TODO? should speed modifiers (eg from artifacts) affect hero movement?
int ret = ( i + + ) - > second - > valOfBonuses ( Bonus : : STACKS_SPEED ) ;
for ( ; i ! = chi - > Slots ( ) . end ( ) ; i + + )
{
ret = std : : min ( ret , i - > second - > valOfBonuses ( Bonus : : STACKS_SPEED ) ) ;
}
return ret ;
}
ui32 CGHeroInstance : : getTileCost ( const TerrainTile & dest , const TerrainTile & from ) const
{
//base move cost
unsigned ret = 100 ;
//if there is road both on dest and src tiles - use road movement cost
if ( dest . roadType ! = ERoadType : : NO_ROAD & & from . roadType ! = ERoadType : : NO_ROAD )
{
int road = std : : min ( dest . roadType , from . roadType ) ; //used road ID
switch ( road )
{
case ERoadType : : DIRT_ROAD :
ret = 75 ;
break ;
case ERoadType : : GRAVEL_ROAD :
ret = 65 ;
break ;
case ERoadType : : COBBLESTONE_ROAD :
ret = 50 ;
break ;
default :
logGlobal - > errorStream ( ) < < " Unknown road type: " < < road < < " ... Something wrong! " ;
break ;
}
}
else
{
//FIXME: in H3 presence of Nomad in army will remove terrain penalty for sand. Bonus not implemented in VCMI
// NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
// This is clearly bug in H3 however intended behaviour is not clear.
// Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
// will always have best penalty without any influence from player-defined stacks order
bool nativeArmy = true ;
for ( auto stack : stacks )
{
int nativeTerrain = VLC - > townh - > factions [ stack . second - > type - > faction ] - > nativeTerrain ;
if ( nativeTerrain ! = - 1 & & nativeTerrain ! = from . terType )
{
nativeArmy = false ;
break ;
}
}
if ( ! nativeArmy )
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{
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ret = VLC - > heroh - > terrCosts [ from . terType ] ;
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ret - = getSecSkillLevel ( SecondarySkill : : PATHFINDING ) * 25 ;
ret = ret < 100 ? 100 : ret ;
}
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}
return ret ;
}
int3 CGHeroInstance : : convertPosition ( int3 src , bool toh3m ) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
{
if ( toh3m )
{
src . x + = 1 ;
return src ;
}
else
{
src . x - = 1 ;
return src ;
}
}
int3 CGHeroInstance : : getPosition ( bool h3m ) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
{
if ( h3m )
{
return pos ;
}
else
{
return convertPosition ( pos , false ) ;
}
}
bool CGHeroInstance : : canWalkOnSea ( ) const
{
return hasBonusOfType ( Bonus : : FLYING_MOVEMENT ) | | hasBonusOfType ( Bonus : : WATER_WALKING ) ;
}
ui8 CGHeroInstance : : getSecSkillLevel ( SecondarySkill skill ) const
{
for ( auto & elem : secSkills )
if ( elem . first = = skill )
return elem . second ;
return 0 ;
}
void CGHeroInstance : : setSecSkillLevel ( SecondarySkill which , int val , bool abs )
{
if ( getSecSkillLevel ( which ) = = 0 )
{
secSkills . push_back ( std : : pair < SecondarySkill , ui8 > ( which , val ) ) ;
updateSkill ( which , val ) ;
}
else
{
for ( auto & elem : secSkills )
{
if ( elem . first = = which )
{
if ( abs )
elem . second = val ;
else
elem . second + = val ;
if ( elem . second > 3 ) //workaround to avoid crashes when same sec skill is given more than once
{
logGlobal - > warnStream ( ) < < " Warning: Skill " < < which < < " increased over limit! Decreasing to Expert. " ;
elem . second = 3 ;
}
updateSkill ( which , elem . second ) ; //when we know final value
}
}
}
}
bool CGHeroInstance : : canLearnSkill ( ) const
{
return secSkills . size ( ) < GameConstants : : SKILL_PER_HERO ;
}
int CGHeroInstance : : maxMovePoints ( bool onLand ) const
{
int base ;
if ( onLand )
{
// used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
static const int baseSpeed = 1300 ; // base speed from creature with 0 speed
int armySpeed = lowestSpeed ( this ) * 20 / 3 ;
base = armySpeed * 10 + baseSpeed ; // separate *10 is intentional to receive same rounding as in h3
vstd : : abetween ( base , 1500 , 2000 ) ; // base speed is limited by these values
}
else
{
base = 1500 ; //on water base movement is always 1500 (speed of army doesn't matter)
}
const Bonus : : BonusType bt = onLand ? Bonus : : LAND_MOVEMENT : Bonus : : SEA_MOVEMENT ;
const int bonus = valOfBonuses ( Bonus : : MOVEMENT ) + valOfBonuses ( bt ) ;
const int subtype = onLand ? SecondarySkill : : LOGISTICS : SecondarySkill : : NAVIGATION ;
const double modifier = valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , subtype ) / 100.0 ;
return int ( base * ( 1 + modifier ) ) + bonus ;
}
CGHeroInstance : : CGHeroInstance ( )
: IBoatGenerator ( this )
{
setNodeType ( HERO ) ;
ID = Obj : : HERO ;
tacticFormationEnabled = inTownGarrison = false ;
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mana = movement = portrait = - 1 ;
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isStanding = true ;
moveDir = 4 ;
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level = 1 ;
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exp = 0xffffffff ;
visitedTown = nullptr ;
type = nullptr ;
boat = nullptr ;
commander = nullptr ;
sex = 0xff ;
secSkills . push_back ( std : : make_pair ( SecondarySkill : : DEFAULT , - 1 ) ) ;
}
void CGHeroInstance : : initHero ( HeroTypeID SUBID )
{
subID = SUBID . getNum ( ) ;
initHero ( ) ;
}
void CGHeroInstance : : setType ( si32 ID , si32 subID )
{
assert ( ID = = Obj : : HERO ) ; // just in case
type = VLC - > heroh - > heroes [ subID ] ;
portrait = type - > imageIndex ;
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CGObjectInstance : : setType ( ID , type - > heroClass - > id ) ;
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randomizeArmy ( type - > heroClass - > faction ) ;
}
void CGHeroInstance : : initHero ( )
{
assert ( validTypes ( true ) ) ;
if ( ! type )
type = VLC - > heroh - > heroes [ subID ] ;
if ( ID = = Obj : : HERO )
appearance = VLC - > objtypeh - > getHandlerFor ( Obj : : HERO , type - > heroClass - > id ) - > getTemplates ( ) . front ( ) ;
if ( ! vstd : : contains ( spells , SpellID : : PRESET ) ) //hero starts with a spell
{
for ( auto spellID : type - > spells )
spells . insert ( spellID ) ;
}
else //remove placeholder
spells - = SpellID : : PRESET ;
if ( ! getArt ( ArtifactPosition : : MACH4 ) & & ! getArt ( ArtifactPosition : : SPELLBOOK ) & & type - > haveSpellBook ) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
putArtifact ( ArtifactPosition : : SPELLBOOK , CArtifactInstance : : createNewArtifactInstance ( 0 ) ) ;
if ( ! getArt ( ArtifactPosition : : MACH4 ) )
putArtifact ( ArtifactPosition : : MACH4 , CArtifactInstance : : createNewArtifactInstance ( 3 ) ) ; //everyone has a catapult
if ( portrait < 0 | | portrait = = 255 )
portrait = type - > imageIndex ;
if ( ! hasBonus ( Selector : : sourceType ( Bonus : : HERO_BASE_SKILL ) ) )
{
for ( int g = 0 ; g < GameConstants : : PRIMARY_SKILLS ; + + g )
{
pushPrimSkill ( static_cast < PrimarySkill : : PrimarySkill > ( g ) , type - > heroClass - > primarySkillInitial [ g ] ) ;
}
}
if ( secSkills . size ( ) = = 1 & & secSkills [ 0 ] = = std : : pair < SecondarySkill , ui8 > ( SecondarySkill : : DEFAULT , - 1 ) ) //set secondary skills to default
secSkills = type - > secSkillsInit ;
if ( ! name . length ( ) )
name = type - > name ;
if ( sex = = 0xFF ) //sex is default
sex = type - > sex ;
setFormation ( false ) ;
if ( ! stacksCount ( ) ) //standard army//initial army
{
initArmy ( ) ;
}
assert ( validTypes ( ) ) ;
if ( exp = = 0xffffffff )
{
initExp ( ) ;
}
else
{
levelUpAutomatically ( ) ;
}
if ( VLC - > modh - > modules . COMMANDERS & & ! commander )
{
commander = new CCommanderInstance ( type - > heroClass - > commander - > idNumber ) ;
commander - > setArmyObj ( castToArmyObj ( ) ) ; //TODO: separate function for setting commanders
commander - > giveStackExp ( exp ) ; //after our exp is set
}
if ( mana < 0 )
mana = manaLimit ( ) ;
}
void CGHeroInstance : : initArmy ( IArmyDescriptor * dst /*= nullptr*/ )
{
if ( ! dst )
dst = this ;
int howManyStacks = 0 ; //how many stacks will hero receives <1 - 3>
int pom = cb - > gameState ( ) - > getRandomGenerator ( ) . nextInt ( 99 ) ;
int warMachinesGiven = 0 ;
if ( pom < 9 )
howManyStacks = 1 ;
else if ( pom < 79 )
howManyStacks = 2 ;
else
howManyStacks = 3 ;
vstd : : amin ( howManyStacks , type - > initialArmy . size ( ) ) ;
for ( int stackNo = 0 ; stackNo < howManyStacks ; stackNo + + )
{
auto & stack = type - > initialArmy [ stackNo ] ;
int count = cb - > gameState ( ) - > getRandomGenerator ( ) . nextInt ( stack . minAmount , stack . maxAmount ) ;
if ( stack . creature > = CreatureID : : CATAPULT & &
stack . creature < = CreatureID : : ARROW_TOWERS ) //war machine
{
warMachinesGiven + + ;
if ( dst ! = this )
continue ;
int slot = - 1 ;
ArtifactID aid = ArtifactID : : NONE ;
switch ( stack . creature )
{
case CreatureID : : CATAPULT :
slot = ArtifactPosition : : MACH4 ;
aid = ArtifactID : : CATAPULT ;
break ;
default :
aid = CArtHandler : : creatureToMachineID ( stack . creature ) ;
slot = 9 + aid ;
break ;
}
auto convSlot = ArtifactPosition ( slot ) ;
if ( ! getArt ( convSlot ) )
putArtifact ( convSlot , CArtifactInstance : : createNewArtifactInstance ( aid ) ) ;
else
logGlobal - > warnStream ( ) < < " Hero " < < name < < " already has artifact at " < < slot < < " , omitting giving " < < aid ;
}
else
dst - > setCreature ( SlotID ( stackNo - warMachinesGiven ) , stack . creature , count ) ;
}
}
CGHeroInstance : : ~ CGHeroInstance ( )
{
commander . dellNull ( ) ;
}
bool CGHeroInstance : : needsLastStack ( ) const
{
return true ;
}
void CGHeroInstance : : onHeroVisit ( const CGHeroInstance * h ) const
{
if ( h = = this ) return ; //exclude potential self-visiting
if ( ID = = Obj : : HERO )
{
if ( cb - > gameState ( ) - > getPlayerRelations ( tempOwner , h - > tempOwner ) ) //our or ally hero
{
//exchange
cb - > heroExchange ( h - > id , id ) ;
}
else //battle
{
if ( visitedTown ) //we're in town
visitedTown - > onHeroVisit ( h ) ; //town will handle attacking
else
cb - > startBattleI ( h , this ) ;
}
}
else if ( ID = = Obj : : PRISON )
{
int txt_id ;
if ( cb - > getHeroCount ( h - > tempOwner , false ) < VLC - > modh - > settings . MAX_HEROES_ON_MAP_PER_PLAYER ) //GameConstants::MAX_HEROES_PER_PLAYER) //free hero slot
{
cb - > changeObjPos ( id , pos + int3 ( 1 , 0 , 0 ) , 0 ) ;
//update hero parameters
SetMovePoints smp ;
smp . hid = id ;
smp . val = maxMovePoints ( true ) ; //TODO: hota prison on water?
cb - > setMovePoints ( & smp ) ;
cb - > setManaPoints ( id , manaLimit ( ) ) ;
cb - > setObjProperty ( id , ObjProperty : : ID , Obj : : HERO ) ; //set ID to 34
cb - > giveHero ( id , h - > tempOwner ) ; //recreates def and adds hero to player
txt_id = 102 ;
}
else //already 8 wandering heroes
{
txt_id = 103 ;
}
showInfoDialog ( h , txt_id , soundBase : : ROGUE ) ;
}
}
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std : : string CGHeroInstance : : getObjectName ( ) const
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{
if ( ID ! = Obj : : PRISON )
{
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std : : string hoverName = VLC - > generaltexth - > allTexts [ 15 ] ;
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boost : : algorithm : : replace_first ( hoverName , " %s " , name ) ;
boost : : algorithm : : replace_first ( hoverName , " %s " , type - > heroClass - > name ) ;
return hoverName ;
}
else
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return CGObjectInstance : : getObjectName ( ) ;
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}
const std : : string & CGHeroInstance : : getBiography ( ) const
{
if ( biography . length ( ) )
return biography ;
return type - > biography ;
}
ui8 CGHeroInstance : : maxlevelsToMagicSchool ( ) const
{
return type - > heroClass - > isMagicHero ( ) ? 3 : 4 ;
}
ui8 CGHeroInstance : : maxlevelsToWisdom ( ) const
{
return type - > heroClass - > isMagicHero ( ) ? 3 : 6 ;
}
void CGHeroInstance : : SecondarySkillsInfo : : resetMagicSchoolCounter ( )
{
magicSchoolCounter = 1 ;
}
void CGHeroInstance : : SecondarySkillsInfo : : resetWisdomCounter ( )
{
wisdomCounter = 1 ;
}
void CGHeroInstance : : initObj ( )
{
blockVisit = true ;
auto hs = new HeroSpecial ( ) ;
hs - > setNodeType ( CBonusSystemNode : : SPECIALTY ) ;
attachTo ( hs ) ; //do we ever need to detach it?
if ( ! type )
initHero ( ) ; //TODO: set up everything for prison before specialties are configured
skillsInfo . rand . setSeed ( cb - > gameState ( ) - > getRandomGenerator ( ) . nextInt ( ) ) ;
skillsInfo . resetMagicSchoolCounter ( ) ;
skillsInfo . resetWisdomCounter ( ) ;
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if ( ID ! = Obj : : PRISON )
{
auto customApp = VLC - > objtypeh - > getHandlerFor ( ID , type - > heroClass - > id ) - > getOverride ( cb - > gameState ( ) - > getTile ( visitablePos ( ) ) - > terType , this ) ;
if ( customApp )
appearance = customApp . get ( ) ;
}
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for ( const auto & spec : type - > spec ) //TODO: unfity with bonus system
{
auto bonus = new Bonus ( ) ;
bonus - > val = spec . val ;
bonus - > sid = id . getNum ( ) ; //from the hero, specialty has no unique id
bonus - > duration = Bonus : : PERMANENT ;
bonus - > source = Bonus : : HERO_SPECIAL ;
switch ( spec . type )
{
case 1 : // creature specialty
{
hs - > growsWithLevel = true ;
const CCreature & specCreature = * VLC - > creh - > creatures [ spec . additionalinfo ] ; //creature in which we have specialty
//int creLevel = specCreature.level;
//if(!creLevel)
//{
// if(spec.additionalinfo == 146)
// creLevel = 5; //treat ballista as 5-level
// else
// {
// logGlobal->warnStream() << "Warning: unknown level of " << specCreature.namePl;
// continue;
// }
//}
//bonus->additionalInfo = spec.additionalinfo; //creature id, should not be used again - this works only with limiter
bonus - > limiter . reset ( new CCreatureTypeLimiter ( specCreature , true ) ) ; //with upgrades
bonus - > type = Bonus : : PRIMARY_SKILL ;
bonus - > valType = Bonus : : ADDITIVE_VALUE ;
bonus - > subtype = PrimarySkill : : ATTACK ;
hs - > addNewBonus ( bonus ) ;
bonus = new Bonus ( * bonus ) ;
bonus - > subtype = PrimarySkill : : DEFENSE ;
hs - > addNewBonus ( bonus ) ;
//values will be calculated later
bonus = new Bonus ( * bonus ) ;
bonus - > type = Bonus : : STACKS_SPEED ;
bonus - > val = 1 ; //+1 speed
hs - > addNewBonus ( bonus ) ;
}
break ;
case 2 : //secondary skill
hs - > growsWithLevel = true ;
bonus - > type = Bonus : : SPECIAL_SECONDARY_SKILL ; //needs to be recalculated with level, based on this value
bonus - > valType = Bonus : : BASE_NUMBER ; // to receive nonzero value
bonus - > subtype = spec . subtype ; //skill id
bonus - > val = spec . val ; //value per level, in percent
hs - > addNewBonus ( bonus ) ;
bonus = new Bonus ( * bonus ) ;
switch ( spec . additionalinfo )
{
case 0 : //normal
bonus - > valType = Bonus : : PERCENT_TO_BASE ;
break ;
case 1 : //when it's navigation or there's no 'base' at all
bonus - > valType = Bonus : : PERCENT_TO_ALL ;
break ;
}
bonus - > type = Bonus : : SECONDARY_SKILL_PREMY ; //value will be calculated later
hs - > addNewBonus ( bonus ) ;
break ;
case 3 : //spell damage bonus, level dependent but calculated elsewhere
bonus - > type = Bonus : : SPECIAL_SPELL_LEV ;
bonus - > subtype = spec . subtype ;
hs - > addNewBonus ( bonus ) ;
break ;
case 4 : //creature stat boost
switch ( spec . subtype )
{
case 1 : //attack
bonus - > type = Bonus : : PRIMARY_SKILL ;
bonus - > subtype = PrimarySkill : : ATTACK ;
break ;
case 2 : //defense
bonus - > type = Bonus : : PRIMARY_SKILL ;
bonus - > subtype = PrimarySkill : : DEFENSE ;
break ;
case 3 :
bonus - > type = Bonus : : CREATURE_DAMAGE ;
bonus - > subtype = 0 ; //both min and max
break ;
case 4 : //hp
bonus - > type = Bonus : : STACK_HEALTH ;
break ;
case 5 :
bonus - > type = Bonus : : STACKS_SPEED ;
break ;
default :
continue ;
}
bonus - > additionalInfo = spec . additionalinfo ; //creature id
bonus - > valType = Bonus : : ADDITIVE_VALUE ;
bonus - > limiter . reset ( new CCreatureTypeLimiter ( * VLC - > creh - > creatures [ spec . additionalinfo ] , true ) ) ;
hs - > addNewBonus ( bonus ) ;
break ;
case 5 : //spell damage bonus in percent
bonus - > type = Bonus : : SPECIFIC_SPELL_DAMAGE ;
bonus - > valType = Bonus : : BASE_NUMBER ; // current spell system is screwed
bonus - > subtype = spec . subtype ; //spell id
hs - > addNewBonus ( bonus ) ;
break ;
case 6 : //damage bonus for bless (Adela)
bonus - > type = Bonus : : SPECIAL_BLESS_DAMAGE ;
bonus - > subtype = spec . subtype ; //spell id if you ever wanted to use it otherwise
bonus - > additionalInfo = spec . additionalinfo ; //damage factor
hs - > addNewBonus ( bonus ) ;
break ;
case 7 : //maxed mastery for spell
bonus - > type = Bonus : : MAXED_SPELL ;
bonus - > subtype = spec . subtype ; //spell i
hs - > addNewBonus ( bonus ) ;
break ;
case 8 : //peculiar spells - enchantments
bonus - > type = Bonus : : SPECIAL_PECULIAR_ENCHANT ;
bonus - > subtype = spec . subtype ; //spell id
bonus - > additionalInfo = spec . additionalinfo ; //0, 1 for Coronius
hs - > addNewBonus ( bonus ) ;
break ;
case 9 : //upgrade creatures
{
const auto & creatures = VLC - > creh - > creatures ;
bonus - > type = Bonus : : SPECIAL_UPGRADE ;
bonus - > subtype = spec . subtype ; //base id
bonus - > additionalInfo = spec . additionalinfo ; //target id
hs - > addNewBonus ( bonus ) ;
bonus = new Bonus ( * bonus ) ;
for ( auto cre_id : creatures [ spec . subtype ] - > upgrades )
{
bonus - > subtype = cre_id ; //propagate for regular upgrades of base creature
hs - > addNewBonus ( bonus ) ;
bonus = new Bonus ( * bonus ) ;
}
vstd : : clear_pointer ( bonus ) ;
break ;
}
case 10 : //resource generation
bonus - > type = Bonus : : GENERATE_RESOURCE ;
bonus - > subtype = spec . subtype ;
hs - > addNewBonus ( bonus ) ;
break ;
case 11 : //starting skill with mastery (Adrienne)
setSecSkillLevel ( SecondarySkill ( spec . val ) , spec . additionalinfo , true ) ;
break ;
case 12 : //army speed
bonus - > type = Bonus : : STACKS_SPEED ;
hs - > addNewBonus ( bonus ) ;
break ;
case 13 : //Dragon bonuses (Mutare)
bonus - > type = Bonus : : PRIMARY_SKILL ;
bonus - > valType = Bonus : : ADDITIVE_VALUE ;
switch ( spec . subtype )
{
case 1 :
bonus - > subtype = PrimarySkill : : ATTACK ;
break ;
case 2 :
bonus - > subtype = PrimarySkill : : DEFENSE ;
break ;
}
bonus - > limiter . reset ( new HasAnotherBonusLimiter ( Bonus : : DRAGON_NATURE ) ) ;
hs - > addNewBonus ( bonus ) ;
break ;
default :
logGlobal - > warnStream ( ) < < " Unexpected hero specialty " < < type ;
}
}
specialty . push_back ( hs ) ; //will it work?
for ( auto hs2 : type - > specialty ) //copy active (probably growing) bonuses from hero prootype to hero object
{
auto hs = new HeroSpecial ( ) ;
attachTo ( hs ) ; //do we ever need to detach it?
hs - > setNodeType ( CBonusSystemNode : : SPECIALTY ) ;
for ( auto bonus : hs2 . bonuses )
{
hs - > addNewBonus ( bonus ) ;
}
hs - > growsWithLevel = hs2 . growsWithLevel ;
specialty . push_back ( hs ) ; //will it work?
}
//initialize bonuses
recreateSecondarySkillsBonuses ( ) ;
Updatespecialty ( ) ;
mana = manaLimit ( ) ; //after all bonuses are taken into account, make sure this line is the last one
type - > name = name ;
}
void CGHeroInstance : : Updatespecialty ( ) //TODO: calculate special value of bonuses on-the-fly?
{
for ( auto hs : specialty )
{
if ( hs - > growsWithLevel )
{
//const auto &creatures = VLC->creh->creatures;
for ( Bonus * b : hs - > getBonusList ( ) )
{
switch ( b - > type )
{
case Bonus : : SECONDARY_SKILL_PREMY :
b - > val = ( hs - > valOfBonuses ( Bonus : : SPECIAL_SECONDARY_SKILL , b - > subtype ) * level ) ;
break ; //use only hero skills as bonuses to avoid feedback loop
case Bonus : : PRIMARY_SKILL : //for creatures, that is
{
const CCreature * cre = nullptr ;
int creLevel = 0 ;
if ( auto creatureLimiter = std : : dynamic_pointer_cast < CCreatureTypeLimiter > ( b - > limiter ) ) //TODO: more general eveluation of bonuses?
{
cre = creatureLimiter - > creature ;
creLevel = cre - > level ;
if ( ! creLevel )
{
creLevel = 5 ; //treat ballista as tier 5
}
}
else //no creature found, can't calculate value
{
logGlobal - > warnStream ( ) < < " Primary skill specialty growth supported only with creature type limiters " ;
break ;
}
double primSkillModifier = ( int ) ( level / creLevel ) / 20.0 ;
int param ;
switch ( b - > subtype )
{
case PrimarySkill : : ATTACK :
param = cre - > Attack ( ) ;
break ;
case PrimarySkill : : DEFENSE :
param = cre - > Defense ( ) ;
break ;
default :
continue ;
}
b - > val = ceil ( param * ( 1 + primSkillModifier ) ) - param ; //yep, overcomplicated but matches original
break ;
}
}
}
}
}
}
void CGHeroInstance : : recreateSecondarySkillsBonuses ( )
{
auto secondarySkillsBonuses = getBonuses ( Selector : : sourceType ( Bonus : : SECONDARY_SKILL ) ) ;
for ( auto bonus : * secondarySkillsBonuses )
removeBonus ( bonus ) ;
for ( auto skill_info : secSkills )
updateSkill ( SecondarySkill ( skill_info . first ) , skill_info . second ) ;
}
void CGHeroInstance : : updateSkill ( SecondarySkill which , int val )
{
if ( which = = SecondarySkill : : LEADERSHIP | | which = = SecondarySkill : : LUCK )
{ //luck-> VLC->generaltexth->arraytxt[73+luckSkill]; VLC->generaltexth->arraytxt[104+moraleSkill]
bool luck = which = = SecondarySkill : : LUCK ;
Bonus : : BonusType type [ ] = { Bonus : : MORALE , Bonus : : LUCK } ;
Bonus * b = getBonusLocalFirst ( Selector : : type ( type [ luck ] ) . And ( Selector : : sourceType ( Bonus : : SECONDARY_SKILL ) ) ) ;
if ( ! b )
{
b = new Bonus ( Bonus : : PERMANENT , type [ luck ] , Bonus : : SECONDARY_SKILL , + val , which , which , Bonus : : BASE_NUMBER ) ;
addNewBonus ( b ) ;
}
else
b - > val = + val ;
}
else if ( which = = SecondarySkill : : DIPLOMACY ) //surrender discount: 20% per level
{
if ( Bonus * b = getBonusLocalFirst ( Selector : : type ( Bonus : : SURRENDER_DISCOUNT ) . And ( Selector : : sourceType ( Bonus : : SECONDARY_SKILL ) ) ) )
b - > val = + val ;
else
addNewBonus ( new Bonus ( Bonus : : PERMANENT , Bonus : : SURRENDER_DISCOUNT , Bonus : : SECONDARY_SKILL , val * 20 , which ) ) ;
}
int skillVal = 0 ;
switch ( which )
{
case SecondarySkill : : ARCHERY :
switch ( val )
{
case 1 :
skillVal = 10 ; break ;
case 2 :
skillVal = 25 ; break ;
case 3 :
skillVal = 50 ; break ;
}
break ;
case SecondarySkill : : LOGISTICS :
skillVal = 10 * val ; break ;
case SecondarySkill : : NAVIGATION :
skillVal = 50 * val ; break ;
case SecondarySkill : : MYSTICISM :
skillVal = val ; break ;
case SecondarySkill : : EAGLE_EYE :
skillVal = 30 + 10 * val ; break ;
case SecondarySkill : : NECROMANCY :
skillVal = 10 * val ; break ;
case SecondarySkill : : LEARNING :
skillVal = 5 * val ; break ;
case SecondarySkill : : OFFENCE :
skillVal = 10 * val ; break ;
case SecondarySkill : : ARMORER :
skillVal = 5 * val ; break ;
case SecondarySkill : : INTELLIGENCE :
skillVal = 25 < < ( val - 1 ) ; break ;
case SecondarySkill : : SORCERY :
skillVal = 5 * val ; break ;
case SecondarySkill : : RESISTANCE :
skillVal = 5 < < ( val - 1 ) ; break ;
case SecondarySkill : : FIRST_AID :
skillVal = 25 + 25 * val ; break ;
case SecondarySkill : : ESTATES :
skillVal = 125 < < ( val - 1 ) ; break ;
}
Bonus : : ValueType skillValType = skillVal ? Bonus : : BASE_NUMBER : Bonus : : INDEPENDENT_MIN ;
if ( Bonus * b = getBonusList ( ) . getFirst ( Selector : : typeSubtype ( Bonus : : SECONDARY_SKILL_PREMY , which )
. And ( Selector : : sourceType ( Bonus : : SECONDARY_SKILL ) ) ) ) //only local hero bonus
{
b - > val = skillVal ;
b - > valType = skillValType ;
}
else
{
auto bonus = new Bonus ( Bonus : : PERMANENT , Bonus : : SECONDARY_SKILL_PREMY , Bonus : : SECONDARY_SKILL , skillVal , id . getNum ( ) , which , skillValType ) ;
bonus - > source = Bonus : : SECONDARY_SKILL ;
addNewBonus ( bonus ) ;
}
}
void CGHeroInstance : : setPropertyDer ( ui8 what , ui32 val )
{
if ( what = = ObjProperty : : PRIMARY_STACK_COUNT )
setStackCount ( SlotID ( 0 ) , val ) ;
}
double CGHeroInstance : : getFightingStrength ( ) const
{
return sqrt ( ( 1.0 + 0.05 * getPrimSkillLevel ( PrimarySkill : : ATTACK ) ) * ( 1.0 + 0.05 * getPrimSkillLevel ( PrimarySkill : : DEFENSE ) ) ) ;
}
double CGHeroInstance : : getMagicStrength ( ) const
{
return sqrt ( ( 1.0 + 0.05 * getPrimSkillLevel ( PrimarySkill : : KNOWLEDGE ) ) * ( 1.0 + 0.05 * getPrimSkillLevel ( PrimarySkill : : SPELL_POWER ) ) ) ;
}
double CGHeroInstance : : getHeroStrength ( ) const
{
return sqrt ( pow ( getFightingStrength ( ) , 2.0 ) * pow ( getMagicStrength ( ) , 2.0 ) ) ;
}
ui64 CGHeroInstance : : getTotalStrength ( ) const
{
double ret = getFightingStrength ( ) * getArmyStrength ( ) ;
return ( ui64 ) ret ;
}
TExpType CGHeroInstance : : calculateXp ( TExpType exp ) const
{
return exp * ( 100 + valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : LEARNING ) ) / 100.0 ;
}
ui8 CGHeroInstance : : getSpellSchoolLevel ( const CSpell * spell , int * outSelectedSchool ) const
{
si16 skill = - 1 ; //skill level
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spell - > forEachSchool ( [ & , this ] ( const SpellSchoolInfo & cnf , bool & stop )
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{
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int thisSchool = std : : max < int > ( getSecSkillLevel ( cnf . skill ) , valOfBonuses ( Bonus : : MAGIC_SCHOOL_SKILL , 1 < < ( ( ui8 ) cnf . id ) ) ) ;
if ( thisSchool > skill )
{
skill = thisSchool ;
if ( outSelectedSchool )
* outSelectedSchool = ( ui8 ) cnf . id ;
}
} ) ;
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vstd : : amax ( skill , valOfBonuses ( Bonus : : MAGIC_SCHOOL_SKILL , 0 ) ) ; //any school bonus
vstd : : amax ( skill , valOfBonuses ( Bonus : : SPELL , spell - > id . toEnum ( ) ) ) ; //given by artifact or other effect
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assert ( skill > = 0 & & skill < = 3 ) ;
return skill ;
}
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ui32 CGHeroInstance : : getSpellBonus ( const CSpell * spell , ui32 base , const CStack * affectedStack ) const
{
//applying sorcery secondary skill
base * = ( 100.0 + valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : SORCERY ) ) / 100.0 ;
base * = ( 100.0 + valOfBonuses ( Bonus : : SPELL_DAMAGE ) + valOfBonuses ( Bonus : : SPECIFIC_SPELL_DAMAGE , spell - > id . toEnum ( ) ) ) / 100.0 ;
spell - > forEachSchool ( [ & base , this ] ( const SpellSchoolInfo & cnf , bool & stop )
{
base * = ( 100.0 + valOfBonuses ( cnf . damagePremyBonus ) ) / 100.0 ;
stop = true ; //only bonus from one school is used
} ) ;
if ( affectedStack & & affectedStack - > getCreature ( ) - > level ) //Hero specials like Solmyr, Deemer
base * = ( 100. + ( ( valOfBonuses ( Bonus : : SPECIAL_SPELL_LEV , spell - > id . toEnum ( ) ) * level ) / affectedStack - > getCreature ( ) - > level ) ) / 100.0 ;
return base ;
}
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bool CGHeroInstance : : canCastThisSpell ( const CSpell * spell ) const
{
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if ( nullptr = = getArt ( ArtifactPosition : : SPELLBOOK ) )
return false ;
const bool isAllowed = IObjectInterface : : cb - > isAllowed ( 0 , spell - > id ) ;
const bool inSpellBook = vstd : : contains ( spells , spell - > id ) ;
const bool specificBonus = hasBonusOfType ( Bonus : : SPELL , spell - > id ) ;
bool schoolBonus = false ;
spell - > forEachSchool ( [ this , & schoolBonus ] ( const SpellSchoolInfo & cnf , bool & stop )
{
if ( hasBonusOfType ( cnf . knoledgeBonus ) )
{
schoolBonus = stop = true ;
}
} ) ;
const bool levelBonus = hasBonusOfType ( Bonus : : SPELLS_OF_LEVEL , spell - > level ) ;
if ( spell - > isSpecialSpell ( ) )
{
if ( inSpellBook )
{ //hero has this spell in spellbook
logGlobal - > errorStream ( ) < < " Special spell " < < spell - > name < < " in spellbook. " ;
}
return specificBonus ;
}
else if ( ! isAllowed )
{
if ( inSpellBook )
{ //hero has this spell in spellbook
logGlobal - > errorStream ( ) < < " Banned spell " < < spell - > name < < " in spellbook. " ;
}
return specificBonus ;
}
else
{
return inSpellBook | | schoolBonus | | specificBonus | | levelBonus ;
}
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}
/**
* Calculates what creatures and how many to be raised from a battle .
* @ param battleResult The results of the battle .
* @ return Returns a pair with the first value indicating the ID of the creature
* type and second value the amount . Both values are returned as - 1 if necromancy
* could not be applied .
*/
CStackBasicDescriptor CGHeroInstance : : calculateNecromancy ( const BattleResult & battleResult ) const
{
const ui8 necromancyLevel = getSecSkillLevel ( SecondarySkill : : NECROMANCY ) ;
// Hero knows necromancy or has Necromancer Cloak
if ( necromancyLevel > 0 | | hasBonusOfType ( Bonus : : IMPROVED_NECROMANCY ) )
{
double necromancySkill = valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , SecondarySkill : : NECROMANCY ) / 100.0 ;
vstd : : amin ( necromancySkill , 1.0 ) ; //it's impossible to raise more creatures than all...
const std : : map < ui32 , si32 > & casualties = battleResult . casualties [ ! battleResult . winner ] ;
ui32 raisedUnits = 0 ;
// Figure out what to raise and how many.
const CreatureID creatureTypes [ ] = { CreatureID : : SKELETON , CreatureID : : WALKING_DEAD , CreatureID : : WIGHTS , CreatureID : : LICHES } ;
const bool improvedNecromancy = hasBonusOfType ( Bonus : : IMPROVED_NECROMANCY ) ;
const CCreature * raisedUnitType = VLC - > creh - > creatures [ creatureTypes [ improvedNecromancy ? necromancyLevel : 0 ] ] ;
const ui32 raisedUnitHP = raisedUnitType - > valOfBonuses ( Bonus : : STACK_HEALTH ) ;
//calculate creatures raised from each defeated stack
for ( auto & casualtie : casualties )
{
// Get lost enemy hit points convertible to units.
CCreature * c = VLC - > creh - > creatures [ casualtie . first ] ;
const ui32 raisedHP = c - > valOfBonuses ( Bonus : : STACK_HEALTH ) * casualtie . second * necromancySkill ;
raisedUnits + = std : : min < ui32 > ( raisedHP / raisedUnitHP , casualtie . second * necromancySkill ) ; //limit to % of HP and % of original stack count
}
// Make room for new units.
SlotID slot = getSlotFor ( raisedUnitType - > idNumber ) ;
if ( slot = = SlotID ( ) )
{
// If there's no room for unit, try it's upgraded version 2/3rds the size.
raisedUnitType = VLC - > creh - > creatures [ * raisedUnitType - > upgrades . begin ( ) ] ;
raisedUnits = ( raisedUnits * 2 ) / 3 ;
slot = getSlotFor ( raisedUnitType - > idNumber ) ;
}
if ( raisedUnits < = 0 )
raisedUnits = 1 ;
return CStackBasicDescriptor ( raisedUnitType - > idNumber , raisedUnits ) ;
}
return CStackBasicDescriptor ( ) ;
}
/**
* Show the necromancy dialog with information about units raised .
* @ param raisedStack Pair where the first element represents ID of the raised creature
* and the second element the amount .
*/
void CGHeroInstance : : showNecromancyDialog ( const CStackBasicDescriptor & raisedStack ) const
{
InfoWindow iw ;
iw . soundID = soundBase : : pickup01 + cb - > gameState ( ) - > getRandomGenerator ( ) . nextInt ( 6 ) ;
iw . player = tempOwner ;
iw . components . push_back ( Component ( raisedStack ) ) ;
if ( raisedStack . count > 1 ) // Practicing the dark arts of necromancy, ... (plural)
{
iw . text . addTxt ( MetaString : : GENERAL_TXT , 145 ) ;
iw . text . addReplacement ( raisedStack . count ) ;
}
else // Practicing the dark arts of necromancy, ... (singular)
{
iw . text . addTxt ( MetaString : : GENERAL_TXT , 146 ) ;
}
iw . text . addReplacement ( raisedStack ) ;
cb - > showInfoDialog ( & iw ) ;
}
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/*
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int3 CGHeroInstance : : getSightCenter ( ) const
{
return getPosition ( false ) ;
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} */
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int CGHeroInstance : : getSightRadious ( ) const
{
return 5 + getSecSkillLevel ( SecondarySkill : : SCOUTING ) + valOfBonuses ( Bonus : : SIGHT_RADIOUS ) ; //default + scouting
}
si32 CGHeroInstance : : manaRegain ( ) const
{
if ( hasBonusOfType ( Bonus : : FULL_MANA_REGENERATION ) )
return manaLimit ( ) ;
return 1 + valOfBonuses ( Bonus : : SECONDARY_SKILL_PREMY , 8 ) + valOfBonuses ( Bonus : : MANA_REGENERATION ) ; //1 + Mysticism level
}
// /**
// * Places an artifact in hero's backpack. If it's a big artifact equips it
// * or discards it if it cannot be equipped.
// */
// void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
// {
// CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
// CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
// ai->putAt(this, ai->firstAvailableSlot(this));
// }
int CGHeroInstance : : getBoatType ( ) const
{
switch ( type - > heroClass - > getAlignment ( ) )
{
case EAlignment : : GOOD :
return 1 ;
case EAlignment : : EVIL :
return 0 ;
case EAlignment : : NEUTRAL :
return 2 ;
default :
throw std : : runtime_error ( " Wrong alignment! " ) ;
}
}
void CGHeroInstance : : getOutOffsets ( std : : vector < int3 > & offsets ) const
{
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offsets =
{
int3 ( 0 , 1 , 0 ) , int3 ( 0 , - 1 , 0 ) , int3 ( - 1 , 0 , 0 ) , int3 ( + 1 , 0 , 0 ) , int3 ( 1 , 1 , 0 ) , int3 ( - 1 , 1 , 0 ) , int3 ( 1 , - 1 , 0 ) , int3 ( - 1 , - 1 , 0 )
} ;
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}
int CGHeroInstance : : getSpellCost ( const CSpell * sp ) const
{
return sp - > getCost ( getSpellSchoolLevel ( sp ) ) ;
}
void CGHeroInstance : : pushPrimSkill ( PrimarySkill : : PrimarySkill which , int val )
{
assert ( ! hasBonus ( Selector : : typeSubtype ( Bonus : : PRIMARY_SKILL , which )
. And ( Selector : : sourceType ( Bonus : : HERO_BASE_SKILL ) ) ) ) ;
addNewBonus ( new Bonus ( Bonus : : PERMANENT , Bonus : : PRIMARY_SKILL , Bonus : : HERO_BASE_SKILL , val , id . getNum ( ) , which ) ) ;
}
EAlignment : : EAlignment CGHeroInstance : : getAlignment ( ) const
{
return type - > heroClass - > getAlignment ( ) ;
}
void CGHeroInstance : : initExp ( )
{
exp = cb - > gameState ( ) - > getRandomGenerator ( ) . nextInt ( 40 , 89 ) ;
}
std : : string CGHeroInstance : : nodeName ( ) const
{
return " Hero " + name ;
}
void CGHeroInstance : : putArtifact ( ArtifactPosition pos , CArtifactInstance * art )
{
assert ( ! getArt ( pos ) ) ;
art - > putAt ( ArtifactLocation ( this , pos ) ) ;
}
void CGHeroInstance : : putInBackpack ( CArtifactInstance * art )
{
putArtifact ( art - > firstBackpackSlot ( this ) , art ) ;
}
bool CGHeroInstance : : hasSpellbook ( ) const
{
return getArt ( ArtifactPosition : : SPELLBOOK ) ;
}
void CGHeroInstance : : deserializationFix ( )
{
artDeserializationFix ( this ) ;
for ( auto hs : specialty )
{
attachTo ( hs ) ;
}
}
CBonusSystemNode * CGHeroInstance : : whereShouldBeAttached ( CGameState * gs )
{
if ( visitedTown )
{
if ( inTownGarrison )
return visitedTown ;
else
return & visitedTown - > townAndVis ;
}
else
return CArmedInstance : : whereShouldBeAttached ( gs ) ;
}
int CGHeroInstance : : movementPointsAfterEmbark ( int MPsBefore , int basicCost , bool disembark /*= false*/ ) const
{
if ( hasBonusOfType ( Bonus : : FREE_SHIP_BOARDING ) )
return ( MPsBefore - basicCost ) * static_cast < double > ( maxMovePoints ( disembark ) ) / maxMovePoints ( ! disembark ) ;
return 0 ; //take all MPs otherwise
}
CGHeroInstance : : ECanDig CGHeroInstance : : diggingStatus ( ) const
{
if ( movement < maxMovePoints ( true ) )
return LACK_OF_MOVEMENT ;
else if ( cb - > getTile ( getPosition ( false ) ) - > terType = = ETerrainType : : WATER )
return WRONG_TERRAIN ;
else
{
const TerrainTile * t = cb - > getTile ( getPosition ( ) ) ;
//TODO look for hole
//CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
if ( /*hlp.length() || */ t - > blockingObjects . size ( ) > 1 )
return TILE_OCCUPIED ;
else
return CAN_DIG ;
}
}
ArtBearer : : ArtBearer CGHeroInstance : : bearerType ( ) const
{
return ArtBearer : : HERO ;
}
std : : vector < SecondarySkill > CGHeroInstance : : getLevelUpProposedSecondarySkills ( ) const
{
std : : vector < SecondarySkill > obligatorySkills ; //hero is offered magic school or wisdom if possible
if ( ! skillsInfo . wisdomCounter )
{
if ( cb - > isAllowed ( 2 , SecondarySkill : : WISDOM ) & & ! getSecSkillLevel ( SecondarySkill : : WISDOM ) )
obligatorySkills . push_back ( SecondarySkill : : WISDOM ) ;
}
if ( ! skillsInfo . magicSchoolCounter )
{
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std : : vector < SecondarySkill > ss =
{
SecondarySkill : : FIRE_MAGIC , SecondarySkill : : AIR_MAGIC , SecondarySkill : : WATER_MAGIC , SecondarySkill : : EARTH_MAGIC
} ;
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std : : shuffle ( ss . begin ( ) , ss . end ( ) , skillsInfo . rand . getStdGenerator ( ) ) ;
for ( auto skill : ss )
{
if ( cb - > isAllowed ( 2 , skill ) & & ! getSecSkillLevel ( skill ) ) //only schools hero doesn't know yet
{
obligatorySkills . push_back ( skill ) ;
break ; //only one
}
}
}
std : : vector < SecondarySkill > skills ;
//picking sec. skills for choice
std : : set < SecondarySkill > basicAndAdv , expert , none ;
for ( int i = 0 ; i < GameConstants : : SKILL_QUANTITY ; i + + )
if ( cb - > isAllowed ( 2 , i ) )
none . insert ( SecondarySkill ( i ) ) ;
for ( auto & elem : secSkills )
{
if ( elem . second < SecSkillLevel : : EXPERT )
basicAndAdv . insert ( elem . first ) ;
else
expert . insert ( elem . first ) ;
none . erase ( elem . first ) ;
}
for ( auto s : obligatorySkills ) //don't duplicate them
{
none . erase ( s ) ;
basicAndAdv . erase ( s ) ;
expert . erase ( s ) ;
}
//first offered skill:
// 1) give obligatory skill
// 2) give any other new skill
// 3) upgrade existing
if ( canLearnSkill ( ) & & obligatorySkills . size ( ) > 0 )
{
skills . push_back ( obligatorySkills [ 0 ] ) ;
}
else if ( none . size ( ) & & canLearnSkill ( ) ) //hero have free skill slot
{
skills . push_back ( type - > heroClass - > chooseSecSkill ( none , skillsInfo . rand ) ) ; //new skill
none . erase ( skills . back ( ) ) ;
}
else if ( ! basicAndAdv . empty ( ) )
{
skills . push_back ( type - > heroClass - > chooseSecSkill ( basicAndAdv , skillsInfo . rand ) ) ; //upgrade existing
basicAndAdv . erase ( skills . back ( ) ) ;
}
//second offered skill:
//1) upgrade existing
//2) give obligatory skill
//3) give any other new skill
if ( ! basicAndAdv . empty ( ) )
{
SecondarySkill s = type - > heroClass - > chooseSecSkill ( basicAndAdv , skillsInfo . rand ) ; //upgrade existing
skills . push_back ( s ) ;
basicAndAdv . erase ( s ) ;
}
else if ( canLearnSkill ( ) & & obligatorySkills . size ( ) > 1 )
{
skills . push_back ( obligatorySkills [ 1 ] ) ;
}
else if ( none . size ( ) & & canLearnSkill ( ) )
{
skills . push_back ( type - > heroClass - > chooseSecSkill ( none , skillsInfo . rand ) ) ; //give new skill
none . erase ( skills . back ( ) ) ;
}
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if ( skills . size ( ) = = 2 ) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
std : : swap ( skills [ 0 ] , skills [ 1 ] ) ;
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return skills ;
}
PrimarySkill : : PrimarySkill CGHeroInstance : : nextPrimarySkill ( ) const
{
assert ( gainsLevel ( ) ) ;
int randomValue = cb - > gameState ( ) - > getRandomGenerator ( ) . nextInt ( 99 ) , pom = 0 , primarySkill = 0 ;
const auto & skillChances = ( level > 9 ) ? type - > heroClass - > primarySkillLowLevel : type - > heroClass - > primarySkillHighLevel ;
for ( ; primarySkill < GameConstants : : PRIMARY_SKILLS ; + + primarySkill )
{
pom + = skillChances [ primarySkill ] ;
if ( randomValue < pom )
{
break ;
}
}
logGlobal - > traceStream ( ) < < " The hero gets the primary skill " < < primarySkill < < " with a probability of " < < randomValue < < " %. " ;
return static_cast < PrimarySkill : : PrimarySkill > ( primarySkill ) ;
}
boost : : optional < SecondarySkill > CGHeroInstance : : nextSecondarySkill ( ) const
{
assert ( gainsLevel ( ) ) ;
boost : : optional < SecondarySkill > chosenSecondarySkill ;
const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills ( ) ;
if ( ! proposedSecondarySkills . empty ( ) )
{
std : : vector < SecondarySkill > learnedSecondarySkills ;
for ( auto secondarySkill : proposedSecondarySkills )
{
if ( getSecSkillLevel ( secondarySkill ) > 0 )
{
learnedSecondarySkills . push_back ( secondarySkill ) ;
}
}
auto & rand = cb - > gameState ( ) - > getRandomGenerator ( ) ;
if ( learnedSecondarySkills . empty ( ) )
{
// there are only new skills to learn, so choose anyone of them
chosenSecondarySkill = * RandomGeneratorUtil : : nextItem ( proposedSecondarySkills , rand ) ;
}
else
{
// preferably upgrade a already learned secondary skill
chosenSecondarySkill = * RandomGeneratorUtil : : nextItem ( learnedSecondarySkills , rand ) ;
}
}
return chosenSecondarySkill ;
}
void CGHeroInstance : : setPrimarySkill ( PrimarySkill : : PrimarySkill primarySkill , si64 value , ui8 abs )
{
if ( primarySkill < PrimarySkill : : EXPERIENCE )
{
Bonus * skill = getBonusLocalFirst ( Selector : : type ( Bonus : : PRIMARY_SKILL )
. And ( Selector : : subtype ( primarySkill ) )
. And ( Selector : : sourceType ( Bonus : : HERO_BASE_SKILL ) ) ) ;
assert ( skill ) ;
if ( abs )
{
skill - > val = value ;
}
else
{
skill - > val + = value ;
}
}
else if ( primarySkill = = PrimarySkill : : EXPERIENCE )
{
if ( abs )
{
exp = value ;
}
else
{
exp + = value ;
}
}
}
bool CGHeroInstance : : gainsLevel ( ) const
{
return exp > = VLC - > heroh - > reqExp ( level + 1 ) ;
}
void CGHeroInstance : : levelUp ( std : : vector < SecondarySkill > skills )
{
+ + level ;
//deterministic secondary skills
skillsInfo . magicSchoolCounter = ( skillsInfo . magicSchoolCounter + 1 ) % maxlevelsToMagicSchool ( ) ;
skillsInfo . wisdomCounter = ( skillsInfo . wisdomCounter + 1 ) % maxlevelsToWisdom ( ) ;
if ( vstd : : contains ( skills , SecondarySkill : : WISDOM ) )
{
skillsInfo . resetWisdomCounter ( ) ;
}
SecondarySkill spellSchools [ ] = {
SecondarySkill : : FIRE_MAGIC , SecondarySkill : : AIR_MAGIC , SecondarySkill : : WATER_MAGIC , SecondarySkill : : EARTH_MAGIC } ;
for ( auto skill : spellSchools )
{
if ( vstd : : contains ( skills , skill ) )
{
skillsInfo . resetMagicSchoolCounter ( ) ;
break ;
}
}
//specialty
Updatespecialty ( ) ;
}
void CGHeroInstance : : levelUpAutomatically ( )
{
while ( gainsLevel ( ) )
{
const auto primarySkill = nextPrimarySkill ( ) ;
setPrimarySkill ( primarySkill , 1 , false ) ;
auto proposedSecondarySkills = getLevelUpProposedSecondarySkills ( ) ;
const auto secondarySkill = nextSecondarySkill ( ) ;
if ( secondarySkill )
{
setSecSkillLevel ( * secondarySkill , 1 , false ) ;
}
//TODO why has the secondary skills to be passed to the method?
levelUp ( proposedSecondarySkills ) ;
}
}
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bool CGHeroInstance : : hasVisions ( const CGObjectInstance * target , const int subtype ) const
{
//VISIONS spell support
const std : : string cached = boost : : to_string ( ( boost : : format ( " type_%d__subtype_%d " ) % Bonus : : VISIONS % subtype ) ) ;
const int visionsMultiplier = valOfBonuses ( Selector : : typeSubtype ( Bonus : : VISIONS , subtype ) , cached ) ;
int visionsRange = visionsMultiplier * getPrimSkillLevel ( PrimarySkill : : SPELL_POWER ) ;
if ( visionsMultiplier > 0 )
vstd : : amax ( visionsRange , 3 ) ; //minimum range is 3 tiles, but only if VISIONS bonus present
const int distance = target - > pos . dist2d ( getPosition ( false ) ) ;
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//logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
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return ( distance < visionsRange ) & & ( target - > pos . z = = pos . z ) ;
}