mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
bugfixing:
#124 - level-up code will now use ping-pong mode #145 - switched skills positions, 1st skill will be selected #545 - replaced images in reward dialog of seer hut
This commit is contained in:
parent
fc4c496f99
commit
c1f0b956f4
@ -2489,11 +2489,7 @@ CLevelWindow::CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<u
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}
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}
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if(comps.size() > 1)
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{
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ok->block(true);
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}
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else if(comps.size() == 1)
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if(comps.size())
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{
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comps[0]->select(true);
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}
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@ -4086,7 +4086,6 @@ void CGSeerHut::onHeroVisit( const CGHeroInstance * h ) const
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MetaString loot;
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for (std::vector<ui16>::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it)
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{
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bd.components.push_back (Component (Component::ARTIFACT, *it, 0, 0));
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loot << "%s";
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loot.addReplacement (MetaString::ART_NAMES, *it);
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}
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@ -4099,7 +4098,6 @@ void CGSeerHut::onHeroVisit( const CGHeroInstance * h ) const
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MetaString loot;
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for (TSlots::const_iterator it = m6creatures.begin(); it != m6creatures.end(); ++it)
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{
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bd.components.push_back(Component(it->second));
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loot << "%s";
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loot.addReplacement(it->second);
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}
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@ -4114,7 +4112,6 @@ void CGSeerHut::onHeroVisit( const CGHeroInstance * h ) const
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{
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if (m7resources[i])
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{
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bd.components.push_back (Component (Component::RESOURCE, i, m7resources[i], 0));
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loot << "%d %s";
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loot.addReplacement (m7resources[i]);
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loot.addReplacement (MetaString::RES_NAMES, i);
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@ -4143,11 +4140,35 @@ void CGSeerHut::onHeroVisit( const CGHeroInstance * h ) const
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}
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}
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case MISSION_PLAYER:
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bd.components.push_back (Component (Component::FLAG, m13489val, 0, 0));
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if (!isCustom)
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bd.text.addReplacement (VLC->generaltexth->colors[m13489val]);
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break;
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}
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switch (rewardType)
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{
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case 1: bd.components.push_back (Component (Component::EXPERIENCE, 0, rVal*(100+h->getSecSkillLevel(21)*5)/100.0f, 0));
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break;
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case 2: bd.components.push_back (Component (Component::PRIM_SKILL, 5, rVal, 0));
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break;
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case 3: bd.components.push_back (Component (Component::MORALE, 0, rVal, 0));
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break;
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case 4: bd.components.push_back (Component (Component::LUCK, 0, rVal, 0));
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break;
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case 5: bd.components.push_back (Component (Component::RESOURCE, rID, rVal, 0));
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break;
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case 6: bd.components.push_back (Component (Component::PRIM_SKILL, rID, rVal, 0));
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break;
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case 7: bd.components.push_back (Component (Component::SEC_SKILL, rID, rVal, 0));
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break;
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case 8: bd.components.push_back (Component (Component::ARTIFACT, rID, 0, 0));
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break;
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case 9: bd.components.push_back (Component (Component::SPELL, rID, 0, 0));
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break;
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case 10: bd.components.push_back (Component (Component::CREATURE, rID, rVal, 0));
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break;
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}
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cb->showBlockingDialog (&bd, boost::bind (&CGSeerHut::finishQuest, this, h, _1));
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return;
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}
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@ -4221,21 +4242,17 @@ void CGSeerHut::finishQuest (const CGHeroInstance * h, ui32 accept) const
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}
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void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward
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{
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InfoWindow iw;
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iw.player = h->getOwner();
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switch (rewardType)
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{
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case 1: //experience
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{
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int expVal = rVal*(100+h->getSecSkillLevel(21)*5)/100.0f;
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cb->changePrimSkill(h->id, 4, expVal, false);
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iw.components.push_back (Component (Component::EXPERIENCE, 0, expVal, 0));
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break;
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}
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case 2: //mana points
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{
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cb->setManaPoints(h->id, h->mana+rVal);
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iw.components.push_back (Component (Component::PRIM_SKILL, 5, rVal, 0));
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break;
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}
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case 3: case 4: //morale /luck
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@ -4245,34 +4262,26 @@ void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward
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GiveBonus gb;
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gb.id = h->id;
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gb.bonus = hb;
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//gb.descr = "";
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cb->giveHeroBonus(&gb);
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iw.components.push_back (Component (
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(rewardType == 3 ? Component::MORALE : Component::LUCK), 0, rVal, 0));
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}
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break;
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case 5: //resources
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cb->giveResource(h->getOwner(), rID, rVal);
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iw.components.push_back (Component (Component::RESOURCE, rID, rVal, 0));
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break;
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case 6: //main ability bonus (attak, defence etd.)
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cb->changePrimSkill(h->id, rID, rVal, false);
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iw.components.push_back (Component (Component::PRIM_SKILL, rID, rVal, 0));
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break;
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case 7: // secondary ability gain
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cb->changeSecSkill(h->id, rID, rVal, false);
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iw.components.push_back (Component (Component::SEC_SKILL, rID, rVal, 0));
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break;
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case 8: // artifact
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cb->giveHeroArtifact(rID, h->id, -2);
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iw.components.push_back (Component (Component::ARTIFACT, rID, 0, 0));
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break;
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case 9:// spell
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{
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std::set<ui32> spell;
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spell.insert (rID);
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cb->changeSpells(h->id, true, spell);
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iw.components.push_back (Component (Component::SPELL, rID, 0, 0));
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}
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break;
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case 10:// creature
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@ -4280,13 +4289,11 @@ void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward
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CCreatureSet creatures;
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creatures.setCreature (0, rID, rVal);
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cb->giveCreatures (id, h, creatures);
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iw.components.push_back (Component (Component::CREATURE, rID, rVal, 0));
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}
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break;
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default:
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break;
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}
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cb->showInfoDialog(&iw);
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}
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void CGQuestGuard::initObj()
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@ -194,6 +194,110 @@ void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
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fun(args[which]);
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}
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void CGameHandler::levelUpHero(int ID, int skill)
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{
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changeSecSkill(ID, skill, 1, 0);
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levelUpHero(ID);
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}
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void CGameHandler::levelUpHero(int ID)
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{
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CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
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if (hero->exp < VLC->heroh->reqExp(hero->level+1)) // no more level-ups
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return;
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//give prim skill
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tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
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int r = rand()%100, pom=0, x=0;
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int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
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for(;x<PRIMARY_SKILLS;x++)
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{
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pom += hero->type->heroClass->primChance[x].*g;
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if(r<pom)
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break;
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}
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tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
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SetPrimSkill sps;
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sps.id = ID;
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sps.which = x;
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sps.abs = false;
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sps.val = 1;
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sendAndApply(&sps);
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HeroLevelUp hlu;
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hlu.heroid = ID;
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hlu.primskill = x;
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hlu.level = hero->level+1;
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//picking sec. skills for choice
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std::set<int> basicAndAdv, expert, none;
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for(int i=0;i<SKILL_QUANTITY;i++)
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if (isAllowed(2,i))
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none.insert(i);
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for(unsigned i=0;i<hero->secSkills.size();i++)
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{
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if(hero->secSkills[i].second < 3)
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basicAndAdv.insert(hero->secSkills[i].first);
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else
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expert.insert(hero->secSkills[i].first);
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none.erase(hero->secSkills[i].first);
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}
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//first offered skill
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if(basicAndAdv.size())
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{
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int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);//upgrade existing
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hlu.skills.push_back(s);
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basicAndAdv.erase(s);
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}
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else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
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{
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hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //give new skill
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none.erase(hlu.skills.back());
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}
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//second offered skill
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if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //hero have free skill slot
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{
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hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
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}
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else if(basicAndAdv.size())
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{
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hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //upgrade existing
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}
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if(hlu.skills.size() > 1) //apply and ask for secondary skill
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{
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boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::levelUpHero,this,ID,_1)),_1));
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applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds
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}
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else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
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{
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sendAndApply(&hlu);
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levelUpHero(ID, hlu.skills.back());
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}
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else //apply and send info
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{
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sendAndApply(&hlu);
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levelUpHero(ID);
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}
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}
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void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
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{
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SetPrimSkill sps;
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sps.id = ID;
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sps.which = which;
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sps.abs = abs;
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sps.val = val;
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sendAndApply(&sps);
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if(which==4) //only for exp - hero may level up
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{
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levelUpHero(ID);
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}
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}
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void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
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{
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SetSecSkill sss;
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@ -211,95 +315,6 @@ void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*
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}
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}
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void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
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{
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SetPrimSkill sps;
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sps.id = ID;
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sps.which = which;
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sps.abs = abs;
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sps.val = val;
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sendAndApply(&sps);
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if(which==4) //only for exp - hero may level up
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{
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CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
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while (hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
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{
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//give prim skill
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tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
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int r = rand()%100, pom=0, x=0;
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int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
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for(;x<PRIMARY_SKILLS;x++)
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{
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pom += hero->type->heroClass->primChance[x].*g;
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if(r<pom)
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break;
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}
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tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
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SetPrimSkill sps;
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sps.id = ID;
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sps.which = x;
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sps.abs = false;
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sps.val = 1;
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sendAndApply(&sps);
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HeroLevelUp hlu;
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hlu.heroid = ID;
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hlu.primskill = x;
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hlu.level = hero->level+1;
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//picking sec. skills for choice
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std::set<int> basicAndAdv, expert, none;
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for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);
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for(unsigned i=0;i<hero->secSkills.size();i++)
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{
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if(hero->secSkills[i].second < 3)
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basicAndAdv.insert(hero->secSkills[i].first);
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else
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expert.insert(hero->secSkills[i].first);
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none.erase(hero->secSkills[i].first);
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}
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//first offered skill
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if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot
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{
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hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
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none.erase(hlu.skills.back());
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}
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else if(basicAndAdv.size())
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{
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int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
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hlu.skills.push_back(s);
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basicAndAdv.erase(s);
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}
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//second offered skill
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if(basicAndAdv.size())
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{
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hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill
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}
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else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
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{
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hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
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}
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if(hlu.skills.size() > 1) //apply and ask for secondary skill
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{
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boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::changeSecSkill,this,ID,_1,1,0)),_1));
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applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds
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}
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else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
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{
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sendAndApply(&hlu);
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changeSecSkill(ID,hlu.skills.back(),1,false);
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}
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else //apply and send info
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{
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sendAndApply(&hlu);
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}
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}
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}
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}
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static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
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{
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if(color == 254)
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@ -123,6 +123,8 @@ public:
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void setOwner(int objid, ui8 owner);
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void setHoverName(int objid, MetaString * name);
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void setObjProperty(int objid, int prop, si64 val);
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void levelUpHero(int ID, int skill);//handle client respond and send one more request if needed
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void levelUpHero(int ID);//initial call - check if hero have remaining levelups & handle them
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void changePrimSkill(int ID, int which, si64 val, bool abs=false);
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void changeSecSkill(int ID, int which, int val, bool abs=false);
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void showInfoDialog(InfoWindow *iw);
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