1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-07-01 00:45:26 +02:00

Further work on bonus system.

This commit is contained in:
Michał W. Urbańczyk
2010-11-20 00:03:31 +00:00
parent b2a4d857b5
commit 27f83ea8c3
12 changed files with 325 additions and 250 deletions

View File

@ -3435,25 +3435,10 @@ int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstan
}
}
CStack * BattleInfo::generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position) const
CStack * BattleInfo::generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, int position) const
{
CStack * ret = new CStack(&base, attackerOwned ? side1 : side2, stackID, attackerOwned, slot);
//TODO: bonus na bitw� z limiterem
//////////////////////////////////////////////////////////////////////////
//native terrain bonuses
// int faction = ret->type->faction;
// if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
// {
// ret->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE));
// ret->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE));
// ret->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE));
// }
//
// ret->position = position;
ret->position = position;
return ret;
}