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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-24 03:47:18 +02:00

Bonuses now use pointers.

Things are very broken.
This commit is contained in:
Michał W. Urbańczyk 2010-11-18 22:06:56 +00:00
parent 4d657eaf47
commit cdf7b2b4d9
10 changed files with 409 additions and 381 deletions

View File

@ -1155,7 +1155,7 @@ void CCastleInterface::CCreaInfo::clickRight(tribool down, bool previousState)
ch = ci->town->visitingHero;
};
if (bl.size())
summ+=AddToString (CGI->arth->artifacts[bl.front().id]->Name()+" %+d", descr, bl.totalValue());
summ+=AddToString (CGI->arth->artifacts[bl.front()->id]->Name()+" %+d", descr, bl.totalValue());
//TODO: player bonuses

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@ -129,13 +129,13 @@ void GiveBonus::applyCl( CClient *cl )
case HERO:
{
const CGHeroInstance *h = GS(cl)->getHero(id);
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, h->bonuses.back(),true);
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, *h->bonuses.back(),true);
}
break;
case PLAYER:
{
const PlayerState *p = GS(cl)->getPlayer(id);
INTERFACE_CALL_IF_PRESENT(id, playerBonusChanged, p->bonuses.back(), true);
INTERFACE_CALL_IF_PRESENT(id, playerBonusChanged, *p->bonuses.back(), true);
}
break;
}

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@ -183,8 +183,8 @@ int CArtifact::getArtClassSerial() const
void CScroll::Init()
{
bonuses.push_back (Bonus (Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT, 1, id, spellid, Bonus::INDEPENDENT_MAX));
//boost::algorithm::replace_first(description, "[spell name]", VLC->spellh->spells[spellid].name);
// addNewBonus (Bonus (Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT, 1, id, spellid, Bonus::INDEPENDENT_MAX));
// //boost::algorithm::replace_first(description, "[spell name]", VLC->spellh->spells[spellid].name);
}
CArtHandler::CArtHandler()
@ -489,7 +489,7 @@ void CArtHandler::giveArtBonus( int aid, Bonus::BonusType type, int val, int sub
added.limiter = limiter;
if(type == Bonus::MORALE || Bonus::LUCK)
added.description = "\n" + artifacts[aid]->Name() + (val > 0 ? " +" : " ") + boost::lexical_cast<std::string>(val);
artifacts[aid]->bonuses.push_back(added);
artifacts[aid]->addNewBonus(added);
}
void CArtHandler::addBonuses()

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@ -78,17 +78,17 @@ bool CCreature::isDoubleWide() const
bool CCreature::isFlying() const
{
return vstd::contains(bonuses, Bonus::FLYING);
return hasBonusOfType(Bonus::FLYING);
}
bool CCreature::isShooting() const
{
return vstd::contains(bonuses, Bonus::SHOOTER);
return hasBonusOfType(Bonus::SHOOTER);
}
bool CCreature::isUndead() const
{
return vstd::contains(bonuses, Bonus::UNDEAD);
return hasBonusOfType(Bonus::UNDEAD);
}
/**
@ -127,7 +127,7 @@ CCreature::CCreature()
void CCreature::addBonus(int val, int type, int subtype /*= -1*/)
{
Bonus added(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
bonuses.push_back(added);
addNewBonus(added);
}
// void CCreature::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
// {
@ -312,12 +312,12 @@ void CCreatureHandler::loadCreatures()
if(boost::algorithm::find_first(ncre.abilityRefs, "const_raises_morale"))
{
ncre.addBonus(+1, Bonus::MORALE);;
ncre.bonuses.back().effectRange = Bonus::ONLY_ALLIED_ARMY;
ncre.bonuses.back()->effectRange = Bonus::ONLY_ALLIED_ARMY;
}
if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale"))
{
ncre.addBonus(-1, Bonus::MORALE);;
ncre.bonuses.back().effectRange = Bonus::ONLY_ENEMY_ARMY;
ncre.bonuses.back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
}
if(boost::algorithm::find_first(ncre.abilityRefs, "KING_1"))
ncre.addBonus(0, Bonus::KING1);
@ -380,13 +380,13 @@ void CCreatureHandler::loadCreatures()
cre->doubleWide = true;
else if(type == "ENEMY_MORALE_DECREASING")
{
cre->addBonus(-1, Bonus::MORALE);;
cre->bonuses.back().effectRange = Bonus::ONLY_ENEMY_ARMY;
cre->addBonus(-1, Bonus::MORALE);
cre->bonuses.back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
}
else if(type == "ENEMY_LUCK_DECREASING")
{
cre->addBonus(-1, Bonus::LUCK);;
cre->bonuses.back().effectRange = Bonus::ONLY_ENEMY_ARMY;
cre->addBonus(-1, Bonus::LUCK);
cre->bonuses.back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
}
else
tlog1 << "Error: invalid type " << type << " in cr_abils.txt" << std::endl;
@ -402,7 +402,7 @@ void CCreatureHandler::loadCreatures()
nsf.duration = Bonus::ONE_BATTLE;
nsf.turnsRemain = 0;
cre->bonuses += nsf;
cre->addNewBonus(nsf);
break;
}
case '-': //remove ability
@ -424,7 +424,8 @@ void CCreatureHandler::loadCreatures()
Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
creatures[creatureID]->bonuses -= ecf;
Bonus *b = creatures[creatureID]->getBonus(Selector::type(ecf));
creatures[creatureID]->removeBonus(b);
break;
}
case '0': //end reading

View File

@ -1016,15 +1016,15 @@ void CGHeroInstance::initObj()
bonus.valType = Bonus::ADDITIVE_VALUE;
bonus.subtype = PrimarySkill::ATTACK;
speciality.bonuses.push_back (bonus);
speciality.addNewBonus(bonus);
bonus.subtype = PrimarySkill::DEFENSE;
speciality.bonuses.push_back (bonus);
speciality.addNewBonus(bonus);
//values will be calculated later
bonus.type = Bonus::STACKS_SPEED;
bonus.val = 1; //+1 speed
speciality.bonuses.push_back (bonus);
speciality.addNewBonus(bonus);
}
break;
case 2://secondary skill
@ -1033,7 +1033,7 @@ void CGHeroInstance::initObj()
bonus.valType = Bonus::BASE_NUMBER; // to receive nonzero value
bonus.subtype = it->subtype; //skill id
bonus.val = it->val; //value per level, in percent
speciality.bonuses.push_back (bonus);
speciality.addNewBonus(bonus);
switch (it->additionalinfo)
{
case 0: //normal
@ -1044,12 +1044,12 @@ void CGHeroInstance::initObj()
break;
}
bonus.type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later
speciality.bonuses.push_back(bonus);
speciality.addNewBonus(bonus);
break;
case 3://spell damage bonus, level dependant but calculated elsehwere
bonus.type = Bonus::SPECIAL_SPELL_LEV;
bonus.subtype = it->subtype;
speciality.bonuses.push_back (bonus);
speciality.addNewBonus(bonus);
break;
case 4://creature stat boost
switch (it->subtype)
@ -1077,30 +1077,30 @@ void CGHeroInstance::initObj()
}
bonus.valType = Bonus::ADDITIVE_VALUE;
bonus.limiter = new CCreatureTypeLimiter (*VLC->creh->creatures[it->additionalinfo], true);
speciality.bonuses.push_back (bonus);
speciality.addNewBonus(bonus);
break;
case 5://spell damage bonus in percent
bonus.type = Bonus::SPECIFIC_SPELL_DAMAGE;
bonus.valType = Bonus::BASE_NUMBER; // current spell system is screwed
bonus.subtype = it->subtype; //spell id
speciality.bonuses.push_back (bonus);
speciality.addNewBonus(bonus);
break;
case 6://damage bonus for bless (Adela)
bonus.type = Bonus::SPECIAL_BLESS_DAMAGE;
bonus.subtype = it->subtype; //spell id if you ever wanted to use it otherwise
bonus.additionalInfo = it->additionalinfo; //damage factor
speciality.bonuses.push_back (bonus);
speciality.addNewBonus(bonus);
break;
case 7://maxed mastery for spell
bonus.type = Bonus::MAXED_SPELL;
bonus.subtype = it->subtype; //spell i
speciality.bonuses.push_back (bonus);
speciality.addNewBonus(bonus);
break;
case 8://peculiar spells - enchantments
bonus.type = Bonus::SPECIAL_PECULIAR_ENCHANT;
bonus.subtype = it->subtype; //spell id
bonus.additionalInfo = it->additionalinfo;//0, 1 for Coronius
speciality.bonuses.push_back (bonus);
speciality.addNewBonus(bonus);
break;
case 9://upgrade creatures
{
@ -1108,27 +1108,27 @@ void CGHeroInstance::initObj()
bonus.type = Bonus::SPECIAL_UPGRADE;
bonus.subtype = it->subtype; //base id
bonus.additionalInfo = it->additionalinfo; //target id
speciality.bonuses.push_back (bonus);
speciality.addNewBonus(bonus);
for (std::set<ui32>::iterator i = (*creatures)[it->subtype]->upgrades.begin();
i != (*creatures)[it->subtype]->upgrades.end(); i++)
{
bonus.subtype = *i; //propagate for regular upgrades of base creature
speciality.bonuses.push_back (bonus);
speciality.addNewBonus(bonus);
}
break;
}
case 10://resource generation
bonus.type = Bonus::GENERATE_RESOURCE;
bonus.subtype = it->subtype;
speciality.bonuses.push_back (bonus);
speciality.addNewBonus(bonus);
break;
case 11://starting skill with mastery (Adrienne)
cb->changeSecSkill (id, it->val, it->additionalinfo); //simply give it and forget
cb->changeSecSkill(id, it->val, it->additionalinfo); //simply give it and forget
break;
case 12://army speed
bonus.type = Bonus::STACKS_SPEED;
speciality.bonuses.push_back (bonus);
speciality.addNewBonus(bonus);
break;
case 13://Dragon bonuses (Mutare)
bonus.type = Bonus::PRIMARY_SKILL;
@ -1143,7 +1143,7 @@ void CGHeroInstance::initObj()
break;
}
bonus.limiter = new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE);
speciality.bonuses.push_back (bonus);
speciality.addNewBonus(bonus);
break;
default:
tlog2 << "Unexpected hero speciality " << type <<'\n';
@ -1161,7 +1161,8 @@ void CGHeroInstance::UpdateSpeciality()
if (speciality.growthsWithLevel)
{
std::vector<CCreature*>* creatures = &VLC->creh->creatures;
for (std::list<Bonus>::iterator it = speciality.bonuses.begin(); it != speciality.bonuses.end(); it++)
BOOST_FOREACH(Bonus *it, speciality.bonuses)
{
switch (it->type)
{
@ -1248,7 +1249,7 @@ void CGHeroInstance::updateSkill(int which, int val)
{
Bonus bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, id, skillVal, ID, which, Bonus::BASE_NUMBER);
bonus.source = Bonus::SECONDARY_SKILL;
bonuses.push_back (bonus);
addNewBonus (bonus);
}
}
}
@ -1505,7 +1506,7 @@ int CGHeroInstance::getSpellCost(const CSpell *sp) const
void CGHeroInstance::pushPrimSkill(int which, int val)
{
bonuses.push_back(Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id, which));
addNewBonus(Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id, which));
}
// void CGHeroInstance::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
@ -2131,7 +2132,7 @@ void CGTownInstance::initObj()
//add special bonuses from buildings
if(subID == 4 && vstd::contains(builtBuildings, 17))
{
bonuses.push_back( Bonus(Bonus::PERMANENT, Bonus::DARKNESS, Bonus::TOWN_STRUCTURE, 20, 17) );
addNewBonus( Bonus(Bonus::PERMANENT, Bonus::DARKNESS, Bonus::TOWN_STRUCTURE, 20, 17) );
}
}

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@ -708,11 +708,11 @@ ui32 CStack::Speed( int turn /*= 0*/ ) const
int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
int percentBonus = 0;
BOOST_FOREACH(const Bonus &b, bonuses)
BOOST_FOREACH(const Bonus *b, bonuses)
{
if(b.type == Bonus::STACKS_SPEED)
if(b->type == Bonus::STACKS_SPEED)
{
percentBonus += b.additionalInfo;
percentBonus += b->additionalInfo;
}
}
@ -729,7 +729,7 @@ ui32 CStack::Speed( int turn /*= 0*/ ) const
const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
{
for (BonusList::const_iterator it = bonuses.begin(); it != bonuses.end(); it++)
BOOST_FOREACH(Bonus *it, bonuses)
{
if(it->source == Bonus::SPELL_EFFECT && it->id == id)
{
@ -742,179 +742,179 @@ const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
void CStack::stackEffectToFeature(BonusList & sf, const Bonus & sse)
{
si32 power = VLC->spellh->spells[sse.id].powers[sse.val];
Bonus * bonus = getBonus(Selector::typeSybtype(Bonus::SPECIAL_PECULIAR_ENCHANT, sse.id));
if (bonus)
{
switch(bonus->additionalInfo)
{
case 0: //normal
switch(type->level)
{
case 1: case 2:
power += 3; //it doesn't necessarily make sense for some spells, use it wisely
break;
case 3: case 4:
power += 2;
break;
case 5: case 6:
power += 1;
break;
}
break;
case 1: //only Coronius as yet
power = std::max(5 - type->level, 0);
break;
}
}
switch(sse.id)
{
case 27: //shield
sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 28: //air shield
sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 29: //fire shield
sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 30: //protection from air
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 31: //protection from fire
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 32: //protection from water
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 33: //protection from earth
sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 34: //anti-magic
sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, 0, power - 1, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 41: //bless
if (hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, 41)) //TODO: better handling of bonus percentages
{
int damagePercent = dynamic_cast<const CGHeroInstance*>(armyObj)->level * valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, 41) / type->level;
sf.push_back(featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, sse.turnsRemain));
sf.back().id = sse.id;
sf.back().valType = Bonus::PERCENT_TO_ALL;
}
sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 42: //curse
sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, -1 * power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
sf.back().id = sse.id;
break;
case 43: //bloodlust
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
sf.back().id = sse.id;
break;
case 44: //precision
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
sf.back().id = sse.id;
break;
case 45: //weakness
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 46: //stone skin
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 47: //disrupting ray
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 48: //prayer
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
sf.back().id = sse.id;
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
sf.back().id = sse.id;
sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 49: //mirth
sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 50: //sorrow
sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 51: //fortune
sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 52: //misfortune
sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 53: //haste
sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 54: //slow
sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
sf.back().id = sse.id;
break;
case 55: //slayer
if (bonus) //Coronius
{
sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
sf.back().id = sse.id;
}
sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 56: //frenzy
sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56].powers[sse.val]/100.0, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 58: //counterstrike
sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 59: //bersek
sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 60: //hypnotize
sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 61: //forgetfulness
sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
sf.back().id = sse.id;
break;
case 62: //blind
sf.push_back(makeFeature(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, 0, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
sf.back().id = sse.id;
sf.push_back(makeFeature(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
sf.back().id = sse.id;
break;
}
}
// si32 power = VLC->spellh->spells[sse.id].powers[sse.val];
// Bonus * bonus = getBonus(Selector::typeSybtype(Bonus::SPECIAL_PECULIAR_ENCHANT, sse.id));
// if (bonus)
// {
// switch(bonus->additionalInfo)
// {
// case 0: //normal
// switch(type->level)
// {
// case 1: case 2:
// power += 3; //it doesn't necessarily make sense for some spells, use it wisely
// break;
// case 3: case 4:
// power += 2;
// break;
// case 5: case 6:
// power += 1;
// break;
// }
// break;
// case 1: //only Coronius as yet
// power = std::max(5 - type->level, 0);
// break;
// }
// }
//
// switch(sse.id)
// {
// case 27: //shield
// sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 28: //air shield
// sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 29: //fire shield
// sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 30: //protection from air
// sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 31: //protection from fire
// sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 32: //protection from water
// sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 33: //protection from earth
// sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 34: //anti-magic
// sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, 0, power - 1, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 41: //bless
// if (hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, 41)) //TODO: better handling of bonus percentages
// {
// int damagePercent = dynamic_cast<const CGHeroInstance*>(armyObj)->level * valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, 41) / type->level;
// sf.push_back(featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, sse.turnsRemain));
// sf.back().id = sse.id;
// sf.back().valType = Bonus::PERCENT_TO_ALL;
// }
// sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 42: //curse
// sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, -1 * power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
// sf.back().id = sse.id;
// break;
// case 43: //bloodlust
// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
// sf.back().id = sse.id;
// break;
// case 44: //precision
// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
// sf.back().id = sse.id;
// break;
// case 45: //weakness
// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 46: //stone skin
// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 47: //disrupting ray
// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 48: //prayer
// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
// sf.back().id = sse.id;
// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
// sf.back().id = sse.id;
// sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 49: //mirth
// sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 50: //sorrow
// sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 51: //fortune
// sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 52: //misfortune
// sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 53: //haste
// sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 54: //slow
// sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
// sf.back().id = sse.id;
// break;
// case 55: //slayer
// if (bonus) //Coronius
// {
// sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
// sf.back().id = sse.id;
// }
// sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 56: //frenzy
// sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56].powers[sse.val]/100.0, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 58: //counterstrike
// sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 59: //bersek
// sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 60: //hypnotize
// sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 61: //forgetfulness
// sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// case 62: //blind
// sf.push_back(makeFeature(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, 0, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
// sf.back().id = sse.id;
// sf.push_back(makeFeature(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
// sf.back().id = sse.id;
// break;
// }
}
ui8 CStack::howManyEffectsSet(ui16 id) const
{
ui8 ret = 0;
for (BonusList::const_iterator it = bonuses.begin(); it != bonuses.end(); it++)
if(it->source == Bonus::SPELL_EFFECT && it->id == id) //effect found
{
++ret;
}
BOOST_FOREACH(const Bonus *it, bonuses)
if(it->source == Bonus::SPELL_EFFECT && it->id == id) //effect found
{
++ret;
}
return ret;
}
@ -968,7 +968,7 @@ std::vector<si32> CStack::activeSpells() const
std::vector<si32> ret;
BonusList spellEffects = getSpellBonuses();
for(BonusList::const_iterator it = spellEffects.begin(); it != spellEffects.end(); it++)
BOOST_FOREACH(const Bonus *it, spellEffects)
{
if (!vstd::contains(ret, it->id)) //do not duplicate spells with multiple effects
ret.push_back(it->id);
@ -1427,8 +1427,8 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
{
continue;
}
Bonus bb(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, si->whichMapInCampaign, g);
hero->bonuses.push_back(bb);
Bonus *bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, si->whichMapInCampaign, g);
hero->addNewBonus(bb);
}
}
break;
@ -2262,7 +2262,7 @@ UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
else if(h)
{ //hero speciality
BonusList lista = h->speciality.getBonuses(Selector::typeSybtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
for (BonusList::iterator it = lista.begin(); it != lista.end(); it++)
BOOST_FOREACH(const Bonus *it, lista)
{
ui16 nid = it->additionalInfo;
if (nid != base->idNumber) //in very specific case the upgrade is avaliable by default (?)
@ -3136,11 +3136,11 @@ std::pair<ui32, ui32> BattleInfo::calculateDmgRange( const CStack* attacker, con
for(int g = 0; g < VLC->creh->creatures.size(); ++g)
{
BOOST_FOREACH(const Bonus &b, VLC->creh->creatures[g]->bonuses)
BOOST_FOREACH(const Bonus *b, VLC->creh->creatures[g]->bonuses)
{
if ( (b.type == Bonus::KING3 && spLevel >= 3) || //expert
(b.type == Bonus::KING2 && spLevel >= 2) || //adv +
(b.type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
if ( (b->type == Bonus::KING3 && spLevel >= 3) || //expert
(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
(b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
{
affectedIds.push_back(g);
break;
@ -3237,7 +3237,8 @@ std::pair<ui32, ui32> BattleInfo::calculateDmgRange( const CStack* attacker, con
public:
static bool hasAdvancedAirShield(const CStack * stack)
{
for (BonusList::const_iterator it = stack->bonuses.begin(); it != stack->bonuses.end(); it++)
BOOST_FOREACH(const Bonus *it, stack->bonuses)
{
if (it->source == Bonus::SPELL_EFFECT && it->id == 28 && it->val >= 2)
{
@ -3332,7 +3333,7 @@ si8 CGameState::battleMaxSpellLevel()
const CGHeroInstance *h1 = curB->heroes[0];
if(h1)
{
for(std::list<Bonus>::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++)
BOOST_FOREACH(const Bonus *i, h1->bonuses)
if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
amin(levelLimit, i->val);
}
@ -3340,7 +3341,8 @@ si8 CGameState::battleMaxSpellLevel()
const CGHeroInstance *h2 = curB->heroes[1];
if(h2)
{
for(std::list<Bonus>::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++)
BOOST_FOREACH(const Bonus *i, h2->bonuses)
if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
amin(levelLimit, i->val);
}
@ -3437,16 +3439,20 @@ CStack * BattleInfo::generateNewStack(const CStackInstance &base, int stackID, b
{
CStack * ret = new CStack(&base, attackerOwned ? side1 : side2, stackID, attackerOwned, slot);
//native terrain bonuses
int faction = ret->type->faction;
if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
{
ret->bonuses.push_back(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE));
ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE));
ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE));
}
//TODO: bonus na bitwê z limiterem
ret->position = position;
//////////////////////////////////////////////////////////////////////////
//native terrain bonuses
// int faction = ret->type->faction;
// if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
// {
// ret->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE));
// ret->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE));
// ret->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE));
// }
//
// ret->position = position;
return ret;
}

View File

@ -25,7 +25,7 @@ int DLL_EXPORT BonusList::totalValue() const
int indepMax = 0;
bool hasIndepMax = false;
for(const_iterator i = begin(); i != end(); i++)
BOOST_FOREACH(Bonus *i, *this)
{
switch(i->valType)
{
@ -65,38 +65,38 @@ int DLL_EXPORT BonusList::totalValue() const
}
const DLL_EXPORT Bonus * BonusList::getFirst(const CSelector &selector) const
{
for (const_iterator i = begin(); i != end(); i++)
if(selector(*i))
BOOST_FOREACH(Bonus *i, *this)
if(selector(i))
return &*i;
return NULL;
}
DLL_EXPORT Bonus * BonusList::getFirst(const CSelector &select)
{
for (iterator i = begin(); i != end(); i++)
if(select(*i))
BOOST_FOREACH(Bonus *i, *this)
if(select(i))
return &*i;
return NULL;
}
void DLL_EXPORT BonusList::getModifiersWDescr(TModDescr &out) const
{
for(const_iterator i = begin(); i != end(); i++)
BOOST_FOREACH(Bonus *i, *this)
out.push_back(std::make_pair(i->val, i->Description()));
}
void DLL_EXPORT BonusList::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *source /*= NULL*/) const
{
for(const_iterator i = begin(); i != end(); i++)
if(selector(*i) && i->effectRange == Bonus::NO_LIMIT)
out.push_back(*i);
BOOST_FOREACH(Bonus *i, *this)
if(selector(i) && i->effectRange == Bonus::NO_LIMIT)
out.push_back(i);
}
void DLL_EXPORT BonusList::getBonuses(BonusList &out, const CSelector &selector, const CSelector &limit, const CBonusSystemNode *source /*= NULL*/) const
{
for(const_iterator i = begin(); i != end(); i++)
if(selector(*i) && (!limit || limit(*i)))
out.push_back(*i);
BOOST_FOREACH(Bonus *i, *this)
if(selector(i) && (!limit || limit(i)))
out.push_back(i);
}
namespace HHLP
@ -108,9 +108,9 @@ namespace HHLP
SourceComp(Bonus::BonusSource _src) : src(_src)
{
}
bool operator()(const Bonus & bon)
bool operator()(const Bonus * bon)
{
return bon.source == src;
return bon->source == src;
}
};
}
@ -126,7 +126,8 @@ void BonusList::limit(const CBonusSystemNode &node)
limit_start:
for(iterator i = begin(); i != end(); i++)
{
if(i->limiter && i->limiter->limit(*i, node))
Bonus *b = *i;
if(b->limiter && b->limiter->limit(b, node))
{
iterator toErase = i;
if(i != begin())
@ -344,6 +345,31 @@ void CBonusSystemNode::detachFrom(const CBonusSystemNode *parent)
}
void CBonusSystemNode::popBonuses(const CSelector &s)
{
//TODO
//prop
bonuses.remove_if(s);
BOOST_FOREACH(CBonusSystemNode *child, children)
child->popBonuses(s);
}
void CBonusSystemNode::addNewBonus(const Bonus &b)
{
addNewBonus(new Bonus(b));
}
void CBonusSystemNode::addNewBonus(Bonus *b)
{
}
void CBonusSystemNode::removeBonus(Bonus *b)
{
//TODO
}
int NBonus::valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype /*= -1*/)
{
if(obj)
@ -473,7 +499,7 @@ namespace Selector
{
Bonus dummy;
dummy.type = type;
return sel(dummy);
return sel(&dummy);
}
bool DLL_EXPORT matchesTypeSubtype(const CSelector &sel, TBonusType type, TBonusSubtype subtype)
@ -481,16 +507,16 @@ namespace Selector
Bonus dummy;
dummy.type = type;
dummy.subtype = subtype;
return sel(dummy);
return sel(&dummy);
}
}
DLL_EXPORT std::ostream & operator<<(std::ostream &out, const BonusList &bonusList)
{
int i = 0;
BOOST_FOREACH(const Bonus &b, bonusList)
BOOST_FOREACH(const Bonus *b, bonusList)
{
out << "Bonus " << i++ << "\n" << b << std::endl;
out << "Bonus " << i++ << "\n" << *b << std::endl;
}
return out;
}
@ -520,12 +546,12 @@ ILimiter::~ILimiter()
{
}
bool ILimiter::limit(const Bonus &b, const CBonusSystemNode &node) const /*return true to drop the bonus */
bool ILimiter::limit(const Bonus *b, const CBonusSystemNode &node) const /*return true to drop the bonus */
{
return false;
}
bool CCreatureTypeLimiter::limit(const Bonus &b, const CBonusSystemNode &node) const
bool CCreatureTypeLimiter::limit(const Bonus *b, const CBonusSystemNode &node) const
{
switch (node.nodeType)
{
@ -566,7 +592,7 @@ HasAnotherBonusLimiter::HasAnotherBonusLimiter( TBonusType bonus, TBonusSubtype
{
}
bool HasAnotherBonusLimiter::limit( const Bonus &b, const CBonusSystemNode &node ) const
bool HasAnotherBonusLimiter::limit( const Bonus *b, const CBonusSystemNode &node ) const
{
if(isSubtypeRelevant)
{

View File

@ -28,7 +28,7 @@ class ILimiter;
typedef std::vector<std::pair<int,std::string> > TModDescr; //modifiers values and their descriptions
typedef std::set<CBonusSystemNode*> TNodes;
typedef std::set<const CBonusSystemNode*> TCNodes;
typedef boost::function<bool(const Bonus&)> CSelector;
typedef boost::function<bool(const Bonus*)> CSelector;
namespace PrimarySkill
{
@ -253,25 +253,25 @@ struct DLL_EXPORT Bonus
h & duration & type & subtype & source & val & id & description & additionalInfo & turnsRemain & valType & effectRange & limiter;
}
static bool OneDay(const Bonus &hb)
static bool OneDay(const Bonus *hb)
{
return hb.duration & Bonus::ONE_DAY;
return hb->duration & Bonus::ONE_DAY;
}
static bool OneWeek(const Bonus &hb)
static bool OneWeek(const Bonus *hb)
{
return hb.duration & Bonus::ONE_WEEK;
return hb->duration & Bonus::ONE_WEEK;
}
static bool OneBattle(const Bonus &hb)
static bool OneBattle(const Bonus *hb)
{
return hb.duration & Bonus::ONE_BATTLE;
return hb->duration & Bonus::ONE_BATTLE;
}
static bool UntilAttack(const Bonus &hb)
static bool UntilAttack(const Bonus *hb)
{
return hb.duration & Bonus::UNTIL_ATTACK;
return hb->duration & Bonus::UNTIL_ATTACK;
}
static bool UntilBeingAttacked(const Bonus &hb)
static bool UntilBeingAttacked(const Bonus *hb)
{
return hb.duration & Bonus::UNITL_BEING_ATTACKED;
return hb->duration & Bonus::UNITL_BEING_ATTACKED;
}
static bool IsFrom(const Bonus &hb, ui8 source, ui32 id) //if id==0xffffff then id doesn't matter
{
@ -308,7 +308,7 @@ struct DLL_EXPORT stackExperience : public Bonus
DLL_EXPORT std::ostream & operator<<(std::ostream &out, const Bonus &bonus);
class BonusList : public std::list<Bonus>
class BonusList : public std::list<Bonus*>
{
public:
int DLL_EXPORT totalValue() const; //subtype -> subtype of bonus, if -1 then any
@ -325,7 +325,7 @@ public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<std::list<Bonus>&>(*this);
h & static_cast<std::list<Bonus*>&>(*this);
}
};
@ -336,7 +336,7 @@ class DLL_EXPORT ILimiter
public:
virtual ~ILimiter();
virtual bool limit(const Bonus &b, const CBonusSystemNode &node) const; //return true to drop the bonus
virtual bool limit(const Bonus *b, const CBonusSystemNode &node) const; //return true to drop the bonus
template <typename Handler> void serialize(Handler &h, const int version)
{}
@ -348,7 +348,7 @@ public:
BonusList bonuses; //wielded bonuses (local and up-propagated here)
std::vector<Bonus*> exportedBonuses;
std::vector<const CBonusSystemNode *> parents, //parents -> we inherit bonuses from them, we may attach our bonuses to them
std::vector<CBonusSystemNode *> parents, //parents -> we inherit bonuses from them, we may attach our bonuses to them
children;
ui8 nodeType;
@ -396,6 +396,11 @@ public:
void attachTo(const CBonusSystemNode *parent);
void detachFrom(const CBonusSystemNode *parent);
void addNewBonus(Bonus *b); //b will be deleted with destruction of node
void addNewBonus(const Bonus &b); //b will copied
void removeBonus(Bonus *b);
void popBonuses(const CSelector &s);
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -441,7 +446,7 @@ public:
:first(First), second(Second)
{
}
bool operator()(const Bonus &bonus) const
bool operator()(const Bonus *bonus) const
{
return first(bonus) && second(bonus);
}
@ -456,7 +461,7 @@ public:
:first(First), second(Second)
{
}
bool operator()(const Bonus &bonus) const
bool operator()(const Bonus *bonus) const
{
return first(bonus) || second(bonus);
}
@ -473,9 +478,9 @@ public:
: ptr(Ptr), val(Val)
{
}
bool operator()(const Bonus &bonus) const
bool operator()(const Bonus *bonus) const
{
return bonus.*ptr == val;
return bonus->*ptr == val;
}
CSelectFieldEqual& operator()(const T &setVal)
{
@ -489,11 +494,11 @@ class CWillLastTurns
public:
int turnsRequested;
bool operator()(const Bonus &bonus) const
bool operator()(const Bonus *bonus) const
{
return turnsRequested <= 0 //every present effect will last zero (or "less") turns
|| !(bonus.duration & Bonus::N_TURNS) //so do every not expriing after N-turns effect
|| bonus.turnsRemain > turnsRequested;
|| !(bonus->duration & Bonus::N_TURNS) //so do every not expriing after N-turns effect
|| bonus->turnsRemain > turnsRequested;
}
CWillLastTurns& operator()(const int &setVal)
{
@ -511,7 +516,7 @@ public:
CCreatureTypeLimiter();
CCreatureTypeLimiter(const CCreature &Creature, ui8 IncludeUpgrades = true);
bool limit(const Bonus &b, const CBonusSystemNode &node) const;
bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -529,7 +534,7 @@ public:
HasAnotherBonusLimiter(TBonusType bonus);
HasAnotherBonusLimiter(TBonusType bonus, TBonusSubtype _subtype);
bool limit(const Bonus &b, const CBonusSystemNode &node) const;
bool limit(const Bonus *b, const CBonusSystemNode &node) const OVERRIDE;
template <typename Handler> void serialize(Handler &h, const int version)
{

View File

@ -185,33 +185,26 @@ DLL_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs )
DLL_EXPORT void GiveBonus::applyGs( CGameState *gs )
{
BonusList *bonuses = NULL;
CBonusSystemNode *cbsn = NULL;
switch(who)
{
case HERO:
{
CGHeroInstance *h = gs->getHero(id);
assert(h);
bonuses = &h->bonuses;
}
cbsn = gs->getHero(id);
break;
case PLAYER:
{
PlayerState *p = gs->getPlayer(id);
assert(p);
bonuses = &p->bonuses;
}
cbsn = gs->getPlayer(id);
break;
case TOWN:
{
CGTownInstance *t = gs->getTown(id);
assert(t);
bonuses = &t->bonuses;
}
cbsn = gs->getTown(id);
break;
}
bonuses->push_back(bonus);
std::string &descr = bonuses->back().description;
assert(cbsn);
Bonus *b = new Bonus(bonus);
cbsn->addNewBonus(b);
std::string &descr = b->description;
if(!bdescr.message.size()
&& bonus.source == Bonus::OBJECT
@ -248,13 +241,13 @@ DLL_EXPORT void PlayerEndsGame::applyGs( CGameState *gs )
DLL_EXPORT void RemoveBonus::applyGs( CGameState *gs )
{
std::list<Bonus> &bonuses = (who == HERO ? gs->getHero(whoID)->bonuses : gs->getPlayer(whoID)->bonuses);
BonusList &bonuses = (who == HERO ? gs->getHero(whoID)->bonuses : gs->getPlayer(whoID)->bonuses);
for(std::list<Bonus>::iterator i = bonuses.begin(); i != bonuses.end(); i++)
for(BonusList::iterator i = bonuses.begin(); i != bonuses.end(); i++)
{
if(i->source == source && i->id == id)
if((*i)->source == source && (*i)->id == id)
{
bonus = *i; //backup bonus (to show to interfaces later)
bonus = **i; //backup bonus (to show to interfaces later)
bonuses.erase(i);
break;
}
@ -654,50 +647,45 @@ DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
if (specialWeek != NO_ACTION) //first pack applied, reset all effects and aplly new
{
BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
h->bonuses.remove_if(Bonus::OneDay);
//TODO? won't work for battles lasting several turns (not an issue now but...)
gs->globalEffects.popBonuses(Bonus::OneDay); //works for children -> all game objs
if(gs->getDate(1)) //new week, Monday that is
{
for( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
i->second.bonuses.remove_if(Bonus::OneWeek);
BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
h->bonuses.remove_if(Bonus::OneWeek);
gs->globalEffects.popBonuses(Bonus::OneWeek); //works for children -> all game objs
gs->globalEffects.bonuses.remove_if(Bonus::OneWeek);
Bonus b;
b.duration = Bonus::ONE_WEEK;
b.source = Bonus::SPECIAL_WEEK;
b.effectRange = Bonus::NO_LIMIT;
b.valType = Bonus::BASE_NUMBER; //certainly not intuitive
Bonus *b = new Bonus();
b->duration = Bonus::ONE_WEEK;
b->source = Bonus::SPECIAL_WEEK;
b->effectRange = Bonus::NO_LIMIT;
b->valType = Bonus::BASE_NUMBER; //certainly not intuitive
switch (specialWeek)
{
case DOUBLE_GROWTH:
b.val = 100;
b.type = Bonus::CREATURE_GROWTH_PERCENT;
b.limiter = new CCreatureTypeLimiter(*VLC->creh->creatures[creatureid], false);
b->val = 100;
b->type = Bonus::CREATURE_GROWTH_PERCENT;
b->limiter = new CCreatureTypeLimiter(*VLC->creh->creatures[creatureid], false);
break;
case BONUS_GROWTH:
b.val = 5;
b.type = Bonus::CREATURE_GROWTH;
b.limiter = new CCreatureTypeLimiter(*VLC->creh->creatures[creatureid], false);
b->val = 5;
b->type = Bonus::CREATURE_GROWTH;
b->limiter = new CCreatureTypeLimiter(*VLC->creh->creatures[creatureid], false);
break;
case DEITYOFFIRE:
b.val = 15;
b.type = Bonus::CREATURE_GROWTH;
b.limiter = new CCreatureTypeLimiter(*VLC->creh->creatures[42], true);
b->val = 15;
b->type = Bonus::CREATURE_GROWTH;
b->limiter = new CCreatureTypeLimiter(*VLC->creh->creatures[42], true);
break;
case PLAGUE:
b.val = -100; //no basic creatures
b.type = Bonus::CREATURE_GROWTH_PERCENT;
b->val = -100; //no basic creatures
b->type = Bonus::CREATURE_GROWTH_PERCENT;
break;
default:
b.val = 0;
b->val = 0;
}
if (b.val)
gs->globalEffects.bonuses.push_back(b);
if (b->val)
gs->globalEffects.addNewBonus(b);
}
}
else //second pack is applied
@ -709,8 +697,6 @@ DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
i->second.daysWithoutCastle = 0;
else
i->second.daysWithoutCastle++;
i->second.bonuses.remove_if(Bonus::OneDay);
}
if(resetBuilded) //reset amount of structures set in this turn in towns
{
@ -786,28 +772,29 @@ DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
//remove effects and restore only those with remaining turns in duration
BonusList tmpEffects = s->bonuses;
s->bonuses.removeSpells(Bonus::CASTED_SPELL);
for (BonusList::iterator it = tmpEffects.begin(); it != tmpEffects.end(); it++)
BOOST_FOREACH(Bonus *it, tmpEffects)
{
it->turnsRemain--;
if(it->turnsRemain > 0)
s->bonuses.push_back(*it);
s->addNewBonus(it);
}
//the same as above for features
BonusList tmpFeatures = s->bonuses;
s->bonuses.clear();
BOOST_FOREACH(Bonus &b, tmpFeatures)
BOOST_FOREACH(Bonus *b, tmpFeatures)
{
if((b.duration & Bonus::N_TURNS) != 0)
if((b->duration & Bonus::N_TURNS) != 0)
{
b.turnsRemain--;
if(b.turnsRemain > 0)
s->bonuses.push_back(b);
b->turnsRemain--;
if(b->turnsRemain > 0)
s->addNewBonus(b);
}
else
{
s->bonuses.push_back(b);
s->addNewBonus(b);
}
}
}
@ -954,9 +941,10 @@ DLL_EXPORT void BattleSpellCast::applyGs( CGameState *gs )
if(s && !vstd::contains(resisted, s->ID)) //if stack exists and it didn't resist
{
BonusList remainingEff;
//WTF?
for (BonusList::iterator it = remainingEff.begin(); it != remainingEff.end(); it++)
{
if (onlyHelpful && VLC->spellh->spells[ it->id ].positiveness != 1)
if (onlyHelpful && VLC->spellh->spells[ (*it)->id ].positiveness != 1)
{
remainingEff.push_back(*it);
}
@ -968,11 +956,11 @@ DLL_EXPORT void BattleSpellCast::applyGs( CGameState *gs )
//removing all features from spells
BonusList tmpFeatures = s->bonuses;
s->bonuses.clear();
BOOST_FOREACH(Bonus &b, tmpFeatures)
BOOST_FOREACH(Bonus *b, tmpFeatures)
{
const CSpell *sp = b.sourceSpell();
if(sp && sp->positiveness != 1) //if(b.source != HeroBonus::SPELL_EFFECT || b.positiveness != 1)
s->bonuses.push_back(b);
const CSpell *sp = b->sourceSpell();
if(sp && sp->positiveness != 1) //if(b->source != HeroBonus::SPELL_EFFECT || b.positiveness != 1)
s->addNewBonus(b);
}
}
}
@ -1005,7 +993,7 @@ DLL_EXPORT void BattleSpellCast::applyGs( CGameState *gs )
bool ac[BFIELD_SIZE];
std::set<int> occupyable;
bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();
bool flying = vstd::contains(VLC->creh->creatures[creID]->bonuses, Bonus::FLYING);
bool flying = VLC->creh->creatures[creID]->isFlying();// vstd::contains(VLC->creh->creatures[creID]->bonuses, Bonus::FLYING);
gs->curB->getAccessibilityMap(ac, twoHex, !side, true, occupyable, flying);
for(int g=0; g<BFIELD_SIZE; ++g)
{
@ -1018,7 +1006,7 @@ DLL_EXPORT void BattleSpellCast::applyGs( CGameState *gs )
CStack * summonedStack = gs->curB->generateNewStack(CStackInstance(creID, h->getPrimSkillLevel(2) * VLC->spellh->spells[id].powers[skill], h), gs->curB->stacks.size(), !side, 255, ter, pos);
summonedStack->state.insert(SUMMONED);
//summonedStack->bonuses.push_back( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
//summonedStack->addNewBonus( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
gs->curB->stacks.push_back(summonedStack);
}
@ -1027,7 +1015,7 @@ DLL_EXPORT void BattleSpellCast::applyGs( CGameState *gs )
void actualizeEffect(CStack * s, Bonus & ef)
{
//actualizing effects vector
for (BonusList::iterator it = s->bonuses.begin(); it != s->bonuses.end(); it++)
BOOST_FOREACH(Bonus *it, s->bonuses)
{
if(it->id == ef.id)
{
@ -1038,13 +1026,13 @@ void actualizeEffect(CStack * s, Bonus & ef)
BonusList sf;
s->stackEffectToFeature(sf, ef);
BOOST_FOREACH(const Bonus &fromEffect, sf)
BOOST_FOREACH(const Bonus *fromEffect, sf)
{
BOOST_FOREACH(Bonus &stackBonus, s->bonuses) //TODO: optimize
BOOST_FOREACH(Bonus *stackBonus, s->bonuses) //TODO: optimize
{
if(stackBonus.source == Bonus::SPELL_EFFECT && stackBonus.type == fromEffect.type && stackBonus.subtype == fromEffect.subtype)
if(stackBonus->source == Bonus::SPELL_EFFECT && stackBonus->type == fromEffect->type && stackBonus->subtype == fromEffect->subtype)
{
stackBonus.turnsRemain = std::max(stackBonus.turnsRemain, ef.turnsRemain);
stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, ef.turnsRemain);
}
}
}
@ -1060,12 +1048,12 @@ DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
{
if(effect.id == 42 || !s->hasBonus(Selector::source(Bonus::CASTED_SPELL, effect.id)))//disrupting ray or not on the list - just add
{
s->bonuses.push_back(effect);
s->addNewBonus(new Bonus(effect));
BonusList sf;
s->stackEffectToFeature(sf, effect);
BOOST_FOREACH(const Bonus &fromEffect, sf)
BOOST_FOREACH(Bonus *fromEffect, sf)
{
s->bonuses.push_back(fromEffect);
s->addNewBonus(fromEffect);
}
}
else //just actualize
@ -1109,7 +1097,7 @@ DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs )
changedStack->state.insert(ALIVE);
if(healedStacks[g].lowLevelResurrection)
changedStack->state.insert(SUMMONED);
//changedStack->bonuses.push_back( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
//changedStack->addNewBonus( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
}
//int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;
int res = std::min( healedStacks[g].healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count );
@ -1127,9 +1115,10 @@ DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs )
//removal of negative effects
if(resurrected)
{
for (BonusList::iterator it = changedStack->bonuses.begin(); it != changedStack->bonuses.end(); it++)
{
if(VLC->spellh->spells[it->id].positiveness < 0)
if(VLC->spellh->spells[(*it)->id].positiveness < 0)
{
changedStack->bonuses.erase(it);
}
@ -1139,12 +1128,12 @@ DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs )
BonusList tmpFeatures = changedStack->bonuses;
changedStack->bonuses.clear();
BOOST_FOREACH(Bonus &b, tmpFeatures)
BOOST_FOREACH(Bonus *b, tmpFeatures)
{
const CSpell *s = b.sourceSpell();
const CSpell *s = b->sourceSpell();
if(s && s->positiveness >= 0)
{
changedStack->bonuses.push_back(b);
changedStack->addNewBonus(b);
}
}
}

View File

@ -365,18 +365,18 @@ void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance
{
BonusList bl;
hero1->getBonuses(bl, Selector::type(Bonus::OPENING_BATTLE_SPELL));
BOOST_FOREACH (Bonus b, bl)
BOOST_FOREACH (Bonus *b, bl)
{
handleSpellCasting(b.subtype, 3, -1, 0, hero1->tempOwner, NULL, hero2, b.val);
handleSpellCasting(b->subtype, 3, -1, 0, hero1->tempOwner, NULL, hero2, b->val);
}
}
if (hero2 && hero2->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
{
BonusList bl;
hero2->getBonuses(bl, Selector::type(Bonus::OPENING_BATTLE_SPELL));
BOOST_FOREACH (Bonus b, bl)
BOOST_FOREACH (Bonus *b, bl)
{
handleSpellCasting(b.subtype, 3, -1, 1, hero2->tempOwner, NULL, hero1, b.val);
handleSpellCasting(b->subtype, 3, -1, 1, hero2->tempOwner, NULL, hero1, b->val);
}
}
@ -1664,15 +1664,15 @@ void CGameHandler::setupBattle(BattleInfo * curB, int3 tile, const CArmedInstanc
{
if(town->subID == 0 && vstd::contains(town->builtBuildings,22)) //castle, brotherhood of sword built
for(int g=0; g<stacks.size(); ++g)
stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
else if(vstd::contains(town->builtBuildings,5)) //tavern is built
for(int g=0; g<stacks.size(); ++g)
stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TOWN_STRUCTURE));
stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TOWN_STRUCTURE));
if(town->subID == 1 && vstd::contains(town->builtBuildings,21)) //rampart, fountain of fortune is present
for(int g=0; g<stacks.size(); ++g)
stacks[g]->bonuses.push_back(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
stacks[g]->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
}
}
@ -1726,9 +1726,9 @@ void CGameHandler::setupBattle(BattleInfo * curB, int3 tile, const CArmedInstanc
for(int g=0; g<stacks.size(); ++g) //+1 morale bonus for good creatures, -1 morale bonus for evil creatures
{
if (stacks[g]->type->isGood())
stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
else if (stacks[g]->type->isEvil())
stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY));
stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY));
}
break;
}
@ -1738,7 +1738,7 @@ void CGameHandler::setupBattle(BattleInfo * curB, int3 tile, const CArmedInstanc
{
if(stacks[g]->type->faction == -1) //+2 luck bonus for neutral creatures
{
stacks[g]->bonuses.push_back(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TERRAIN_OVERLAY));
stacks[g]->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TERRAIN_OVERLAY));
}
}
break;
@ -1748,9 +1748,9 @@ void CGameHandler::setupBattle(BattleInfo * curB, int3 tile, const CArmedInstanc
for(int g=0; g<stacks.size(); ++g) //-1 morale bonus for good creatures, +1 morale bonus for evil creatures
{
if (stacks[g]->type->isGood())
stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY));
stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY));
else if (stacks[g]->type->isEvil())
stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
}
break;
}
@ -1758,8 +1758,8 @@ void CGameHandler::setupBattle(BattleInfo * curB, int3 tile, const CArmedInstanc
{
for(int g=0; g<stacks.size(); ++g) //no luck nor morale
{
stacks[g]->bonuses.push_back(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
stacks[g]->bonuses.push_back(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
stacks[g]->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
stacks[g]->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
}
const CGHeroInstance * cHero = NULL;
@ -4213,11 +4213,11 @@ static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHero
bl.insert(bl.end(), b2.begin(), b2.end());
BOOST_FOREACH(Bonus bb, bl)
BOOST_FOREACH(Bonus *bb, bl)
{
if( (bb.type == Bonus::SPELL_IMMUNITY && bb.subtype == sp->id || //100% sure spell immunity
bb.type == Bonus::LEVEL_SPELL_IMMUNITY && bb.val >= sp->level) //some creature abilities have level 0
&& bb.source != Bonus::CREATURE_ABILITY)
if( (bb->type == Bonus::SPELL_IMMUNITY && bb->subtype == sp->id || //100% sure spell immunity
bb->type == Bonus::LEVEL_SPELL_IMMUNITY && bb->val >= sp->level) //some creature abilities have level 0
&& bb->source != Bonus::CREATURE_ABILITY)
{
ret.push_back((*it)->ID);
continue;
@ -5026,9 +5026,9 @@ void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
const CStack * attacker = gs->curB->getStack(bat.stackAttacking);
if( attacker->hasBonusOfType(Bonus::SPELL_AFTER_ATTACK) )
{
BOOST_FOREACH(const Bonus & sf, attacker->getBonuses(Selector::type(Bonus::SPELL_AFTER_ATTACK)))
BOOST_FOREACH(const Bonus *sf, attacker->getBonuses(Selector::type(Bonus::SPELL_AFTER_ATTACK)))
{
if (sf.type == Bonus::SPELL_AFTER_ATTACK)
if (sf->type == Bonus::SPELL_AFTER_ATTACK)
{
const CStack * oneOfAttacked = NULL;
for(int g=0; g<bat.bsa.size(); ++g)
@ -5042,10 +5042,10 @@ void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
if(oneOfAttacked == NULL) //all attacked creatures have been killed
return;
int spellID = sf.subtype;
int spellLevel = sf.val;
int chance = sf.additionalInfo % 1000;
//int meleeRanged = sf.additionalInfo / 1000;
int spellID = sf->subtype;
int spellLevel = sf->val;
int chance = sf->additionalInfo % 1000;
//int meleeRanged = sf->additionalInfo / 1000;
int destination = oneOfAttacked->position;
//check if spell should be casted (probability handling)
if( rand()%100 >= chance )