mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
* redesign of stack's abilities and bonuses - not 100% working, but close ;]
This commit is contained in:
parent
7964f44850
commit
ae2909667d
@ -550,7 +550,7 @@ void CBattleInterface::show(SDL_Surface * to)
|
|||||||
&& (LOCPLINT->curAction->destinationTile != curStack.position) //nor if it's on destination tile for current action
|
&& (LOCPLINT->curAction->destinationTile != curStack.position) //nor if it's on destination tile for current action
|
||||||
)
|
)
|
||||||
)
|
)
|
||||||
&& !vstd::contains(curStack.abilities,SIEGE_WEAPON) //and not a war machine...
|
&& !curStack.hasFeatureOfType(StackFeature::SIEGE_WEAPON) //and not a war machine...
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
int xAdd = curStack.attackerOwned ? 220 : 202;
|
int xAdd = curStack.attackerOwned ? 220 : 202;
|
||||||
|
@ -533,7 +533,7 @@ bool CCallback::battleCanShoot(int ID, int dest)
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(vstd::contains(our->abilities,SHOOTER)//it's shooter
|
if(our->hasFeatureOfType(StackFeature::SHOOTER)//it's shooter
|
||||||
&& our->owner != dst->owner
|
&& our->owner != dst->owner
|
||||||
&& dst->alive()
|
&& dst->alive()
|
||||||
&& !gs->curB->isStackBlocked(ID)
|
&& !gs->curB->isStackBlocked(ID)
|
||||||
|
@ -443,9 +443,44 @@ std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool
|
|||||||
return std::make_pair(path, dist[dest]);
|
return std::make_pair(path, dist[dest]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
int CStack::valOfFeatures(StackFeature::ECombatFeatures type, int subtype) const
|
||||||
|
{
|
||||||
|
int ret = 0;
|
||||||
|
if(subtype == -1)
|
||||||
|
{
|
||||||
|
for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
|
||||||
|
if(i->type == type)
|
||||||
|
ret += i->value;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
|
||||||
|
if(i->type == type && i->subtype == subtype)
|
||||||
|
ret += i->value;
|
||||||
|
}
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CStack::hasFeatureOfType(StackFeature::ECombatFeatures type, int subtype) const
|
||||||
|
{
|
||||||
|
if(subtype == -1) //any subtype
|
||||||
|
{
|
||||||
|
for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
|
||||||
|
if(i->type == type)
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
else //given subtype
|
||||||
|
{
|
||||||
|
for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
|
||||||
|
if(i->type == type && i->subtype == subtype)
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
|
CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
|
||||||
:ID(I), creature(C), amount(A), baseAmount(A), firstHPleft(C->hitPoints), owner(O), slot(S), attackerOwned(AO), position(-1),
|
:ID(I), creature(C), amount(A), baseAmount(A), firstHPleft(C->hitPoints), owner(O), slot(S), attackerOwned(AO), position(-1),
|
||||||
counterAttacks(1), shots(C->shots), state(), effects(), speed(creature->speed), abilities(C->abilities), attack(C->attack), defense(C->defence)
|
counterAttacks(1), shots(C->shots), state(), effects(), speed(creature->speed), features(C->abilities), attack(C->attack), defense(C->defence)
|
||||||
{
|
{
|
||||||
state.insert(ALIVE);
|
state.insert(ALIVE);
|
||||||
}
|
}
|
||||||
@ -577,10 +612,10 @@ si32 CStack::Defense() const
|
|||||||
|
|
||||||
bool CStack::willMove()
|
bool CStack::willMove()
|
||||||
{
|
{
|
||||||
return !vstd::contains(state,DEFENDING)
|
return !vstd::contains(state, DEFENDING)
|
||||||
&& !vstd::contains(state,MOVED)
|
&& !vstd::contains(state, MOVED)
|
||||||
&& alive()
|
&& alive()
|
||||||
&& !vstd::contains(abilities,NOT_ACTIVE); //eg. Ammo Cart
|
&& ! hasFeatureOfType(StackFeature::NOT_ACTIVE); //eg. Ammo Cart
|
||||||
}
|
}
|
||||||
|
|
||||||
CGHeroInstance* CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, int notThatOne)
|
CGHeroInstance* CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, int notThatOne)
|
||||||
@ -2039,12 +2074,12 @@ std::vector<CStack> BattleInfo::getStackQueue()
|
|||||||
int id = -1, speed = -1;
|
int id = -1, speed = -1;
|
||||||
for(unsigned int i=0; i<stacks.size(); ++i) //find not waited stacks only
|
for(unsigned int i=0; i<stacks.size(); ++i) //find not waited stacks only
|
||||||
{
|
{
|
||||||
if((moved == 1 ||!vstd::contains(stacks[i]->state,DEFENDING))
|
if((moved == 1 ||!vstd::contains(stacks[i]->state, DEFENDING))
|
||||||
&& stacks[i]->alive()
|
&& stacks[i]->alive()
|
||||||
&& (moved == 1 || !vstd::contains(stacks[i]->state,MOVED))
|
&& (moved == 1 || !vstd::contains(stacks[i]->state, MOVED))
|
||||||
&& !vstd::contains(stacks[i]->state,WAITING)
|
&& !vstd::contains(stacks[i]->state,WAITING)
|
||||||
&& taken[i]==0
|
&& taken[i]==0
|
||||||
&& !vstd::contains(stacks[i]->abilities,NOT_ACTIVE)) //eg. Ammo Cart
|
&& !stacks[i]->hasFeatureOfType(StackFeature::NOT_ACTIVE)) //eg. Ammo Cart
|
||||||
{
|
{
|
||||||
if(speed == -1 || stacks[i]->Speed() > speed)
|
if(speed == -1 || stacks[i]->Speed() > speed)
|
||||||
{
|
{
|
||||||
@ -2063,12 +2098,12 @@ std::vector<CStack> BattleInfo::getStackQueue()
|
|||||||
int id = -1, speed = 10000; //infinite speed
|
int id = -1, speed = 10000; //infinite speed
|
||||||
for(unsigned int i=0; i<stacks.size(); ++i) //find waited stacks only
|
for(unsigned int i=0; i<stacks.size(); ++i) //find waited stacks only
|
||||||
{
|
{
|
||||||
if((moved == 1 ||!vstd::contains(stacks[i]->state,DEFENDING))
|
if((moved == 1 ||!vstd::contains(stacks[i]->state, DEFENDING))
|
||||||
&& stacks[i]->alive()
|
&& stacks[i]->alive()
|
||||||
&& (moved == 1 || !vstd::contains(stacks[i]->state,MOVED))
|
&& (moved == 1 || !vstd::contains(stacks[i]->state, MOVED))
|
||||||
&& vstd::contains(stacks[i]->state,WAITING)
|
&& vstd::contains(stacks[i]->state,WAITING)
|
||||||
&& taken[i]==0
|
&& taken[i]==0
|
||||||
&& !vstd::contains(stacks[i]->abilities,NOT_ACTIVE)) //eg. Ammo Cart
|
&& !stacks[i]->hasFeatureOfType(StackFeature::NOT_ACTIVE)) //eg. Ammo Cart
|
||||||
{
|
{
|
||||||
if(stacks[i]->Speed() < speed) //slowest one
|
if(stacks[i]->Speed() < speed) //slowest one
|
||||||
{
|
{
|
||||||
|
@ -158,7 +158,7 @@ public:
|
|||||||
si32 defense; //defense of stack with hero bonus
|
si32 defense; //defense of stack with hero bonus
|
||||||
si8 morale, luck; //base stack luck/morale
|
si8 morale, luck; //base stack luck/morale
|
||||||
|
|
||||||
std::set<EAbilities> abilities;
|
std::vector<StackFeature> features;
|
||||||
std::set<ECombatInfo> state;
|
std::set<ECombatInfo> state;
|
||||||
struct StackEffect
|
struct StackEffect
|
||||||
{
|
{
|
||||||
@ -172,8 +172,11 @@ public:
|
|||||||
};
|
};
|
||||||
std::vector<StackEffect> effects;
|
std::vector<StackEffect> effects;
|
||||||
|
|
||||||
|
int valOfFeatures(StackFeature::ECombatFeatures type, int subtype = -1) const;//subtype -> subtype of bonus, if -1 then any
|
||||||
|
bool hasFeatureOfType(StackFeature::ECombatFeatures type, int subtype = -1) const; //determines if stack has a bonus of given type (and optionally subtype)
|
||||||
|
|
||||||
CStack(CCreature * C, int A, int O, int I, bool AO, int S); //c-tor
|
CStack(CCreature * C, int A, int O, int I, bool AO, int S); //c-tor
|
||||||
CStack() : ID(-1), creature(NULL), amount(-1), baseAmount(-1), firstHPleft(-1), owner(255), slot(255), attackerOwned(true), position(-1), counterAttacks(1), abilities(), state(), effects() {} //c-tor
|
CStack() : ID(-1), creature(NULL), amount(-1), baseAmount(-1), firstHPleft(-1), owner(255), slot(255), attackerOwned(true), position(-1), counterAttacks(1) {} //c-tor
|
||||||
const StackEffect * getEffect(ui16 id) const; //effect id (SP)
|
const StackEffect * getEffect(ui16 id) const; //effect id (SP)
|
||||||
ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
|
ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
|
||||||
bool willMove(); //if stack has remaining move this turn
|
bool willMove(); //if stack has remaining move this turn
|
||||||
@ -191,7 +194,7 @@ public:
|
|||||||
ui32 id;
|
ui32 id;
|
||||||
h & id;
|
h & id;
|
||||||
creature = &VLC->creh->creatures[id];
|
creature = &VLC->creh->creatures[id];
|
||||||
abilities = creature->abilities;
|
features = creature->abilities;
|
||||||
}
|
}
|
||||||
template <typename Handler> void serialize(Handler &h, const int version)
|
template <typename Handler> void serialize(Handler &h, const int version)
|
||||||
{
|
{
|
||||||
|
101
global.h
101
global.h
@ -47,12 +47,101 @@ enum Ecolor {RED, BLUE, TAN, GREEN, ORANGE, PURPLE, TEAL, PINK}; //player's colo
|
|||||||
enum EvictoryConditions {artifact, gatherTroop, gatherResource, buildCity, buildGrail, beatHero,
|
enum EvictoryConditions {artifact, gatherTroop, gatherResource, buildCity, buildGrail, beatHero,
|
||||||
captureCity, beatMonster, takeDwellings, takeMines, transportItem, winStandard=255};
|
captureCity, beatMonster, takeDwellings, takeMines, transportItem, winStandard=255};
|
||||||
enum ElossCon {lossCastle, lossHero, timeExpires, lossStandard=255};
|
enum ElossCon {lossCastle, lossHero, timeExpires, lossStandard=255};
|
||||||
enum EAbilities {DOUBLE_WIDE, FLYING, SHOOTER, TWO_HEX_ATTACK, SIEGE_ABILITY, SIEGE_WEAPON,
|
//enum EAbilities {DOUBLE_WIDE, FLYING, SHOOTER, TWO_HEX_ATTACK, SIEGE_ABILITY, SIEGE_WEAPON,
|
||||||
KING1, KING2, KING3, MIND_IMMUNITY, NO_OBSTACLE_PENALTY, NO_CLOSE_COMBAT_PENALTY,
|
// KING1, KING2, KING3, MIND_IMMUNITY, NO_OBSTACLE_PENALTY, NO_CLOSE_COMBAT_PENALTY,
|
||||||
JOUSTING, FIRE_IMMUNITY, TWICE_ATTACK, NO_ENEMY_RETALIATION, NO_MORAL_PENALTY,
|
// JOUSTING, FIRE_IMMUNITY, TWICE_ATTACK, NO_ENEMY_RETALIATION, NO_MORAL_PENALTY,
|
||||||
UNDEAD, MULTI_HEAD_ATTACK, EXTENDED_RADIOUS_SHOOTER, GHOST, RAISES_MORALE,
|
// UNDEAD, MULTI_HEAD_ATTACK, EXTENDED_RADIOUS_SHOOTER, GHOST, RAISES_MORALE,
|
||||||
LOWERS_MORALE, DRAGON, STRIKE_AND_RETURN, FEARLESS, REBIRTH, NOT_ACTIVE}; //some flags are used only for battles
|
// LOWERS_MORALE, DRAGON, STRIKE_AND_RETURN, FEARLESS, REBIRTH, NOT_ACTIVE}; //some flags are used only for battles
|
||||||
enum ECombatInfo{ALIVE = NOT_ACTIVE+1, SUMMONED, CLONED, HAD_MORALE, WAITING, MOVED, DEFENDING};
|
enum ECombatInfo{ALIVE = 180, SUMMONED, CLONED, HAD_MORALE, WAITING, MOVED, DEFENDING};
|
||||||
|
|
||||||
|
struct StackFeature
|
||||||
|
{
|
||||||
|
//general list of stack abilities and effects
|
||||||
|
enum ECombatFeatures
|
||||||
|
{
|
||||||
|
NO_TYPE,
|
||||||
|
DOUBLE_WIDE, FLYING, SHOOTER, CHARGE_IMMUNITY, ADDITIONAL_ATTACK, UNLIMITED_RETAILATIONS,
|
||||||
|
NO_MELEE_PENALTY, JOUSTING /*for champions*/,
|
||||||
|
RAISING_MORALE, HATE /*eg. angels hate devils*/,
|
||||||
|
KING1,
|
||||||
|
KING2, KING3, MAGIC_RESISTANCE /*in %*/,
|
||||||
|
CHANGES_SPELL_COST /*in mana points, eg. pegasus or mage*/,
|
||||||
|
SPELL_AFTER_ATTACK /* subtype - spell id, value - spell level, aditional info - chance in %; eg. dendroids*/,
|
||||||
|
SPELL_RESISTANCE_AURA /*eg. unicorns, value - resistance bonus in % for adjacent creatures*/,
|
||||||
|
LEVEL_SPELL_IMMUNITY /*creature is immune to all spell with level below value of this bonus*/,
|
||||||
|
TWO_HEX_ATTACK_BREATH /*eg. dragons*/,
|
||||||
|
SPELL_DAMAGE_REDUCTION /*eg. golems; value - reduction in %, subtype - spell school; -1 - all, 0 - air, 1 - fire, 2 - water, 3 - earth*/,
|
||||||
|
NO_WALL_PENALTY, NON_LIVING /*eg. gargoyle*/,
|
||||||
|
RANDOM_SPELLCASTER, BLOCKS_RETAILATION /*eg. naga*/,
|
||||||
|
SPELL_IMMUNITY /*value - spell id*/,
|
||||||
|
MANA_CHANNELING /*in %, eg. familiar*/,
|
||||||
|
SPELL_LIKE_ATTACK /*value - spell id; range is taken from spell, but damage from creature; eg. magog*/,
|
||||||
|
THREE_HEADED_ATTACK /*eg. cerberus*/,
|
||||||
|
DEAMON_SUMMONING /*pit lord*/,
|
||||||
|
FIRE_IMMUNITY, FIRE_SHIELD, ENEMY_MORALE_DECREASING, ENEMY_LUCK_DECREASING, UNDEAD, REGENERATION, MANA_DRAIN, LIFE_DRAIN,
|
||||||
|
DOUBLE_DAMAGE_CHANCE /*in %, eg. dread knight*/,
|
||||||
|
RETURN_AFTER_STRIKE, SELF_MORALE /*eg. minotaur*/,
|
||||||
|
SPELLCASTER /*value - spell id*/, CATAPULT,
|
||||||
|
ENEMY_DEFENCE_REDUCTION /*in %, eg. behemots*/,
|
||||||
|
GENERAL_DAMAGE_REDUCTION /*eg. while stoned or blinded - in %, subtype: -1 - any damage, 0 - melee damage, 1 - ranged damage*/,
|
||||||
|
ATTACKS_ALL_ADAJCENT /*eg. hydra*/,
|
||||||
|
MORE_DAMEGE_FROM_SPELL /*value - damage increase in %, subtype - spell id*/,
|
||||||
|
CASTS_SPELL_WHEN_KILLED /*similar to spell after attack*/,
|
||||||
|
FEAR, FEARLESS, NO_DISTANCE_PENALTY, NO_OBSTACLES_PENALTY,
|
||||||
|
SELF_LUCK /*halfling*/,
|
||||||
|
ATTACK_BONUS, DEFENCE_BONUS, SPEED_BONUS, HP_BONUS, ENCHANTER, HEALER, SIEGE_WEAPON, LUCK_BONUS, MORALE_BONUS, HYPNOTIZED, ADDITIONAL_RETAILATION,
|
||||||
|
MAGIC_MIRROR /* value - chance of redirecting in %*/,
|
||||||
|
SUMMONED, ALWAYS_MINUMUM_DAMAGE /*unit does its minimum damage from range; -1 - any attack, 0 - melee, 1 - ranged*/,
|
||||||
|
ALWAYS_MAXIMUM_DAMAGE /*eg. bless effect, -1 - any attack, 0 - melee, 1 - ranged*/,
|
||||||
|
ATTACKS_NEAREST_CREATURE /*while in berserk*/, IN_FRENZY,
|
||||||
|
SLAYER /*value - level*/,
|
||||||
|
FORGETFULL /*forgetfullnes spell effect*/,
|
||||||
|
CLONED, NOT_ACTIVE
|
||||||
|
};
|
||||||
|
|
||||||
|
enum EDuration
|
||||||
|
{
|
||||||
|
WHOLE_BATTLE,
|
||||||
|
N_TURNS,
|
||||||
|
UNITL_BEING_ATTACKED,/*removed after attack and counterattacks are performed*/
|
||||||
|
UNTIL_ATTACK /*removed after attack and counterattacks are performed*/
|
||||||
|
};
|
||||||
|
|
||||||
|
ECombatFeatures type;
|
||||||
|
EDuration duration;
|
||||||
|
ui16 turnsRemain; //if duration is N_TURNS it describes how long the effect will last
|
||||||
|
si16 subtype; //subtype of bonus/feature
|
||||||
|
si32 value;
|
||||||
|
si32 additionalInfo;
|
||||||
|
|
||||||
|
inline bool operator == (const ECombatFeatures & cf) const
|
||||||
|
{
|
||||||
|
return type == cf;
|
||||||
|
}
|
||||||
|
StackFeature() : type(NO_TYPE)
|
||||||
|
{}
|
||||||
|
StackFeature(const ECombatFeatures & cf) : type(cf), duration(WHOLE_BATTLE)
|
||||||
|
{}
|
||||||
|
|
||||||
|
template <typename Handler> void serialize(Handler &h, const int version)
|
||||||
|
{
|
||||||
|
h & type & duration & turnsRemain & subtype & value & additionalInfo;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
//generates StackFeature from given data
|
||||||
|
inline StackFeature makeFeature(StackFeature::ECombatFeatures type, StackFeature::EDuration duration, si16 subtype, si32 value, ui16 turnsRemain = 0, si32 additionalInfo = 0)
|
||||||
|
{
|
||||||
|
StackFeature sf;
|
||||||
|
sf.type = type;
|
||||||
|
sf.duration = duration;
|
||||||
|
sf.turnsRemain = turnsRemain;
|
||||||
|
sf.subtype = subtype;
|
||||||
|
sf.value = value;
|
||||||
|
sf.additionalInfo = additionalInfo;
|
||||||
|
|
||||||
|
return sf;
|
||||||
|
}
|
||||||
|
|
||||||
class CGameInfo;
|
class CGameInfo;
|
||||||
extern CGameInfo* CGI;
|
extern CGameInfo* CGI;
|
||||||
|
@ -52,21 +52,24 @@ int CCreature::getQuantityID(const int & quantity)
|
|||||||
|
|
||||||
bool CCreature::isDoubleWide() const
|
bool CCreature::isDoubleWide() const
|
||||||
{
|
{
|
||||||
return vstd::contains(abilities,DOUBLE_WIDE);
|
return vstd::contains(abilities, StackFeature::DOUBLE_WIDE);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool CCreature::isFlying() const
|
bool CCreature::isFlying() const
|
||||||
{
|
{
|
||||||
return vstd::contains(abilities,FLYING);
|
return vstd::contains(abilities, StackFeature::FLYING);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool CCreature::isShooting() const
|
bool CCreature::isShooting() const
|
||||||
{
|
{
|
||||||
return vstd::contains(abilities,SHOOTER);
|
return vstd::contains(abilities, StackFeature::SHOOTER);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool CCreature::isUndead() const
|
bool CCreature::isUndead() const
|
||||||
{
|
{
|
||||||
return vstd::contains(abilities,UNDEAD);
|
return vstd::contains(abilities, StackFeature::UNDEAD);
|
||||||
}
|
}
|
||||||
|
|
||||||
si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
|
si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
|
||||||
{
|
{
|
||||||
int ret = 2147483645;
|
int ret = 2147483645;
|
||||||
@ -335,19 +338,19 @@ void CCreatureHandler::loadCreatures()
|
|||||||
ncre.abilityRefs = buf.substr(befi, i-befi);
|
ncre.abilityRefs = buf.substr(befi, i-befi);
|
||||||
i+=2;
|
i+=2;
|
||||||
if(boost::algorithm::find_first(ncre.abilityRefs, "DOUBLE_WIDE"))
|
if(boost::algorithm::find_first(ncre.abilityRefs, "DOUBLE_WIDE"))
|
||||||
ncre.abilities.insert(DOUBLE_WIDE);
|
ncre.abilities.push_back(StackFeature::DOUBLE_WIDE);
|
||||||
if(boost::algorithm::find_first(ncre.abilityRefs, "FLYING_ARMY"))
|
if(boost::algorithm::find_first(ncre.abilityRefs, "FLYING_ARMY"))
|
||||||
ncre.abilities.insert(FLYING);
|
ncre.abilities.push_back(StackFeature::FLYING);
|
||||||
if(boost::algorithm::find_first(ncre.abilityRefs, "SHOOTING_ARMY"))
|
if(boost::algorithm::find_first(ncre.abilityRefs, "SHOOTING_ARMY"))
|
||||||
ncre.abilities.insert(SHOOTER);
|
ncre.abilities.push_back(StackFeature::SHOOTER);
|
||||||
if(boost::algorithm::find_first(ncre.abilityRefs, "SIEGE_WEAPON"))
|
if(boost::algorithm::find_first(ncre.abilityRefs, "SIEGE_WEAPON"))
|
||||||
ncre.abilities.insert(SIEGE_WEAPON);
|
ncre.abilities.push_back(StackFeature::SIEGE_WEAPON);
|
||||||
if(boost::algorithm::find_first(ncre.abilityRefs, "const_two_attacks"))
|
if(boost::algorithm::find_first(ncre.abilityRefs, "const_two_attacks"))
|
||||||
ncre.abilities.insert(TWICE_ATTACK);
|
ncre.abilities.push_back(makeFeature(StackFeature::ADDITIONAL_ATTACK, StackFeature::WHOLE_BATTLE, 0, 1));
|
||||||
if(boost::algorithm::find_first(ncre.abilityRefs, "const_free_attack"))
|
if(boost::algorithm::find_first(ncre.abilityRefs, "const_free_attack"))
|
||||||
ncre.abilities.insert(NO_ENEMY_RETALIATION);
|
ncre.abilities.push_back(StackFeature::BLOCKS_RETAILATION);
|
||||||
if(boost::algorithm::find_first(ncre.abilityRefs, "IS_UNDEAD"))
|
if(boost::algorithm::find_first(ncre.abilityRefs, "IS_UNDEAD"))
|
||||||
ncre.abilities.insert(UNDEAD);
|
ncre.abilities.push_back(StackFeature::UNDEAD);
|
||||||
if(ncre.nameSing!=std::string("") && ncre.namePl!=std::string(""))
|
if(ncre.nameSing!=std::string("") && ncre.namePl!=std::string(""))
|
||||||
{
|
{
|
||||||
ncre.idNumber = creatures.size();
|
ncre.idNumber = creatures.size();
|
||||||
@ -482,22 +485,22 @@ void CCreatureHandler::loadCreatures()
|
|||||||
inp2.close();
|
inp2.close();
|
||||||
|
|
||||||
//TODO: create a tidy configuration file to control fixing unit abilities
|
//TODO: create a tidy configuration file to control fixing unit abilities
|
||||||
creatures[115].abilities.insert(DOUBLE_WIDE);//water elemental should be treated as double-wide
|
creatures[115].abilities.push_back(StackFeature::DOUBLE_WIDE);//water elemental should be treated as double-wide
|
||||||
creatures[123].abilities.insert(DOUBLE_WIDE);//ice elemental should be treated as double-wide
|
creatures[123].abilities.push_back(StackFeature::DOUBLE_WIDE);//ice elemental should be treated as double-wide
|
||||||
creatures[140].abilities.insert(DOUBLE_WIDE);//boar should be treated as double-wide
|
creatures[140].abilities.push_back(StackFeature::DOUBLE_WIDE);//boar should be treated as double-wide
|
||||||
creatures[142].abilities.insert(DOUBLE_WIDE);//nomads should be treated as double-wide
|
creatures[142].abilities.push_back(StackFeature::DOUBLE_WIDE);//nomads should be treated as double-wide
|
||||||
|
|
||||||
creatures[46].abilities -= FLYING; //hell hound
|
creatures[46].abilities -= StackFeature::FLYING; //hell hound
|
||||||
creatures[47].abilities -= FLYING; //cerberus
|
creatures[47].abilities -= StackFeature::FLYING; //cerberus
|
||||||
creatures[52].abilities += FLYING; //Efreeti
|
creatures[52].abilities += StackFeature::FLYING; //Efreeti
|
||||||
creatures[53].abilities += FLYING; //Efreet Sultan
|
creatures[53].abilities += StackFeature::FLYING; //Efreet Sultan
|
||||||
|
|
||||||
creatures[47].abilities += MULTI_HEAD_ATTACK; //cerberus
|
creatures[47].abilities += StackFeature::THREE_HEADED_ATTACK; //cerberus
|
||||||
|
|
||||||
creatures[87].abilities += TWICE_ATTACK; //wolf raider
|
creatures[87].abilities += makeFeature(StackFeature::ADDITIONAL_ATTACK, StackFeature::WHOLE_BATTLE, 0, 1); //wolf raider
|
||||||
|
|
||||||
creatures[147].abilities += NOT_ACTIVE; //First Aid Tent //TODO: remove when support is added
|
creatures[147].abilities += StackFeature::NOT_ACTIVE; //First Aid Tent //TODO: remove when support is added
|
||||||
creatures[148].abilities += NOT_ACTIVE; //Ammo Cart
|
creatures[148].abilities += StackFeature::NOT_ACTIVE; //Ammo Cart
|
||||||
}
|
}
|
||||||
|
|
||||||
void CCreatureHandler::loadAnimationInfo()
|
void CCreatureHandler::loadAnimationInfo()
|
||||||
|
@ -34,7 +34,7 @@ public:
|
|||||||
std::string abilityRefs; //references to abilities, in textformat
|
std::string abilityRefs; //references to abilities, in textformat
|
||||||
std::string animDefName;
|
std::string animDefName;
|
||||||
ui32 idNumber;
|
ui32 idNumber;
|
||||||
std::set<EAbilities> abilities;
|
std::vector<StackFeature> abilities;
|
||||||
si8 faction; //-1 = neutral
|
si8 faction; //-1 = neutral
|
||||||
|
|
||||||
///animation info
|
///animation info
|
||||||
|
@ -879,7 +879,7 @@ bool CGHeroInstance::hasBonusOfType(HeroBonus::BonusType type, int subtype /*= -
|
|||||||
if(i->type == type && i->subtype == subtype)
|
if(i->type == type && i->subtype == subtype)
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
throw "CGHeroInstance::hasBonusOfType - we shouln't be here!";
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
int CGTownInstance::getSightRadious() const //returns sight distance
|
int CGTownInstance::getSightRadious() const //returns sight distance
|
||||||
|
@ -1053,7 +1053,7 @@ void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
|
|||||||
hasStack[0] = hasStack[1] = false;
|
hasStack[0] = hasStack[1] = false;
|
||||||
for(int b = 0; b<stacks.size(); ++b)
|
for(int b = 0; b<stacks.size(); ++b)
|
||||||
{
|
{
|
||||||
if(stacks[b]->alive() && !vstd::contains(stacks[b]->abilities,SIEGE_WEAPON))
|
if(stacks[b]->alive() && !stacks[b]->hasFeatureOfType(StackFeature::SIEGE_WEAPON))
|
||||||
{
|
{
|
||||||
hasStack[1-stacks[b]->attackerOwned] = true;
|
hasStack[1-stacks[b]->attackerOwned] = true;
|
||||||
}
|
}
|
||||||
@ -2093,10 +2093,10 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
|
|||||||
sendAndApply(&bat);
|
sendAndApply(&bat);
|
||||||
|
|
||||||
//counterattack
|
//counterattack
|
||||||
if(!vstd::contains(curStack->abilities,NO_ENEMY_RETALIATION)
|
if(!curStack->hasFeatureOfType(StackFeature::BLOCKS_RETAILATION)
|
||||||
&& stackAtEnd->alive()
|
&& stackAtEnd->alive()
|
||||||
&& stackAtEnd->counterAttacks
|
&& stackAtEnd->counterAttacks
|
||||||
&& !vstd::contains(stackAtEnd->abilities, SIEGE_WEAPON)) //TODO: support for multiple retaliatons per turn
|
&& !stackAtEnd->hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //TODO: support for multiple retaliatons per turn
|
||||||
{
|
{
|
||||||
prepareAttack(bat,stackAtEnd,curStack);
|
prepareAttack(bat,stackAtEnd,curStack);
|
||||||
bat.flags |= 2;
|
bat.flags |= 2;
|
||||||
@ -2104,7 +2104,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
|
|||||||
}
|
}
|
||||||
|
|
||||||
//second attack
|
//second attack
|
||||||
if(vstd::contains(curStack->abilities,TWICE_ATTACK)
|
if(curStack->valOfFeatures(StackFeature::ADDITIONAL_ATTACK) > 0
|
||||||
&& curStack->alive()
|
&& curStack->alive()
|
||||||
&& stackAtEnd->alive() )
|
&& stackAtEnd->alive() )
|
||||||
{
|
{
|
||||||
@ -2123,7 +2123,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
|
|||||||
|| !destStack //there is a stack at destination tile
|
|| !destStack //there is a stack at destination tile
|
||||||
|| !curStack->shots //stack has shots
|
|| !curStack->shots //stack has shots
|
||||||
|| gs->curB->isStackBlocked(curStack->ID) //we are not blocked
|
|| gs->curB->isStackBlocked(curStack->ID) //we are not blocked
|
||||||
|| !vstd::contains(curStack->abilities,SHOOTER) //our stack is shooting unit
|
|| !curStack->hasFeatureOfType(StackFeature::SHOOTER) //our stack is shooting unit
|
||||||
)
|
)
|
||||||
break;
|
break;
|
||||||
for(int g=0; g<curStack->effects.size(); ++g)
|
for(int g=0; g<curStack->effects.size(); ++g)
|
||||||
@ -2139,7 +2139,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
|
|||||||
bat.flags |= 1;
|
bat.flags |= 1;
|
||||||
sendAndApply(&bat);
|
sendAndApply(&bat);
|
||||||
|
|
||||||
if(vstd::contains(curStack->abilities,TWICE_ATTACK) //if unit shots twice let's make another shot
|
if(curStack->valOfFeatures(StackFeature::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
|
||||||
&& curStack->alive()
|
&& curStack->alive()
|
||||||
&& destStack->alive()
|
&& destStack->alive()
|
||||||
&& curStack->shots
|
&& curStack->shots
|
||||||
|
Loading…
Reference in New Issue
Block a user