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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-13 01:20:34 +02:00

fixed code format and other minor issues

This commit is contained in:
Henning Koehler
2017-08-30 19:19:54 +12:00
parent 36d671b093
commit 654ca96e9d
5 changed files with 62 additions and 43 deletions

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@ -257,6 +257,7 @@ set(lib_HEADERS
CPlayerState.h CPlayerState.h
CRandomGenerator.h CRandomGenerator.h
CScriptingModule.h CScriptingModule.h
CSkillHandler.h
CSoundBase.h CSoundBase.h
CStack.h CStack.h
CStopWatch.h CStopWatch.h

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@ -141,7 +141,7 @@ const std::string CSkillHandler::getTypeName() const
CSkill * CSkillHandler::loadFromJson(const JsonNode & json, const std::string & identifier) CSkill * CSkillHandler::loadFromJson(const JsonNode & json, const std::string & identifier)
{ {
CSkill * skill = NULL; CSkill * skill = nullptr;
for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++) for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
{ {
@ -251,22 +251,30 @@ std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill s
switch(skill) switch(skill)
{ {
case SecondarySkill::PATHFINDING: case SecondarySkill::PATHFINDING:
addBonus(25 * level); break; addBonus(25 * level);
break;
case SecondarySkill::ARCHERY: case SecondarySkill::ARCHERY:
addBonus(5 + 5 * level * level); break; addBonus(5 + 5 * level * level);
break;
case SecondarySkill::LOGISTICS: case SecondarySkill::LOGISTICS:
addBonus(10 * level); break; addBonus(10 * level);
break;
case SecondarySkill::SCOUTING: case SecondarySkill::SCOUTING:
addBonus(level, Bonus::SIGHT_RADIOUS); break; addBonus(level, Bonus::SIGHT_RADIOUS);
break;
case SecondarySkill::DIPLOMACY: case SecondarySkill::DIPLOMACY:
addBonus(level); addBonus(level);
addBonus(20 * level, Bonus::SURRENDER_DISCOUNT); break; addBonus(20 * level, Bonus::SURRENDER_DISCOUNT);
break;
case SecondarySkill::NAVIGATION: case SecondarySkill::NAVIGATION:
addBonus(50 * level); break; addBonus(50 * level);
break;
case SecondarySkill::LEADERSHIP: case SecondarySkill::LEADERSHIP:
addBonus(level, Bonus::MORALE); break; addBonus(level, Bonus::MORALE);
break;
case SecondarySkill::LUCK: case SecondarySkill::LUCK:
addBonus(level, Bonus::LUCK); break; addBonus(level, Bonus::LUCK);
break;
case SecondarySkill::BALLISTICS: case SecondarySkill::BALLISTICS:
addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::CATAPULT); addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::CATAPULT);
addBonus(level); addBonus(level);
@ -276,18 +284,23 @@ std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill s
addBonus(1 + level, Bonus::SECONDARY_SKILL_VAL2); addBonus(1 + level, Bonus::SECONDARY_SKILL_VAL2);
break; break;
case SecondarySkill::NECROMANCY: case SecondarySkill::NECROMANCY:
addBonus(10 * level); break; addBonus(10 * level);
break;
case SecondarySkill::ESTATES: case SecondarySkill::ESTATES:
addBonus(125 << (level-1)); break; addBonus(125 << (level-1));
break;
case SecondarySkill::FIRE_MAGIC: case SecondarySkill::FIRE_MAGIC:
case SecondarySkill::AIR_MAGIC: case SecondarySkill::AIR_MAGIC:
case SecondarySkill::WATER_MAGIC: case SecondarySkill::WATER_MAGIC:
case SecondarySkill::EARTH_MAGIC: case SecondarySkill::EARTH_MAGIC:
addBonus(level); break; addBonus(level);
break;
case SecondarySkill::SCHOLAR: case SecondarySkill::SCHOLAR:
addBonus(1 + level); break; addBonus(1 + level);
break;
case SecondarySkill::TACTICS: case SecondarySkill::TACTICS:
addBonus(1 + 2 * level); break; addBonus(1 + 2 * level);
break;
case SecondarySkill::ARTILLERY: case SecondarySkill::ARTILLERY:
addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::BALLISTA); addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::BALLISTA);
addBonus(25 + 25 * level); addBonus(25 + 25 * level);
@ -295,22 +308,30 @@ std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill s
addBonus(1, Bonus::SECONDARY_SKILL_VAL2); addBonus(1, Bonus::SECONDARY_SKILL_VAL2);
break; break;
case SecondarySkill::LEARNING: case SecondarySkill::LEARNING:
addBonus(5 * level); break; addBonus(5 * level);
break;
case SecondarySkill::OFFENCE: case SecondarySkill::OFFENCE:
addBonus(10 * level); break; addBonus(10 * level);
break;
case SecondarySkill::ARMORER: case SecondarySkill::ARMORER:
addBonus(5 * level); break; addBonus(5 * level);
break;
case SecondarySkill::INTELLIGENCE: case SecondarySkill::INTELLIGENCE:
addBonus(25 << (level-1)); break; addBonus(25 << (level-1));
break;
case SecondarySkill::SORCERY: case SecondarySkill::SORCERY:
addBonus(5 * level); break; addBonus(5 * level);
break;
case SecondarySkill::RESISTANCE: case SecondarySkill::RESISTANCE:
addBonus(5 << (level-1)); break; addBonus(5 << (level-1));
break;
case SecondarySkill::FIRST_AID: case SecondarySkill::FIRST_AID:
addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT); addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT);
addBonus(25 + 25 * level); break; addBonus(25 + 25 * level);
break;
default: default:
addBonus(level); break; addBonus(level);
break;
} }
return result; return result;

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@ -13,11 +13,6 @@
#include "GameConstants.h" #include "GameConstants.h"
#include "IHandlerBase.h" #include "IHandlerBase.h"
class CSkillHandler;
class CGHeroInstance;
class CMap;
class JsonSerializeFormat;
class DLL_LINKAGE CSkill // secondary skill class DLL_LINKAGE CSkill // secondary skill
{ {
protected: protected:
@ -31,7 +26,8 @@ protected:
template <typename Handler> void serialize(Handler & h, const int version) template <typename Handler> void serialize(Handler & h, const int version)
{ {
h & description & effects; h & description;
h & effects;
} }
}; };
@ -52,7 +48,8 @@ public:
template <typename Handler> void serialize(Handler & h, const int version) template <typename Handler> void serialize(Handler & h, const int version)
{ {
h & id & identifier; h & id;
h & identifier;
h & levels; h & levels;
} }

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@ -26,7 +26,7 @@ CFilesystemLoader::CFilesystemLoader(std::string _mountPoint, bfs::path baseDire
std::unique_ptr<CInputStream> CFilesystemLoader::load(const ResourceID & resourceName) const std::unique_ptr<CInputStream> CFilesystemLoader::load(const ResourceID & resourceName) const
{ {
assert(fileList.count(resourceName)); assert(fileList.count(resourceName));
boost::filesystem::path file = baseDirectory / fileList.at(resourceName); bfs::path file = baseDirectory / fileList.at(resourceName);
logGlobal->trace("loading %s", file.string()); logGlobal->trace("loading %s", file.string());
return make_unique<CFileInputStream>(file); return make_unique<CFileInputStream>(file);
} }

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@ -2489,7 +2489,7 @@ void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID t
const CGHeroInstance * h1 = getHero(fromHero); const CGHeroInstance * h1 = getHero(fromHero);
const CGHeroInstance * h2 = getHero(toHero); const CGHeroInstance * h2 = getHero(toHero);
int h1_scholarLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR); int h1_scholarLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
int h2_scholarLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR); int h2_scholarLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
if (h1_scholarLevel < h2_scholarLevel) if (h1_scholarLevel < h2_scholarLevel)
{ {