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Some work towards Eagle Eye skill support.

This commit is contained in:
Michał W. Urbańczyk
2011-02-11 19:12:08 +00:00
parent ab20e024c0
commit 9f90ef58ca
3 changed files with 61 additions and 1 deletions

View File

@@ -21,6 +21,7 @@
#include "../client/CSoundBase.h"
#include "CGameHandler.h"
#include <boost/format.hpp>
#include <sstream>
/*
* CGameHandler.cpp, part of VCMI engine
@@ -353,6 +354,57 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
sendAndApply(battleResult.data);
//Eagle Eye secondary skill handling
const CGHeroInstance *vistoriousHero = gs->curB->heroes[battleResult.data->winner];
if(0 && vistoriousHero)
{
if(int eagleEyeLevel = vistoriousHero->getSecSkillLevel(CGHeroInstance::EAGLE_EYE))
{
int maxLevel = eagleEyeLevel + 1;
double eagleEyeChance = vistoriousHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::EAGLE_EYE);
ChangeSpells cs;
cs.learn = 1;
cs.hid = vistoriousHero->id;
BOOST_FOREACH(const CSpell *sp, gs->curB->usedSpellsHistory[!battleResult.data->winner])
if(rand() % 100 < eagleEyeChance)
cs.spells.insert(sp->id);
if(cs.spells.size())
{
InfoWindow iw;
iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
iw.text.addReplacement(vistoriousHero->name);
std::ostringstream names;
for(int i = 0; i < cs.spells.size(); i++)
{
names << "%s";
if(i < cs.spells.size() - 2)
names << ", ";
else if(i < cs.spells.size() - 1)
names << "%s";
}
iw.text.addReplacement(names.str());
std::set<ui32>::iterator it = cs.spells.begin();
for(int i = 0; i < cs.spells.size(); i++, it++)
{
iw.text.addReplacement(MetaString::SPELL_NAME, *it);
if(i == cs.spells.size() - 2) //we just added pre-last name
iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
}
sendAndApply(&iw);
sendAndApply(&cs);
}
}
}
if(!duel)
{
cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted