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mirror of https://github.com/vcmi/vcmi.git synced 2025-09-16 09:26:28 +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

@@ -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 bitw� 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;
}