mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
* fixed compilation error
* added frenzy spell * repaired order in stack queue in case a unit has waited (it should work correctly now) * added spell positiveness info, positive spells cannot be cast on hostile stacks and vice versa
This commit is contained in:
parent
dbd6f2bc82
commit
99691b0f11
@ -765,7 +765,7 @@ void CResDataBar::deactivate()
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{
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ClickableR::deactivate();
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}
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CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int datedist)
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CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist)
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{
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bg = BitmapHandler::loadBitmap(defname);
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SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
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@ -435,12 +435,13 @@ void CBattleInterface::show(SDL_Surface * to)
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int yPos = 10;
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std::vector<CStack> stacksSorted;
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for(int v=0; v<stacks.size(); ++v)
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{
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if(stacks[v].alive()) //we don't want dead stacks to be there
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stacksSorted.push_back(stacks[v]);
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}
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std::stable_sort(stacksSorted.begin(), stacksSorted.end(), cmpst2);
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stacksSorted = LOCPLINT->cb->battleGetStackQueue();
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//for(int v=0; v<stacks.size(); ++v)
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//{
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// if(stacks[v].alive()) //we don't want dead stacks to be there
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// stacksSorted.push_back(stacks[v]);
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//}
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//std::stable_sort(stacksSorted.begin(), stacksSorted.end(), cmpst2);
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int startFrom = -1;
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for(int n=0; n<stacksSorted.size(); ++n)
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{
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@ -1446,6 +1447,11 @@ void CBattleInterface::spellCasted(SpellCasted * sc)
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displayEffect(19, sc->tile);
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break;
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}
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case 56: //frenzy
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{
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displayEffect(17, sc->tile);
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break;
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}
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case 61: //forgetfulness
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{
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displayEffect(42, sc->tile);
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@ -1470,14 +1476,39 @@ void CBattleInterface::castThisSpell(int spellID)
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spellSelMode = 0;
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if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET") != std::string::npos)
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{
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spellSelMode = 3;
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switch(CGI->spellh->spells[spellID].positiveness)
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{
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case -1 :
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spellSelMode = 2;
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break;
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case 0:
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spellSelMode = 3;
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break;
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case 1:
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spellSelMode = 1;
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break;
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}
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}
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if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_2") != std::string::npos)
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{
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if(castingHero && castingHero->getSpellSecLevel(spellID) < 3)
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spellSelMode = 3;
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else //TODO: no destination chould apply in this case
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{
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switch(CGI->spellh->spells[spellID].positiveness)
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{
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case -1 :
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spellSelMode = 2;
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break;
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case 0:
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spellSelMode = 3;
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break;
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case 1:
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spellSelMode = 1;
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break;
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}
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}
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else
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{
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spellSelMode = -1;
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}
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}
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CGI->curh->changeGraphic(3, 0);
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@ -137,7 +137,7 @@ private:
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float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
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bool spellDestSelectMode; //if true, player is choosing destination for his spell
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int spellSelMode; //0 - any location, 1 - any firendly creature, 2 - any hostile creature, 3 - any creature, 4 - obstacle
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int spellSelMode; //0 - any location, 1 - any firendly creature, 2 - any hostile creature, 3 - any creature, 4 - obstacle, -1 - no location
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BattleAction * spellToCast; //spell for which player is choosing destination
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class CAttHelper
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@ -491,6 +491,11 @@ std::map<int, CStack> CCallback::battleGetStacks()
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return ret;
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}
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std::vector<CStack> CCallback::battleGetStackQueue()
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{
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return gs->curB->getStackQueue();
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}
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CCreature CCallback::battleGetCreature(int number)
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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@ -80,6 +80,7 @@ public:
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virtual int battleGetPos(int stack)=0; //returns position (tile ID) of stack
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virtual int battleMakeAction(BattleAction* action)=0;//for casting spells by hero - DO NOT use it for moving active stack
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virtual std::map<int, CStack> battleGetStacks()=0; //returns stacks on battlefield
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virtual std::vector<CStack> battleGetStackQueue()=0; //returns vector of stack in order of their move sequence
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virtual CCreature battleGetCreature(int number)=0; //returns type of creature by given number of stack
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//virtual bool battleMoveCreature(int ID, int dest)=0; //moves creature with id ID to dest if possible
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virtual std::vector<int> battleGetAvailableHexes(int ID)=0; //reutrns numbers of hexes reachable by creature with id ID
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@ -167,6 +168,7 @@ public:
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int battleGetPos(int stack); //returns position (tile ID) of stack
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int battleMakeAction(BattleAction* action);//for casting spells by hero - DO NOT use it for moving active stack
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std::map<int, CStack> battleGetStacks(); //returns stacks on battlefield
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std::vector<CStack> battleGetStackQueue(); //returns vector of stack in order of their move sequence
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CCreature battleGetCreature(int number); //returns type of creature by given number of stack
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std::vector<int> battleGetAvailableHexes(int ID); //reutrns numbers of hexes reachable by creature with id ID
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bool battleIsStackMine(int ID); //returns true if stack with id ID belongs to caller
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117
CGameState.cpp
117
CGameState.cpp
@ -1500,58 +1500,47 @@ void CGameState::loadTownDInfos()
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}
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int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting)
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{
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int attackDefenseBonus = attacker->creature->attack + (attackerHero ? attackerHero->getPrimSkillLevel(0) : 0) - (defender->creature->defence + (defendingHero ? defendingHero->getPrimSkillLevel(1) : 0));
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int attackerAttackBonus = attacker->creature->attack + (attackerHero ? attackerHero->getPrimSkillLevel(0) : 0);
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if(attacker->getEffect(56)) //frenzy for attacker
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{
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attackerAttackBonus += (VLC->spellh->spells[attacker->getEffect(56)->id].powers[attacker->getEffect(56)->level]/100.0) *(attacker->creature->defence + (attackerHero ? attackerHero->getPrimSkillLevel(1) : 0));
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}
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int defenderDefenseBonus = defender->creature->defence + (defendingHero ? defendingHero->getPrimSkillLevel(1) : 0);
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if(defender->getEffect(56)) //frenzy for defender
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{
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defenderDefenseBonus = 0;
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}
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int attackDefenseBonus = attackerAttackBonus - defenderDefenseBonus;
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if(defender->getEffect(48)) //defender's prayer handling
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{
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if(defender->getEffect(48)->level<=1) //none or basic
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attackDefenseBonus -= 2;
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else //adv or expert
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attackDefenseBonus -= 4;
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attackDefenseBonus -= VLC->spellh->spells[defender->getEffect(48)->id].powers[defender->getEffect(48)->level];
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}
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if(attacker->getEffect(48)) //attacker's prayer handling
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{
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if(attacker->getEffect(48)->level<=1) //none or basic
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attackDefenseBonus += 2;
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else //adv or expert
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attackDefenseBonus += 4;
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attackDefenseBonus += VLC->spellh->spells[attacker->getEffect(48)->id].powers[attacker->getEffect(48)->level];
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}
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if(defender->getEffect(46)) //stone skin handling
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{
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if(defender->getEffect(46)->level<=1) //none or basic
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attackDefenseBonus -= 3;
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else //adv or expert
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attackDefenseBonus -= 6;
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attackDefenseBonus -= VLC->spellh->spells[defender->getEffect(46)->id].powers[defender->getEffect(46)->level];
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}
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if(attacker->getEffect(45)) //weakness handling
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{
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if(attacker->getEffect(45)->level<=1) //none or basic
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attackDefenseBonus -= 3;
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else //adv or expert
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attackDefenseBonus -= 6;
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attackDefenseBonus -= VLC->spellh->spells[attacker->getEffect(45)->id].powers[attacker->getEffect(45)->level];
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}
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if(!shooting && attacker->getEffect(43)) //bloodlust handling
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{
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if(attacker->getEffect(43)->level<=1) //none or basic
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attackDefenseBonus += 3;
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else //adv or expert
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attackDefenseBonus += 6;
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attackDefenseBonus += VLC->spellh->spells[attacker->getEffect(43)->id].powers[attacker->getEffect(43)->level];
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}
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int damageBase = 0;
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if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
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{
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damageBase = attacker->creature->damageMin;
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if(attacker->getEffect(42)->level >= 2) //adv or expert
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{
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damageBase -= 1;
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}
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damageBase -= VLC->spellh->spells[attacker->getEffect(42)->id].powers[attacker->getEffect(42)->level];
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}
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else if(attacker->getEffect(41)) //bless handling
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{
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damageBase = attacker->creature->damageMax;
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if(attacker->getEffect(41)->level >= 2) //adv or expert
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{
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damageBase += 1;
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}
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damageBase += VLC->spellh->spells[attacker->getEffect(41)->id].powers[attacker->getEffect(41)->level];
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}
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else if(attacker->creature->damageMax == attacker->creature->damageMin) //constant damage
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{
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@ -1698,4 +1687,72 @@ CStack * BattleInfo::getNextStack()
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return stacks[i];
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}
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return NULL; //all stacks moved or defending!
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}
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}
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std::vector<CStack> BattleInfo::getStackQueue()
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{
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std::vector<CStack> ret;
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std::vector<int> taken; //if non-zero value, corresponding stack has been placed in ret
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taken.resize(stacks.size());
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for(int g=0; g<taken.size(); ++g)
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{
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taken[g] = 0;
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}
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for(int moved=0; moved<2; ++moved) //in first cycle we add stacks that can act in current turn, in second one the rest of them
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{
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for(int gc=0; gc<stacks.size(); ++gc)
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{
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int id = -1, speed = -1;
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for(int i=0; i<stacks.size(); ++i) //find not waited stacks only
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{
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if((moved == 1 ||!vstd::contains(stacks[i]->state,DEFENDING))
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&& stacks[i]->alive()
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&& (moved == 1 || !vstd::contains(stacks[i]->state,MOVED))
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&& !vstd::contains(stacks[i]->state,WAITING)
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&& taken[i]==0)
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{
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if(speed == -1 || stacks[i]->speed() > speed)
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{
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id = i;
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speed = stacks[i]->speed();
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}
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}
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}
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if(id != -1)
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{
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ret.push_back(*stacks[id]);
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taken[id] = 1;
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}
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else //choose something from not moved stacks
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{
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int id = -1, speed = 10000; //infinite speed
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for(int i=0; i<stacks.size(); ++i) //find waited stacks only
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{
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if((moved == 1 ||!vstd::contains(stacks[i]->state,DEFENDING))
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&& stacks[i]->alive()
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&& (moved == 1 || !vstd::contains(stacks[i]->state,MOVED))
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&& vstd::contains(stacks[i]->state,WAITING)
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&& taken[i]==0)
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{
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if(stacks[i]->speed() < speed) //slowest one
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{
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id = i;
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speed = stacks[i]->speed();
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}
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}
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}
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if(id != -1)
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{
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ret.push_back(*stacks[id]);
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taken[id] = 1;
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}
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else
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{
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break; //no stacks have been found, so none of them will be found in next iterations
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}
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}
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}
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}
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return ret;
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}
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@ -72,6 +72,7 @@ struct DLL_EXPORT BattleInfo
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h & side1 & side2 & round & activeStack & siege & tile & stacks & army1 & army2 & hero1 & hero2;
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}
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CStack * getNextStack(); //which stack will have turn after current one
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std::vector<CStack> getStackQueue(); //returns stack in order of their movement action
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CStack * getStack(int stackID);
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CStack * getStackT(int tileID);
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void getAccessibilityMap(bool *accessibility, int stackToOmmit=-1); //send pointer to at least 187 allocated bytes
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73
config/spell_info.txt
Normal file
73
config/spell_info.txt
Normal file
@ -0,0 +1,73 @@
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//additional spell info, not included in original heroes III files
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//[spellID - -1 is the end of data in file] [-1 -> spell is negative for influenced creatures; 0 - spell is indifferent for them; 1 - spell is poitive for them]
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0 0
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1 0
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2 0
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3 0
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4 0
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5 0
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6 0
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7 0
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8 0
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9 0
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10 0
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11 0
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12 0
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13 0
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14 0
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15 -1
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16 -1
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17 -1
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18 -1
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19 -1
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20 -1
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21 -1
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22 -1
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23 -1
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24 -1
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25 -1
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26 -1
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27 1
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28 1
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29 1
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30 1
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31 1
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32 1
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33 1
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34 1
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35 1
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36 1
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37 1
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38 1
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39 1
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40 1
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41 1
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42 -1
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43 1
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44 1
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45 -1
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46 1
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47 -1
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48 1
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49 1
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50 -1
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51 1
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52 -1
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53 1
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54 -1
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55 1
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56 1
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57 -1
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58 1
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59 -1
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60 -1
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61 -1
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62 -1
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63 1
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64 0
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65 1
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66 0
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67 0
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68 0
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69 0
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-1
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@ -79,4 +79,27 @@ void CSpellHandler::loadSpells()
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nsp.creatureAbility = creatureAbility;
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spells.push_back(nsp);
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}
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}
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//loading of additional spell traits
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std::ifstream ast;
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ast.open("config/spell_info.txt", std::ios::binary);
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if(!ast.is_open())
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{
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tlog1<<"lack of config/spell_info.txt file!"<<std::endl;
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}
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else
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{
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//reading header
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std::string dump;
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for(int i=0; i<42; ++i) ast>>dump;
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//reading exact info
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int spellID;
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ast>>spellID;
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while(spellID != -1)
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{
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int buf;
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ast>>buf;
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spells[spellID].positiveness = buf;
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ast>>spellID;
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}
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}
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}
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@ -24,6 +24,7 @@ public:
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std::string attributes; //reference only attributes
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bool combatSpell; //is this spell combat (true) or adventure (false)
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bool creatureAbility; //if true, only creatures can use this spell
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si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
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};
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class DLL_EXPORT CSpellHandler
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@ -1400,6 +1400,16 @@ upgend:
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sendAndApply(&sse);
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break;
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}
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case 56: //frenzy
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{
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SetStackEffect sse;
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sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
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sse.effect.id = 56;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = 1; //! - different duration
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sendAndApply(&sse);
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break;
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}
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case 61: //forgetfulness
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{
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SetStackEffect sse;
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