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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

Partial Stack Exp operations. Can't really test it as battle is unplayable atm.

This commit is contained in:
DjWarmonger 2011-02-12 18:48:11 +00:00
parent 7a49240520
commit 252cee96f5
6 changed files with 64 additions and 24 deletions

View File

@ -114,7 +114,7 @@ public:
std::map<TBonusType, std::pair<std::string, std::string> > stackBonuses; // bonus => name, description
std::vector<std::vector<ui32>> expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
std::vector<ui32> maxExpPerBattle; //tiers same as above
std::vector<ui32> maxExpPerBattle; //%, tiers same as above
si8 expAfterUpgrade;//multiplier in %
void loadCreatures();

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@ -218,10 +218,18 @@ void CCreatureSet::setStackCount(TSlot slot, TQuantity count)
{
assert(hasStackAtSlot(slot));
assert(count > 0);
if (STACK_EXP)
stacks[slot]->experience *= ((stacks[slot]->count + count)/(float)stacks[slot]->count);
stacks[slot]->count = count;
armyChanged();
}
void CCreatureSet::giveStackExp(expType exp)
{
for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); i++)
i->second->giveStackExp(exp);
}
void CCreatureSet::clear()
{
while(!stacks.empty())
@ -453,6 +461,19 @@ int CStackInstance::getExpRank() const
}
}
void CStackInstance::giveStackExp(expType exp)
{
int level = type->level;
if (!iswith(level, 1, 7))
level = 0;
CCreatureHandler * creh = VLC->creh;
amin(exp, (expType)creh->expRanks[level].back()); //prevent exp overflow due to different types
amin(exp, (exp * creh->maxExpPerBattle[level])/100);
amin(experience += exp, creh->expRanks[level].back()); //can't get more exp than this limit
}
void CStackInstance::setType(int creID)
{
setType(VLC->creh->creatures[creID]);
@ -461,7 +482,11 @@ void CStackInstance::setType(int creID)
void CStackInstance::setType(const CCreature *c)
{
if(type)
{
detachFrom(const_cast<CCreature*>(type));
if (type->isMyUpgrade(c) && STACK_EXP)
experience *= VLC->creh->expAfterUpgrade / 100.0f;
}
type = c;

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@ -59,6 +59,7 @@ public:
void setType(int creID);
void setType(const CCreature *c);
void setArmyObj(const CArmedInstance *ArmyObj);
void giveStackExp(expType exp);
bool valid(bool allowUnrandomized) const;
virtual std::string nodeName() const OVERRIDE;
void deserializationFix();
@ -118,6 +119,7 @@ public:
void setStackCount(TSlot slot, TQuantity count); //stack must exist!
CStackInstance *detachStack(TSlot slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
void setStackType(TSlot slot, const CCreature *type);
void giveStackExp(expType exp);
//derivative
void eraseStack(TSlot slot); //slot must be occupied

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@ -1179,7 +1179,7 @@ void CGHeroInstance::updateSkill(int which, int val)
int skillVal = 0;
switch (which)
{
case 1: //Archery
case ARCHERY:
switch (val)
{
case 1:
@ -1190,27 +1190,29 @@ void CGHeroInstance::updateSkill(int which, int val)
skillVal = 50; break;
}
break;
case 2: //Logistics
case LOGISTICS:
skillVal = 10 * val; break;
case 5: //Navigation
case NAVIGATION:
skillVal = 50 * val; break;
case 8: //Mysticism
case MYSTICISM:
skillVal = val; break;
case 11: //eagle Eye
case EAGLE_EYE:
skillVal = 30 + 10 * val; break;
case 12: //Necromancy
case NECROMANCY:
skillVal = 10 * val; break;
case 22: //Offense
skillVal = 10 * val; break;
case 23: //Armorer
case LEARNING:
skillVal = 5 * val; break;
case 24: //Intelligence
case OFFENCE:
skillVal = 10 * val; break;
case ARMORER:
skillVal = 5 * val; break;
case INTELLIGENCE:
skillVal = 25 << (val-1); break;
case 25: //Sorcery
case SORCERY:
skillVal = 5 * val; break;
case 26: //Resistance
case RESISTANCE:
skillVal = 5 << (val-1); break;
case 27: //First Aid
case FIRST_AID:
skillVal = 25 + 25*val; break;
}
@ -1246,6 +1248,11 @@ int CGHeroInstance::getTotalStrength() const
return (int) ret;
}
expType CGHeroInstance::calculateXp(expType exp) const
{
return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::LEARNING))/100.0f;
}
ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const
{
si16 skill = -1; //skill level
@ -2492,7 +2499,7 @@ void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const
case 100: //give exp
{
const CGHeroInstance *h = cb->getHero(heroID);
val = val*(100+h->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0f;
val = h->calculateXp(val);
InfoWindow iw;
iw.soundID = sound;
iw.components.push_back(Component(id,subid,val,0));
@ -3836,7 +3843,7 @@ void CGPickable::onHeroVisit( const CGHeroInstance * h ) const
sd.player = h->tempOwner;
sd.text << std::pair<ui8,ui32>(11,146);
sd.components.push_back(Component(2,6,val1,0));
int expVal = val2*(100+h->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0f;
expType expVal = h->calculateXp(val2);
sd.components.push_back(Component(5,0,expVal, 0));
sd.soundID = soundBase::chest;
boost::function<void(ui32)> fun = boost::bind(&CGPickable::chosen,this,_1,h->id);
@ -3857,7 +3864,7 @@ void CGPickable::chosen( int which, int heroID ) const
cb->giveResource(cb->getOwner(heroID),6,val1);
break;
case 2: //player pick exp
cb->changePrimSkill(heroID, 4, val2*(100+h->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0f);
cb->changePrimSkill(heroID, 4, h->calculateXp(val2));
break;
default:
throw std::string("Unhandled treasure choice");
@ -4374,7 +4381,7 @@ void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward
{
case 1: //experience
{
int expVal = rVal*(100+h->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0f;
expType expVal = h->calculateXp(rVal);
cb->changePrimSkill(h->id, 4, expVal, false);
break;
}
@ -4862,7 +4869,7 @@ void CGPandoraBox::giveContents( const CGHeroInstance *h, bool afterBattle ) con
if(gainedExp || changesPrimSkill || abilities.size())
{
expType expVal = gainedExp*(100+h->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0f;
expType expVal = h->calculateXp(gainedExp);
getText(iw,afterBattle,175,h);
if(expVal)
@ -6165,8 +6172,10 @@ void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
if(xp)
{
xp = h->calculateXp(xp);
iw.text.addTxt(11,132);
iw.text.addReplacement(xp);
cb->changePrimSkill(h->ID, 4, xp, false);
}
else
{
@ -6174,8 +6183,7 @@ void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
}
}
cb->showInfoDialog(&iw);
//////////////////////////////////////////////////////////////////////////
///TODO: WHAT WITH EXP?
}
//bool IShipyard::validLocation() const

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@ -408,6 +408,7 @@ public:
static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
double getHeroStrength() const;
int getTotalStrength() const;
expType calculateXp(expType exp) const; //apply learning skill
ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = NULL) const; //returns level on which given spell would be cast by this hero (0 - none, 1 - basic etc); optionally returns number of selected school by arg - 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic,
bool canCastThisSpell(const CSpell * spell) const; //determines if this hero can cast given spell; takes into account existing spell in spellbook, existing spellbook and artifact bonuses
CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;

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@ -196,6 +196,8 @@ void CGameHandler::levelUpHero(int ID, int skill)
void CGameHandler::levelUpHero(int ID)
{
CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
if (hero->battle)
tlog1<<"Battle found\n";
if (hero->exp < VLC->heroh->reqExp(hero->level+1)) // no more level-ups
return;
@ -287,7 +289,9 @@ void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
sendAndApply(&sps);
if(which==4) //only for exp - hero may level up
{
//TODO: Stack Experience only after battle
levelUpHero(ID);
//TODO: Commander
}
}
@ -340,9 +344,9 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
//end battle, remove all info, free memory
giveExp(*battleResult.data);
if (hero1)
battleResult.data->exp[0] *= (100+hero1->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0f;//sholar skill
battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
if (hero2)
battleResult.data->exp[1] *= (100+hero2->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0f;
battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
ui8 sides[2];
for(int i=0; i<2; ++i)
@ -4687,7 +4691,7 @@ bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstanc
int dump, exp;
market->getOffer(crid, 0, dump, exp, CREATURE_EXP);
exp *= count;
changePrimSkill(hero->id, 4, exp*(100+hero->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0f);
changePrimSkill(hero->id, 4, hero->calculateXp(exp));
return true;
}