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

Format code

This commit is contained in:
Vadim Markovtsev 2016-10-12 17:16:26 +02:00
parent 516d938f7a
commit 76ac9991ed
4 changed files with 730 additions and 728 deletions

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@ -1010,7 +1010,7 @@ const CGHeroInstance * CStack::getMyHero() const
return nullptr;
}
ui32 CStack::totalHelth() const
ui32 CStack::totalHealth() const
{
return (MaxHealth() * (count-1)) + firstHPleft;
}

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@ -206,7 +206,7 @@ public:
static void stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse);
std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
ui32 totalHelth() const; // total health for all creatures in stack;
ui32 totalHealth() const; // total health for all creatures in stack;
static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);

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@ -904,16 +904,16 @@ void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, cons
if (!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
{
// TODO: Fire sheild damage should be calculated separately after BattleAttack applied.
// Currently it's looks like attacking stack damage itself with defenders fire shield.
// So no separate message on spell damge in log and expirience calculation is likely wrong too.
// TODO: Fire shield damage should be calculated separately after BattleAttack applied.
// Currently it looks like attacking stack damage itself with defenders fire shield.
// So no separate message on spell damage in log and experience calculation is likely wrong too.
BattleStackAttacked bsa2;
bsa2.stackAttacked = att->ID; //invert
bsa2.attackerID = def->ID;
bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
bsa2.effect = 11;
bsa2.damageAmount = (std::min(def->totalHelth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
bsa2.damageAmount = (std::min(def->totalHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
att->prepareAttacked(bsa2, getRandomGenerator());
bat.bsa.push_back(bsa2);
}
@ -1952,9 +1952,8 @@ void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/)
{
const CGHeroInstance *h = getHero(hid);
if(!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)) //not turn of that hero or player can't simply teleport hero (at least not with this function)
)
// not turn of that hero or player can't simply teleport hero (at least not with this function)
if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
{
logGlobal->error("Illegal call to move hero!");
return false;
@ -5170,8 +5169,11 @@ void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType atta
}
}
bool castMe = false;
if(oneOfAttacked == nullptr) //all attacked creatures have been killed
if (oneOfAttacked == nullptr)
{
logGlobal->debug("attackCasting: all attacked creatures have been killed");
return;
}
int spellLevel = 0;
TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
for (const std::shared_ptr<Bonus> sf : *spellsByType)
@ -5195,12 +5197,12 @@ void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType atta
//casting
if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
{
logGlobal->debug("battle spell cast");
BattleSpellCastParameters parameters(gs->curB, attacker, spell);
parameters.spellLvl = spellLevel;
parameters.effectLevel = spellLevel;
parameters.aimToStack(oneOfAttacked);
parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
parameters.cast(spellEnv);
}
}