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https://github.com/vcmi/vcmi.git
synced 2025-11-25 22:42:04 +02:00
Now parsing CREXPBON into Bonus System, with limiters. StackExperience class removed.
Exp ranks are now calculated, though exp is never set.
This commit is contained in:
@@ -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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