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* a few fixes for CStack.effects removal - more should come

This commit is contained in:
mateuszb
2010-08-31 10:22:21 +00:00
parent 4696d89d2e
commit 608e26b453
6 changed files with 63 additions and 33 deletions

View File

@ -746,7 +746,7 @@ const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
{
for (BonusList::const_iterator it = bonuses.begin(); it != bonuses.end(); it++)
{
if(it->id == id)
if(it->source == Bonus::SPELL_EFFECT && it->id == id)
{
if(!turn || it->turnsRemain > turn)
return &(*it);
@ -926,7 +926,7 @@ ui8 CStack::howManyEffectsSet(ui16 id) const
{
ui8 ret = 0;
for (BonusList::const_iterator it = bonuses.begin(); it != bonuses.end(); it++)
if(it->id == id) //effect found
if(it->source == Bonus::SPELL_EFFECT && it->id == id) //effect found
{
++ret;
}
@ -973,6 +973,28 @@ int CStack::occupiedHex() const
return -1;
}
}
BonusList CStack::getSpellBonuses() const
{
return getBonuses(Selector::sourceTypeSel(Bonus::SPELL_EFFECT));
}
std::vector<si32> CStack::activeSpells() const
{
//spell ID deduplication (some spells have many corresponding bonuses)
//TODO: what about spells that casted multiple times, have their effect muliplied? std::pair<spell id, time> or what?
std::vector<si32> ret;
BonusList spellEffects = getSpellBonuses();
std::set<int> spellIds;
for(BonusList::const_iterator it = spellEffects.begin(); it != spellEffects.end(); it++)
{
spellIds.insert(it->id);
}
ret.resize(spellIds.size());
std::copy(spellIds.begin(), spellIds.end(), ret.begin());
return ret;
}
CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, std::map<ui32,CGHeroInstance *> &available, const CHeroClass *bannedClass /*= NULL*/) const
{
@ -3219,7 +3241,7 @@ std::pair<ui32, ui32> BattleInfo::calculateDmgRange( const CStack* attacker, con
{
for (BonusList::const_iterator it = stack->bonuses.begin(); it != stack->bonuses.end(); it++)
{
if (it->id == 28 && it->val >= 2)
if (it->source == Bonus::SPELL_EFFECT && it->id == 28 && it->val >= 2)
{
return true;
}