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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

* 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

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@ -3010,17 +3010,18 @@ void CBattleInterface::showAliveStack(int ID, const std::map<int, CStack> & stac
//blitting amoutn background box
SDL_Surface *amountBG = NULL;
if(!curStack.bonuses.size())
BonusList spellEffects = curStack.getSpellBonuses();
if(!spellEffects.size())
{
amountBG = amountNormal;
}
else
{
int pos=0; //determining total positiveness of effects
for(BonusList::const_iterator it = curStack.bonuses.begin(); it != curStack.bonuses.end(); it++)
std::vector<si32> spellIds = curStack.activeSpells();
for(std::vector<si32>::const_iterator it = spellIds.begin(); it != spellIds.end(); it++)
{
if (it->source == Bonus::CASTED_SPELL)
pos += CGI->spellh->spells[ it->id ].positiveness;
pos += CGI->spellh->spells[ *it ].positiveness;
}
if(pos > 0)
{

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@ -2148,15 +2148,13 @@ CCreInfoWindow::CCreInfoWindow(const CStackInstance &st, int Type, boost::functi
{
//spell effects
int printed=0; //how many effect pics have been printed
BOOST_FOREACH(const Bonus effect, battleStack->bonuses)
std::vector<si32> spells = battleStack->activeSpells();
BOOST_FOREACH(si32 effect, spells)
{
if (effect.source == Bonus::CASTED_SPELL)
{
blitAt(graphics->spellEffectsPics->ourImages[effect.id + 1].bitmap, 127 + 52 * printed, 186, *bitmap);
++printed;
if(printed >= 3) //we can fit only 3 effects
break;
}
blitAt(graphics->spellEffectsPics->ourImages[effect + 1].bitmap, 127 + 52 * printed, 186, *bitmap);
++printed;
if(printed >= 3) //we can fit only 3 effects
break;
}
//print current health

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@ -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;
}

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@ -272,7 +272,9 @@ public:
bool moved(int turn = 0) const; //if stack was already moved this turn
bool canMove(int turn = 0) const; //if stack can move
ui32 Speed(int turn = 0) const; //get speed of creature with all modificators
BonusList getSpellBonuses() const;
void stackEffectToFeature(BonusList & sf, const Bonus & sse);
std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
static inline Bonus featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, si32 limit = Bonus::NO_LIMIT)
{

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@ -98,26 +98,27 @@ void DLL_EXPORT BonusList::getBonuses(BonusList &out, const CSelector &selector,
if(selector(*i) && (!limit || limit(*i)))
out.push_back(*i);
}
namespace HHLP
{
class SourceComp
{
public:
Bonus::BonusSource src;
SourceComp(Bonus::BonusSource _src) : src(src)
{
}
bool operator()(const Bonus & bon)
{
return bon.source == src;
}
};
}
void DLL_EXPORT BonusList::removeSpells(Bonus::BonusSource sourceType)
{
limit_start:
for(iterator i = begin(); i != end(); i++)
{
if (i->source == sourceType)
{
iterator toErase = i;
if(i != begin())
{
i--;
erase(toErase);
}
else
{
erase(toErase);
goto limit_start;
}
}
}
std::remove_if(begin(), end(), HHLP::SourceComp(sourceType));
}
void BonusList::limit(const CBonusSystemNode &node)
@ -454,6 +455,11 @@ namespace Selector
return CSelectFieldEqual<ui8>(&Bonus::source, source) && CSelectFieldEqual<ui32>(&Bonus::id, sourceID);
}
CSelector DLL_EXPORT sourceTypeSel(ui8 source)
{
return CSelectFieldEqual<ui8>(&Bonus::source, source);
}
bool DLL_EXPORT matchesType(const CSelector &sel, TBonusType type)
{
Bonus dummy;

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@ -526,6 +526,7 @@ namespace Selector
CSelector DLL_EXPORT typeSybtype(TBonusType Type, TBonusSubtype Subtype);
CSelector DLL_EXPORT typeSybtypeInfo(TBonusType type, TBonusSubtype subtype, si32 info);
CSelector DLL_EXPORT source(ui8 source, ui32 sourceID);
CSelector DLL_EXPORT sourceTypeSel(ui8 source);
bool DLL_EXPORT matchesType(const CSelector &sel, TBonusType type);
bool DLL_EXPORT matchesTypeSubtype(const CSelector &sel, TBonusType type, TBonusSubtype subtype);