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- Fixed serialization of limiters

- Hero can now can have several separate specialty nodes
- Fixed typo (speciality->specialty)
- Fixed several crashes related to commanders
- Improvements to specialty handling, bugfixes and temporary solutions for upcoming hero specialties in mods
This commit is contained in:
DjWarmonger
2013-01-17 18:15:00 +00:00
parent 36469f406c
commit ce15eb37c2
14 changed files with 123 additions and 88 deletions

View File

@ -716,8 +716,6 @@ CGHeroInstance::CGHeroInstance()
commander = NULL;
sex = 0xff;
secSkills.push_back(std::make_pair(-1, -1));
speciality.setNodeType(CBonusSystemNode::SPECIALITY);
attachTo(&speciality); //do we ever need to detach it?
}
void CGHeroInstance::initHero(int SUBID)
@ -926,23 +924,23 @@ const std::string & CGHeroInstance::getBiography() const
void CGHeroInstance::initObj() //TODO: use bonus system
{
blockVisit = true;
speciality.growthsWithLevel = false;
HeroSpecial * hs = new HeroSpecial();
if(!type)
return; //TODO: support prison
BOOST_FOREACH(const auto &spec, type->spec)
BOOST_FOREACH(const auto &spec, type->spec) //TODO: unfity with bonus system
{
Bonus *bonus = new Bonus();
bonus->val = spec.val;
bonus->sid = id; //from the hero, speciality has no unique id
bonus->sid = id; //from the hero, specialty has no unique id
bonus->duration = Bonus::PERMANENT;
bonus->source = Bonus::HERO_SPECIAL;
switch (spec.type)
{
case 1:// creature speciality
case 1:// creature specialty
{
speciality.growthsWithLevel = true;
hs->growsWithLevel = true;
const CCreature &specCreature = *VLC->creh->creatures[spec.additionalinfo]; //creature in which we have specialty
@ -960,30 +958,29 @@ void CGHeroInstance::initObj() //TODO: use bonus system
bonus->limiter.reset(new CCreatureTypeLimiter (specCreature, true)); //with upgrades
bonus->type = Bonus::PRIMARY_SKILL;
bonus->additionalInfo = spec.additionalinfo;
bonus->valType = Bonus::ADDITIVE_VALUE;
bonus->subtype = PrimarySkill::ATTACK;
speciality.addNewBonus(bonus);
hs->addNewBonus(bonus);
bonus = new Bonus(*bonus);
bonus->subtype = PrimarySkill::DEFENSE;
speciality.addNewBonus(bonus);
hs->addNewBonus(bonus);
//values will be calculated later
bonus = new Bonus(*bonus);
bonus->type = Bonus::STACKS_SPEED;
bonus->val = 1; //+1 speed
speciality.addNewBonus(bonus);
hs->addNewBonus(bonus);
}
break;
case 2://secondary skill
speciality.growthsWithLevel = true;
hs->growsWithLevel = true;
bonus->type = Bonus::SPECIAL_SECONDARY_SKILL; //needs to be recalculated with level, based on this value
bonus->valType = Bonus::BASE_NUMBER; // to receive nonzero value
bonus->subtype = spec.subtype; //skill id
bonus->val = spec.val; //value per level, in percent
speciality.addNewBonus(bonus);
hs->addNewBonus(bonus);
bonus = new Bonus(*bonus);
switch (spec.additionalinfo)
@ -996,12 +993,12 @@ void CGHeroInstance::initObj() //TODO: use bonus system
break;
}
bonus->type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later
speciality.addNewBonus(bonus);
hs->addNewBonus(bonus);
break;
case 3://spell damage bonus, level dependent but calculated elsewhere
bonus->type = Bonus::SPECIAL_SPELL_LEV;
bonus->subtype = spec.subtype;
speciality.addNewBonus(bonus);
hs->addNewBonus(bonus);
break;
case 4://creature stat boost
switch (spec.subtype)
@ -1029,30 +1026,30 @@ void CGHeroInstance::initObj() //TODO: use bonus system
}
bonus->valType = Bonus::ADDITIVE_VALUE;
bonus->limiter.reset(new CCreatureTypeLimiter (*VLC->creh->creatures[spec.additionalinfo], true));
speciality.addNewBonus(bonus);
hs->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 = spec.subtype; //spell id
speciality.addNewBonus(bonus);
hs->addNewBonus(bonus);
break;
case 6://damage bonus for bless (Adela)
bonus->type = Bonus::SPECIAL_BLESS_DAMAGE;
bonus->subtype = spec.subtype; //spell id if you ever wanted to use it otherwise
bonus->additionalInfo = spec.additionalinfo; //damage factor
speciality.addNewBonus(bonus);
hs->addNewBonus(bonus);
break;
case 7://maxed mastery for spell
bonus->type = Bonus::MAXED_SPELL;
bonus->subtype = spec.subtype; //spell i
speciality.addNewBonus(bonus);
hs->addNewBonus(bonus);
break;
case 8://peculiar spells - enchantments
bonus->type = Bonus::SPECIAL_PECULIAR_ENCHANT;
bonus->subtype = spec.subtype; //spell id
bonus->additionalInfo = spec.additionalinfo;//0, 1 for Coronius
speciality.addNewBonus(bonus);
hs->addNewBonus(bonus);
break;
case 9://upgrade creatures
{
@ -1060,13 +1057,13 @@ void CGHeroInstance::initObj() //TODO: use bonus system
bonus->type = Bonus::SPECIAL_UPGRADE;
bonus->subtype = spec.subtype; //base id
bonus->additionalInfo = spec.additionalinfo; //target id
speciality.addNewBonus(bonus);
hs->addNewBonus(bonus);
bonus = new Bonus(*bonus);
BOOST_FOREACH(auto cre_id, creatures[spec.subtype]->upgrades)
{
bonus->subtype = cre_id; //propagate for regular upgrades of base creature
speciality.addNewBonus(bonus);
hs->addNewBonus(bonus);
bonus = new Bonus(*bonus);
}
vstd::clear_pointer(bonus);
@ -1075,14 +1072,14 @@ void CGHeroInstance::initObj() //TODO: use bonus system
case 10://resource generation
bonus->type = Bonus::GENERATE_RESOURCE;
bonus->subtype = spec.subtype;
speciality.addNewBonus(bonus);
hs->addNewBonus(bonus);
break;
case 11://starting skill with mastery (Adrienne)
cb->changeSecSkill(id, spec.val, spec.additionalinfo); //simply give it and forget
break;
case 12://army speed
bonus->type = Bonus::STACKS_SPEED;
speciality.addNewBonus(bonus);
hs->addNewBonus(bonus);
break;
case 13://Dragon bonuses (Mutare)
bonus->type = Bonus::PRIMARY_SKILL;
@ -1097,62 +1094,86 @@ void CGHeroInstance::initObj() //TODO: use bonus system
break;
}
bonus->limiter.reset(new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE));
speciality.addNewBonus(bonus);
hs->addNewBonus(bonus);
break;
default:
tlog2 << "Unexpected hero speciality " << type <<'\n';
tlog2 << "Unexpected hero specialty " << type <<'\n';
}
}
hs->setNodeType(CBonusSystemNode::specialty);
attachTo(hs); //do we ever need to detach it?
specialty.push_back(hs); //will it work?
//initialize bonuses
BOOST_FOREACH(auto skill_info, secSkills)
updateSkill(skill_info.first, skill_info.second);
UpdateSpeciality();
Updatespecialty();
mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
type->name = name;
}
void CGHeroInstance::UpdateSpeciality() //TODO: calculate special value of bonuses on-the-fly?
void CGHeroInstance::Updatespecialty() //TODO: calculate special value of bonuses on-the-fly?
{
if (speciality.growthsWithLevel)
BOOST_FOREACH (auto hs, specialty)
{
const auto &creatures = VLC->creh->creatures;
BOOST_FOREACH(Bonus *it, speciality.getBonusList())
if (hs->growsWithLevel)
{
switch (it->type)
{
case Bonus::SECONDARY_SKILL_PREMY:
it->val = (speciality.valOfBonuses(Bonus::SPECIAL_SECONDARY_SKILL, it->subtype) * level);
break; //use only hero skills as bonuses to avoid feedback loop
case Bonus::PRIMARY_SKILL: //for crearures, that is
int creLevel = creatures[it->additionalInfo]->level;
if(!creLevel)
{
if(it->additionalInfo == 146)
creLevel = 5; //treat ballista as 5-level
else
{
tlog2 << "Warning: unknown level of " << creatures[it->additionalInfo]->namePl << std::endl;
continue;
}
}
const auto &creatures = VLC->creh->creatures;
double primSkillModifier = (int)(level / creLevel) / 20.0;
int param;
switch (it->subtype)
BOOST_FOREACH(Bonus * b, hs->getBonusList())
{
switch (b->type)
{
case Bonus::SECONDARY_SKILL_PREMY:
b->val = (hs->valOfBonuses(Bonus::SPECIAL_SECONDARY_SKILL, b->subtype) * level);
break; //use only hero skills as bonuses to avoid feedback loop
case Bonus::PRIMARY_SKILL: //for creatures, that is
{
case PrimarySkill::ATTACK:
param = creatures[it->additionalInfo]->Attack();
CCreatureTypeLimiter * foundLimiter = NULL;
CCreature * cre = NULL;
int creLevel = 0;
TLimiterPtr limiterNode (b);
while (limiterNode->next)
{
limiterNode = limiterNode->next; //search list
if (foundLimiter = dynamic_cast<CCreatureTypeLimiter*>(limiterNode.get())) //TODO: more general eveluation of bonuses?
{
cre = const_cast<CCreature*>(foundLimiter->creature);
creLevel = cre->level;
break;
}
}
if (!foundLimiter)
{
tlog2 << "Primary skill specialty growth supported only with creature type limiters\n";
break;
case PrimarySkill::DEFENSE:
param = creatures[it->additionalInfo]->Defense();
break;
default:
assert(0);
param = 0;
}
if (cre)
{
creLevel = cre->level;
}
if(!creLevel)
{
creLevel = 5; //treat ballista as tier 5
}
double primSkillModifier = (int)(level / creLevel) / 20.0;
int param;
switch (b->subtype)
{
case PrimarySkill::ATTACK:
param = creatures[b->additionalInfo]->Attack();
break;
case PrimarySkill::DEFENSE:
param = creatures[b->additionalInfo]->Defense();
break;
default:
assert(0);
param = 0;
}
b->val = ceil(param * (1 + primSkillModifier)) - param; //yep, overcomplicated but matches original
break;
}
it->val = ceil(param * (1 + primSkillModifier)) - param; //yep, overcomplicated but matches original
break;
}
}
}
}
@ -1288,7 +1309,7 @@ ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSc
vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->id)); //given by artifact or other effect
if (hasBonusOfType(Bonus::MAXED_SPELL, spell->id))//hero speciality (Daremyth, Melodia)
if (hasBonusOfType(Bonus::MAXED_SPELL, spell->id))//hero specialty (Daremyth, Melodia)
skill = 3;
assert(skill >= 0 && skill <= 3);
return skill;