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https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
Now parsing CREXPBON into Bonus System, with limiters. StackExperience class removed.
Exp ranks are now calculated, though exp is never set.
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d630d88ac1
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@ -628,25 +628,29 @@ void CCreatureHandler::loadCreatures()
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buf = bitmaph->getTextFile("CREXPBON.TXT");
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int it = 0;
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si32 creid = -1;
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commonBonuses.resize(8); //8 tiers
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stackExperience b;
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b.expBonuses.resize(10);
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Bonus b; //prototype with some default properties
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b.source = Bonus::STACK_EXPERIENCE;
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b.valType = Bonus::ADDITIVE_VALUE;
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b.additionalInfo = 0;
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b.enable = false; //Bonuses are always active by default
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BonusList bl;
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loadToIt (dump2, buf, it, 3); //ignore first line
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loadToIt (dump2, buf, it, 4); //ignore index
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loadStackExp(b, buf, it);
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loadStackExp(b, bl, buf, it);
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BOOST_FOREACH(Bonus * b, bl)
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addBonusForAllCreatures(b); //health bonus is common for all
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loadToIt (dump2, buf, it, 4); //crop comment
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for (i = 0; i < 8; ++i)
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for (i = 1; i < 8; ++i)
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{
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commonBonuses[i].push_back(new stackExperience(b));//health bonus common for all
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for (int j = 0; j < 4; ++j) //four modifiers common for tiers
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{
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loadToIt (dump2, buf, it, 4); //ignore index
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loadStackExp(b, buf, it);
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commonBonuses[i].push_back(new stackExperience(b));
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bl.clear();
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loadStackExp(b, bl, buf, it);
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BOOST_FOREACH(Bonus * b, bl)
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addBonusForTier(i, b);
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loadToIt (dump2, buf, it, 3); //crop comment
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}
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}
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@ -654,20 +658,33 @@ void CCreatureHandler::loadCreatures()
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{
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loadToIt(creid, buf, it, 4); //get index
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b.id = creid; //id = this particular creature ID
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loadStackExp(b, buf, it);
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creatures[creid]->bonuses.push_back(new stackExperience(b)); //experience list is common for creatures of that type
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loadStackExp(b, creatures[creid]->bonuses, buf, it); //add directly to CCreature Node
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loadToIt (dump2, buf, it, 3); //crop comment
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} while (it < buf.size());
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// BOOST_FOREACH(CCreature *c, creatures)
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// {
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// if (it = c->level < 7)
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// std::copy(commonBonuses[it-1].begin(), commonBonuses[it-1].end(), c->bonuses.begin());
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// else
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// std::copy(commonBonuses[7].begin(), commonBonuses[7].end(), c->bonuses.begin()); //common for tiers 8+
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// }
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} //end of stack experience
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//Calculate rank exp values, formula appears complicated bu no parsing needed
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expRanks.resize(8);
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int dif = 0;
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it = 8000; //ignore name of this variable
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expRanks[0].push_back(it);
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for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
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{
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expRanks[0].push_back(expRanks[0][j-1] + dif);
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dif += it/5;
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}
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for (int i = 1; i < 8; ++i)
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{
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dif = 0;
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it = 1000 * i;
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expRanks[i].push_back(it);
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for (int j = 1; j < 10; ++j)
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{
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expRanks[i].push_back(expRanks[i][j-1] + dif);
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dif += it/5;
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}
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}
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}//end of Stack Experience
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//experiment - add 100 to attack for creatures of tier 1
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// Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::OTHER, +100, 0, 0);
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// addBonusForTier(1, b);
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@ -743,15 +760,18 @@ void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, std::string & src, int
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i+=2;
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}
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void CCreatureHandler::loadStackExp(stackExperience & b, std::string & src, int & it) //help function for parsing CREXPBON.txt, assuming all its details are already defined
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{
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void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, std::string & src, int & it) //help function for parsing CREXPBON.txt
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{ //TODO: handle rank limiters
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std::string buf, mod;
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bool enable = false; //some bonuses are activated with values 2 or 1
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loadToIt(buf, src, it, 4);
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loadToIt(mod, src, it, 4);
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switch (buf[0])
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{
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case 'H':
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b.type = Bonus::STACK_HEALTH;
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b.valType = Bonus::PERCENT_TO_BASE;
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break;
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case 'A':
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b.type = Bonus::PRIMARY_SKILL;
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@ -784,7 +804,7 @@ void CCreatureHandler::loadStackExp(stackExperience & b, std::string & src, int
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b.type = Bonus::ADDITIONAL_RETALIATION; break;
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case 'f': //on-off skill
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b.enable = true; //sometimes format is: 2 -> 0, 1 -> 1
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enable = true; //sometimes format is: 2 -> 0, 1 -> 1
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switch (mod[0])
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{
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case 'A':
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@ -808,7 +828,7 @@ void CCreatureHandler::loadStackExp(stackExperience & b, std::string & src, int
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case 'p': //Mind spells
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case 'P':
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{
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loadMindImmunity(b, src, it);
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loadMindImmunity(b, bl, src, it);
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return;
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}
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return;
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@ -829,7 +849,7 @@ void CCreatureHandler::loadStackExp(stackExperience & b, std::string & src, int
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}
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break;
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case 'w': //specific spell immunities, enabled/disabled
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b.enable = true;
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enable = true;
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switch (mod[0])
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{
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case 'B': //Blind
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@ -877,11 +897,11 @@ void CCreatureHandler::loadStackExp(stackExperience & b, std::string & src, int
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break;
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case 'i':
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b.enable = true;
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enable = true;
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b.type = Bonus::NO_DISTANCE_PENALTY;
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break;
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case 'o':
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b.enable = true;
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enable = true;
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b.type = Bonus::NO_OBSTACLES_PENALTY;
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break;
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@ -902,28 +922,51 @@ void CCreatureHandler::loadStackExp(stackExperience & b, std::string & src, int
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{
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case '+':
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case '=': //should we allow percent values to stack or pick highest?
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b.valType = Bonus::BASE_NUMBER;
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b.valType = Bonus::ADDITIVE_VALUE;
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break;
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}
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loadToIt (b.val, src, it, 4); //basic value, not particularly useful but existent
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for (int i = 0; i < 10; ++i)
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//limiters, range
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si32 lastVal, curVal, lastLev = 0;
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if (enable) //0 and 2 means non-active, 1 - active
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{
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loadToIt (b.expBonuses[i], src, it, 4); //vector must have length 10
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}
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if (b.enable) //switch 2 to 0
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{
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if (b.val == 2)
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b.val = 0;
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for (int i = 0; i < 10; ++i)
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b.val = 0; //on-off ability, no value specified
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loadToIt (curVal, src, it, 4); // 0 level is never active
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for (int i = 1; i < 11; ++i)
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{
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if (b.expBonuses[i] == 2)
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b.expBonuses[i] = 0;
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else break; //higher levels are rarely disabled?
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loadToIt (curVal, src, it, 4);
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if (curVal == 1)
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{
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b.limiter.reset (new ExpRankLimiter(i));
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bl.push_back(new Bonus(b));
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break; //never turned off it seems
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}
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}
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}
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else
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{
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loadToIt (lastVal, src, it, 4); //basic value, not particularly useful but existent
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for (int i = 1; i < 11; ++i)
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{
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loadToIt (curVal, src, it, 4);
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if (curVal > lastVal) //threshold, add last bonus
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{
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b.val = lastVal;
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b.limiter.reset (new ExpRankLimiter(i));
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bl.push_back(new Bonus(b));
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lastLev = i; //start new range from here, i = previous rank
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}
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else if (curVal < lastVal)
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{
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b.val = lastVal;
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b.limiter.reset (new RankRangeLimiter(lastLev, i));
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}
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}
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}
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}
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void CCreatureHandler::loadMindImmunity(stackExperience & b, std::string & src, int & it)
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void CCreatureHandler::loadMindImmunity(Bonus & b, BonusList & bl, std::string & src, int & it)
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{
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CCreature * cre = creatures[b.id]; //odd workaround
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@ -944,7 +987,7 @@ void CCreatureHandler::loadMindImmunity(stackExperience & b, std::string & src,
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for (int g=0; g < mindSpells.size(); ++g)
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{
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b.subtype = mindSpells[g];
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cre->bonuses.push_back(new stackExperience(b));
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cre->bonuses.push_back(new Bonus(b));
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}
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}
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@ -99,7 +99,8 @@ public:
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};
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class DLL_EXPORT CCreatureHandler
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{
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{
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private: //?
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CBonusSystemNode allCreatures, creaturesOfLevel[CREATURES_PER_TOWN + 1];//index 0 is used for creatures of unknown tier or outside <1-7> range
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public:
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std::set<int> notUsedMonsters;
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@ -112,13 +113,13 @@ public:
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int factionToTurretCreature[F_NUMBER]; //which creature's animation should be used to dispaly creature in turret while siege
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std::map<TBonusType, std::pair<std::string, std::string> > stackBonuses; // bonus => name, description
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std::vector<BonusList> commonBonuses; // levels 1-8 from CREXPBON.txt
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std::vector<std::vector<ui32>> expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
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void loadCreatures();
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void loadAnimationInfo();
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void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
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void loadStackExp(stackExperience & b, std::string & src, int & it);
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void loadMindImmunity(stackExperience & b, std::string & src, int & it); //multiple bonuses at once
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void loadStackExp(Bonus & b, BonusList & bl, std::string & src, int & it);
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void loadMindImmunity(Bonus & b, BonusList & bl, std::string & src, int & it); //multiple bonuses at once
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int stringToNumber(std::string & s);//help function for parsing CREXPBON.txt
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bool isGood (si8 faction) const;
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@ -430,6 +430,29 @@ int CStackInstance::getQuantityID() const
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return CCreature::getQuantityID(count);
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}
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int CStackInstance::getExpRank() const
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{
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int tier = type->level;
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if (isbetw(tier, 1, 7))
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{
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for (int i = VLC->creh->expRanks[tier].size()-2; i >-1; --i)//sic!
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{ //exp values vary from 1st level to max exp at 11th level
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if (experience >= VLC->creh->expRanks[tier][i])
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return ++i; //faster, but confusing - 0 index mean 1st level of experience
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}
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return 0;
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}
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else //higher tier
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{
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for (int i = VLC->creh->expRanks[tier].size()-2; i >-1; --i)
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{
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if (experience >= VLC->creh->expRanks[0][i])
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return ++i;
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}
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return 0;
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}
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}
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void CStackInstance::setType(int creID)
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{
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setType(VLC->creh->creatures[creID]);
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@ -49,6 +49,7 @@ public:
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int getQuantityID() const;
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std::string getQuantityTXT(bool capitalized = true) const;
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int getExpRank() const;
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void init();
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CStackInstance();
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CStackInstance(TCreature id, TQuantity count);
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@ -771,4 +771,14 @@ bool CreatureAlignmentLimiter::limit(const Bonus *b, const CBonusSystemNode &nod
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tlog1 << "Warning: illegal alignment in limiter!\n";
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return true;
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}
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}
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ExpRankLimiter::ExpRankLimiter(ui8 Rank)
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:rank(Rank)
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{
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}
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RankRangeLimiter::RankRangeLimiter(ui8 Min, ui8 Max)
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:min(Min), max(Max)
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{
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}
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@ -304,18 +304,6 @@ struct DLL_EXPORT Bonus
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Bonus *addLimiter(ILimiter *Limiter); //returns this for convenient chain-calls
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};
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struct DLL_EXPORT stackExperience : public Bonus
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{
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std::vector<si32> expBonuses; // variations for levels 1-10, copied to val field;
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bool enable; //if true - turns ability on / off for zero value
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<Bonus&>(this);
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h & expBonuses & enable;
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}
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};
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DLL_EXPORT std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
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class BonusList : public std::list<Bonus*>
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@ -630,6 +618,32 @@ public:
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}
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};
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class DLL_EXPORT ExpRankLimiter : public ILimiter //applies to creatures with Rank >= rank
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{
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public:
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ui8 rank;
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ExpRankLimiter(ui8 Rank);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & rank;
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}
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};
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class DLL_EXPORT RankRangeLimiter : public ILimiter //applies to creatures with min <= Rank <= max
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{
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public:
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ui8 min, max;
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RankRangeLimiter(ui8 Min, ui8 Max);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & min & max;
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}
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};
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const CCreature *retrieveCreature(const CBonusSystemNode *node);
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namespace Selector
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