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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00

Refactoring

This commit is contained in:
AlexVinS 2015-02-06 15:41:26 +03:00
parent 666d7a4f45
commit 36cdb2968b
8 changed files with 111 additions and 81 deletions

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@ -439,10 +439,14 @@ CInfoBoxPopup::CInfoBoxPopup(Point position, const CGGarrison * garr):
CIntObject * CRClickPopup::createInfoWin(Point position, const CGObjectInstance * specific) //specific=0 => draws info about selected town/hero
{
if(!specific)
if(nullptr == specific)
specific = adventureInt->selection;
assert(specific);
if(nullptr == specific)
{
logGlobal->error("createInfoWin: no object to describe");
return nullptr;
}
switch(specific->ID)
{

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@ -525,6 +525,11 @@
"icon": "zvs/Lib1.res/E_RETAIL1"
}
},
"VISIONS":
{
"hidden": true
},
"WATER_IMMUNITY":
{
"graphics":

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@ -17,7 +17,7 @@
},
"scuttleBoat" : {
"index" : 1,
"targetType": "LOCATION",
"targetType": "NO_TARGET",
"sounds": {
"cast": "SCUTBOAT"
@ -40,7 +40,30 @@
},
"levels" : {
"base":{
"range" : "X"
"range" : "0",
"effects" : {
"visionsMonsters" : {
"type" : "VISIONS",
"subtype" : 0,
"duration" : "ONE_DAY",
"val" : 1,
"valueType" : "INDEPENDENT_MAX"
}
}
},
"advanced":{
"effects" : {
"visionsMonsters" : {
"val" : 2
}
}
},
"expert":{
"effects" : {
"visionsMonsters" : {
"val" : 3
}
}
}
},
"flags" : {
@ -104,7 +127,29 @@
},
"levels" : {
"base":{
"range" : "X"
"range" : "0",
"effects" : {
"fly" : {
"type" : "FLYING_MOVEMENT",
"subtype" : 2,
"duration" : "ONE_DAY",
"val" : 0 //in fact unused
}
}
},
"advanced":{
"effects" : {
"fly" : {
"subtype" : 1
}
}
},
"expert":{
"effects" : {
"fly" : {
"subtype" : 1
}
}
}
},
"flags" : {
@ -120,7 +165,29 @@
},
"levels" : {
"base":{
"range" : "X"
"range" : "0",
"effects" : {
"waterWalk" : {
"type" : "WATER_WALKING",
"subtype" : 2,
"duration" : "ONE_DAY",
"val" : 0 //in fact unused
}
}
},
"advanced":{
"effects" : {
"waterWalk" : {
"subtype" : 1
}
}
},
"expert":{
"effects" : {
"waterWalk" : {
"subtype" : 1
}
}
}
},
"flags" : {

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@ -19,37 +19,6 @@
#include "../CGameState.h"
#include "../CGameInfoCallback.h"
///AdventureBonusingMechanics
bool AdventureBonusingMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
{
const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
const int subtype = spellLevelToSubtype(schoolLevel);
GiveBonus gb;
gb.id = parameters.caster->id.getNum();
gb.bonus = Bonus(Bonus::ONE_DAY, bonusTypeID, Bonus::SPELL_EFFECT, 0, owner->id, subtype);
env->sendAndApply(&gb);
return true;
}
int FlyMechanics::spellLevelToSubtype(const int schoolLevel) const
{
return schoolLevel >= 2 ? 1 : 2; //adv or expert
}
int VisionsMechanics::spellLevelToSubtype(const int schoolLevel) const
{
//0,1 schoolLevel => 0 subtype
//2 schoolLevel => 1 subtype
//3 schoolLevel => 2 subtype
int result = schoolLevel - 1;
vstd::amin(result, 0);
vstd::amax(result, 2);
return result; //adv or expert
}
///SummonBoatMechanics
bool SummonBoatMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
{

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@ -13,37 +13,6 @@
#include "CDefaultSpellMechanics.h"
//todo: make configurable
class AdventureBonusingMechanics: public DefaultSpellMechanics
{
public:
AdventureBonusingMechanics(CSpell * s, Bonus::BonusType _bonusTypeID): DefaultSpellMechanics(s), bonusTypeID(_bonusTypeID){};
protected:
bool applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const override;
virtual int spellLevelToSubtype(const int schoolLevel) const = 0;
private:
Bonus::BonusType bonusTypeID;
};
//FLY & WATER_WALK
class FlyMechanics: public AdventureBonusingMechanics
{
public:
FlyMechanics(CSpell * s, Bonus::BonusType _bonusTypeID): AdventureBonusingMechanics(s, _bonusTypeID){};
protected:
int spellLevelToSubtype(const int schoolLevel) const override;
};
//VISIONS & DISGUISE
class VisionsMechanics: public AdventureBonusingMechanics
{
public:
VisionsMechanics(CSpell * s, Bonus::BonusType _bonusTypeID): AdventureBonusingMechanics(s, _bonusTypeID){};
protected:
int spellLevelToSubtype(const int schoolLevel) const override;
};
class SummonBoatMechanics: public DefaultSpellMechanics
{
public:

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@ -191,9 +191,30 @@ bool DefaultSpellMechanics::adventureCast(const SpellCastEnvironment * env, Adve
bool DefaultSpellMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
{
//There is no generic algorithm of adventure cast
env->complain("Unimplemented adventure spell");
return false;
if(owner->hasEffects())
{
const int schoolLevel = parameters.caster->getSpellSchoolLevel(owner);
std::vector<Bonus> bonuses;
owner->getEffects(bonuses, schoolLevel);
for(Bonus b : bonuses)
{
GiveBonus gb;
gb.id = parameters.caster->id.getNum();
gb.bonus = b;
env->sendAndApply(&gb);
}
return true;
}
else
{
//There is no generic algorithm of adventure cast
env->complain("Unimplemented adventure spell");
return false;
}
}

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@ -358,8 +358,6 @@ const std::string& CSpell::getCastSound() const
return castSound;
}
si32 CSpell::getCost(const int skillLevel) const
{
return getLevelInfo(skillLevel).cost;

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@ -69,19 +69,16 @@ ISpellMechanics * ISpellMechanics::createMechanics(CSpell * s)
case SpellID::DIMENSION_DOOR:
return new DimensionDoorMechanics(s);
case SpellID::FLY:
return new FlyMechanics(s, Bonus::FLYING_MOVEMENT); //temporary
case SpellID::WATER_WALK:
return new FlyMechanics(s, Bonus::WATER_WALKING); //temporary
case SpellID::VISIONS:
case SpellID::DISGUISE:
return new DefaultSpellMechanics(s); //implemented using bonus system
case SpellID::TOWN_PORTAL:
return new TownPortalMechanics(s);
case SpellID::VIEW_EARTH:
return new ViewEarthMechanics(s);
case SpellID::VIEW_AIR:
return new ViewAirMechanics(s);
case SpellID::VISIONS:
return new VisionsMechanics(s, Bonus::VISIONS); //temporary
case SpellID::DISGUISE:
return new VisionsMechanics(s, Bonus::DISGUISED); //temporary
default:
if(s->isRisingSpell())
return new SpecialRisingSpellMechanics(s);