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Preliminary distribution of hero specials. Sir Mullich actually works fine.

This commit is contained in:
DjWarmonger 2010-07-06 07:32:40 +00:00
parent 740c227d6c
commit 742e80b168
6 changed files with 354 additions and 4 deletions

176
config/specials.txt Normal file
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@ -0,0 +1,176 @@
Hero ID Bonus Type Val Subtype Additional Info
0 2 1 0 5
1 1 2 0 0
2 1 4 0 0
3 2 5 1 2
4 2 13 0 5
5 1 6 0 0
6 1 146 0 0
7 1 10 0 0
8 2 27 0 5
9 6 41 0 3
10 8 45 0 0
11 3 20 0 3
12 1 8 0 0
13 2 11 0 5
14 8 48 0 0
15 10 350 6 0
16 2 23 0 5
17 1 16 0 0
18 10 350 6 0
19 1 22 0 0
20 2 26 0 5
21 1 18 0 0
22 1 24 0 0
23 2 2 0 5
24 8 55 1 0
25 3 37 0 3
26 2 24 0 5
27 2 27 0 5
28 2 11 0 5
29 7 51 0 0
30 3 16 0 3
31 1 20 0 0
32 1 30 0 0
33 1 36 0 0
34 1 32 0 0
35 2 23 0 5
36 1 146 0 0
37 1 38 0 0
38 10 1 1 0
39 1 36 0 0
40 3 60 0 3
41 2 8 1 5
42 2 11 0 5
43 7 51 0 0
44 1 34 0 0
45 3 19 0 3
46 8 53 0 0
47 10 350 6 0
48 1 46 0 0
49 1 52 0 0
50 1 48 0 0
51 1 42 0 0
52 10 350 6 0
53 1 42 0 0
54 1 146 0 0
55 1 50 0 0
56 2 24 0 5
57 3 22 0 3
58 2 8 1 5
59 8 45 0 0
60 10 1 3 0
61 8 43 0 0
62 2 25 0 5
63 3 21 0 3
64 1 58 0 0
65 1 62 0 0
66 1 64 0 0
67 1 60 0 0
68 1 66 0 0
69 2 12 0 5
70 10 350 6 0
71 1 56 0 0
72 3 24 0 3
73 3 23 0 3
74 2 25 0 5
75 2 11 1 5
76 3 39 0 3
77 8 46 0 0
78 2 12 0 5
79 10 350 6 0
80 1 72 0 0
81 1 146 0 0
82 1 78 0 0
83 1 74 0 0
84 10 350 6 0
85 2 2 0 5
86 1 80 0 0
87 1 70 0 0
88 3 38 0 3
89 2 8 1 5
90 2 25 0 5
91 3 38 0 3
92 2 11 1 5
93 3 23 0 3
94 10 1 4 0
95 8 46 0 0
96 1 94 0 0
97 1 146 0 0
98 1 88 0 0
99 1 92 0 0
101 1 84 0 0
102 1 90 0 0
103 2 22 0 5
104 1 86 0 0
105 2 25 0 5
106 1 90 0 0
107 2 2 0 5
108 8 53 0 0
109 8 44 0 0
110 2 25 0 5
111 2 11 1 5
112 10 1 5 0
113 1 106 0 0
114 1 98 0 0
115 1 100 0 0
116 2 23 0 5
117 1 102 0 0
118 1 104 0 0
119 1 146 0 0
120 1 108 0 0
121 2 8 1 5
122 2 5 1 2
123 2 27 0 5
124 8 46 0 0
125 2 25 0 5
126 2 24 0 5
127 2 11 1 5
128 4 120 1 3
128 4 120 2 3
129 4 113 1 2
129 4 113 1 1
129 4 113 4 5
130 4 114 1 1
130 4 114 1 2
130 4 114 3 2
131 4 115 1 2
132 4 120 1 3
132 4 120 2 3
133 4 113 1 2
133 4 113 1 1
133 4 113 4 5
134 4 114 1 1
134 4 114 1 2
134 4 114 3 2
135 4 115 1 2
136 5 13 0 100
137 8 53 0 0
138 5 15 0 50
139 8 46 0 0
140 8 43 0 0
141 8 47 0 0
142 10 350 6 0
143 10 350 6 0
144 12 2 0 0
145 11 14 0 0
146 1 4 0 0
147 9 8 0 136
147 9 34 0 136
148 9 2 0 137
148 9 18 0 137
149 4 96 1 5
149 4 96 2 5
149 4 96 3 10
150 4 66 1 5
150 4 66 2 5
150 4 66 3 10
151 13 1 1 5
151 13 1 2 5
152 1 4 0 0
153 13 1 1 5
153 13 1 1 5
154 1 90 0 0
155 4 54 1 4
155 4 54 2 2
155 4 54 5 1

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@ -1,14 +1,16 @@
#define VCMI_DLL
#include "../stdafx.h"
#include "CHeroHandler.h"
#include <sstream>
#include "CLodHandler.h"
#include "../lib/VCMI_Lib.h"
#include <iomanip>
#include <sstream>
#include <fstream>
#include <boost/spirit.hpp>
using namespace boost::spirit;
extern CLodHandler * bitmaph;
void loadToIt(std::string &dest, const std::string &src, int &iter, int mode);
/*
* CHeroHandler.cpp, part of VCMI engine
*
@ -350,6 +352,7 @@ void CHeroHandler::loadHeroes()
iss >> hid >> sid;
heroes[hid]->startingSpell = sid;
}
inp.close();
}
loadHeroClasses();
initHeroClasses();
@ -404,6 +407,25 @@ void CHeroHandler::loadHeroes()
}
ballistics.push_back(bli);
}
{
it = 0;
std::ifstream inp;
dump.clear();
inp.open(DATA_DIR "/config/specials.txt"); //loading hero specials
specialInfo dummy;
si32 hid;
inp.ignore(100, '\n');
for (int i = 0; i < 174; ++i)
{
inp >> hid;
inp >> dummy.type;
inp >> dummy.val;
inp >> dummy.subtype;
inp >> dummy.additionalinfo;
heroes[hid]->spec.push_back(dummy); //put a copy of dummy
}
inp.close();
}
}
void CHeroHandler::loadHeroClasses()
{

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@ -19,6 +19,12 @@ class CHeroClass;
class CDefHandler;
class CGameInfo;
class CGHeroInstance;
struct specialInfo
{ si32 type;
si32 val;
si32 subtype;
si32 additionalinfo;
};
class DLL_EXPORT CHero
{
public:
@ -33,6 +39,7 @@ public:
CHeroClass * heroClass;
EHeroClasses heroType; //hero class
std::vector<std::pair<ui8,ui8> > secSkillsInit; //initial secondary skills; first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert)
std::vector<specialInfo> spec;
si32 startingSpell; //-1 if none
//bool operator<(CHero& drugi){if (ID < drugi.ID) return true; else return false;}

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@ -923,6 +923,138 @@ const std::string & CGHeroInstance::getBiography() const
void CGHeroInstance::initObj()
{
blockVisit = true;
speciality.growthsWithLevel = false;
Bonus bonus;
for (std::vector<specialInfo>::iterator it = type->spec.begin(); it != type->spec.end(); it++)
{
bonus.val = it->val;
bonus.id = id; //from the hero, speciality has no unique id
bonus.duration = Bonus::PERMANENT;
bonus.source = Bonus::HERO_SPECIAL;
switch (it->type)
{
case 1:// creature speciality
speciality.growthsWithLevel = true;
bonus.type = Bonus::SPECIAL_CREATURE;
bonus.valType = Bonus::ADDITIVE_VALUE;
bonus.subtype = 1; //attack
bonus.additionalInfo = level/VLC->creh->creatures[it->val]->level * VLC->creh->creatures[it->val]->attack;
speciality.bonuses.push_back (bonus);
bonus.subtype = 2; //defense
bonus.additionalInfo = level/VLC->creh->creatures[it->val]->level * VLC->creh->creatures[it->val]->defence;
speciality.bonuses.push_back (bonus);
bonus.subtype = 5;
bonus.additionalInfo = 1; //+1 speed
speciality.bonuses.push_back (bonus);
for (std::set<ui32>::iterator i = VLC->creh->creatures[it->val]->upgrades.begin();
i != VLC->creh->creatures[it->val]->upgrades.end(); i++)
{
bonus.val = *i; // for all direct upgrades of that creature
bonus.subtype = 1; //attack
bonus.additionalInfo = level/VLC->creh->creatures[*i]->level * VLC->creh->creatures[*i]->attack;
speciality.bonuses.push_back (bonus);
bonus.subtype = 2; //defense
bonus.additionalInfo = level/VLC->creh->creatures[*i]->level * VLC->creh->creatures[*i]->defence;
speciality.bonuses.push_back (bonus);
bonus.subtype = 5;
bonus.additionalInfo = 1; //+1 speed
speciality.bonuses.push_back (bonus);
}
break;
case 2://secondary skill
speciality.growthsWithLevel = true;
bonus.type = Bonus::SECONDARY_SKILL;
bonus.subtype = it->val; //skill id
bonus.val = it->additionalinfo * level; //actual value, screwed mapping :/
switch (it->subtype)
{
case 0: //normal
bonus.valType = Bonus::PERCENT_TO_BASE;
break;
case 1: //when it's navigation or there's no 'base' at all
bonus.valType = Bonus::PERCENT_TO_ALL;
break;
}
speciality.bonuses.push_back (bonus);
break;
case 3://spell damage bonus, level dependant
speciality.growthsWithLevel = true;
bonus.type = Bonus::SPECIAL_SPELL_LEV;
bonus.subtype = it->subtype;
bonus.additionalInfo = it->additionalinfo;
speciality.bonuses.push_back (bonus);
break;
case 4://creature stat boost
bonus.type = Bonus::SPECIAL_CREATURE;
bonus.valType = Bonus::ADDITIVE_VALUE;
bonus.subtype = it->subtype;
bonus.additionalInfo = it->additionalinfo;
speciality.bonuses.push_back (bonus);
break;
case 5://spell damage bonus in percent
bonus.type = Bonus::SPECIFIC_SPELL_DAMAGE;
bonus.valType = Bonus::PERCENT_TO_ALL;
bonus.additionalInfo = it->additionalinfo;
speciality.bonuses.push_back (bonus);
break;
case 6://damage bonus for bless (Adela)
bonus.type = Bonus::SPECIAL_BLESS_DAMAGE;
bonus.additionalInfo = it->additionalinfo; //damage factor
speciality.bonuses.push_back (bonus);
break;
case 7://maxed mastery for spell
bonus.type = Bonus::MAXED_SPELL;
bonus.val = it->val; //spell id
speciality.bonuses.push_back (bonus);
break;
case 8://peculiar spells - enchantments
bonus.type = Bonus::SPECIAL_PECULIAR_ENCHANT;
bonus.val = it->val; //spell id
bonus.subtype = it->subtype; //0, 1 for Coronius
speciality.bonuses.push_back (bonus);
case 9://upgrade creatures
bonus.type = Bonus::SPECIAL_UPGRADE;
bonus.additionalInfo = it->additionalinfo;
speciality.bonuses.push_back (bonus);
for (std::set<ui32>::iterator i = VLC->creh->creatures[it->val]->upgrades.begin();
i != VLC->creh->creatures[it->val]->upgrades.end(); i++)
{
bonus.val = *i;
speciality.bonuses.push_back (bonus); //propagate for regular upgrades of base creature
}
break;
case 10://resource generation
bonus.type = Bonus::GENERATE_RESOURCE;
bonus.subtype = it->subtype;
speciality.bonuses.push_back (bonus);
break;
case 11://starting skill with mastery (Adrienne)
cb->changeSecSkill (id, it->val, it->additionalinfo); //simply give it and forget
break;
case 12://army speed
bonus.type = Bonus::STACKS_SPEED;
bonus.val = it->val;
speciality.bonuses.push_back (bonus);
break;
case 13://Dragon bonuses (Mutare)
bonus.type = Bonus::SPECIAL_CREATURE;
bonus.valType = Bonus::ADDITIVE_VALUE;
bonus.additionalInfo = it->additionalinfo; //value
bonus.subtype = it->subtype; //which stat it is
for (std::vector<CCreature*>::iterator i = VLC->creh->creatures.begin(); i != VLC->creh->creatures.end(); i++)
{ //TODO: what if creature changes type during the game (Dragon Eye Ring?)
if ((*i)->hasBonusOfType(Bonus::DRAGON_NATURE)) //TODO: implement it!
{
bonus.val = (*i)->idNumber; //for
speciality.bonuses.push_back (bonus);
}
}
default:
tlog2 << "Unexpected hero speciality " << type <<'\n';
}
}
if (speciality.growthsWithLevel)
speciality.recalculateSpecials();
}
void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
@ -1175,6 +1307,8 @@ void CGHeroInstance::getParents(TCNodes &out, const CBonusSystemNode *root /*= N
if((root == this || contains(static_cast<const CStackInstance *>(root))) && visitedTown)
out.insert(visitedTown);
out.insert (&speciality);
}
void CGHeroInstance::pushPrimSkill(int which, int val)

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@ -305,7 +305,7 @@ public:
struct DLL_EXPORT HeroSpecial : CBonusSystemNode
{
bool growthsWithLevel;
void RecalculateSpecials(){};
void recalculateSpecials(){};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBonusSystemNode&>(*this);

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@ -147,7 +147,17 @@ namespace PrimarySkill
BONUS_NAME(NOT_ACTIVE) \
BONUS_NAME(NO_LUCK) /*eg. when fighting on cursed ground*/ \
BONUS_NAME(NO_MORALE) /*eg. when fighting on cursed ground*/ \
BONUS_NAME(DARKNESS) /*val = radius */
BONUS_NAME(DARKNESS) /*val = radius */ \
BONUS_NAME(SPECIAL_CREATURE_LEV) /*val = base id*/ \
BONUS_NAME(SPECIAL_SECONDARY_SKILL) /*val = id, additionalInfo = value per level in percent*/ \
BONUS_NAME(SPECIAL_SPELL_LEV) /*val = id, additionalInfo = value per level in percent*/\
BONUS_NAME(SPECIAL_CREATURE) /*val = base id, subtype = stat, additionalInfo = value*/\
BONUS_NAME(SPECIFIC_SPELL_DAMAGE) /*val = id of spell, additionalInfo = value*/\
BONUS_NAME(SPECIAL_BLESS_DAMAGE) /*val = spell (bless), additionalInfo = value per level in percent*/\
BONUS_NAME(MAXED_SPELL) /*val = id*/\
BONUS_NAME(SPECIAL_PECULIAR_ENCHANT) /*blesses and curses with id = val dependent on unit's level, subtype = 0 or 1 for Coronius*/\
BONUS_NAME(SPECIAL_UPGRADE) /*val = base, additionalInfo = target */\
BONUS_NAME(DRAGON_NATURE) /*TODO: implement it!*/
struct DLL_EXPORT Bonus
{
@ -180,6 +190,7 @@ struct DLL_EXPORT Bonus
TOWN_STRUCTURE,
HERO_BASE_SKILL,
SECONDARY_SKILL,
HERO_SPECIAL,
ARMY
};