mirror of
https://github.com/vcmi/vcmi.git
synced 2025-07-13 01:20:34 +02:00
- 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:
@ -716,8 +716,6 @@ CGHeroInstance::CGHeroInstance()
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commander = NULL;
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sex = 0xff;
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secSkills.push_back(std::make_pair(-1, -1));
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speciality.setNodeType(CBonusSystemNode::SPECIALITY);
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attachTo(&speciality); //do we ever need to detach it?
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}
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void CGHeroInstance::initHero(int SUBID)
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@ -926,23 +924,23 @@ const std::string & CGHeroInstance::getBiography() const
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void CGHeroInstance::initObj() //TODO: use bonus system
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{
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blockVisit = true;
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speciality.growthsWithLevel = false;
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HeroSpecial * hs = new HeroSpecial();
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if(!type)
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return; //TODO: support prison
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BOOST_FOREACH(const auto &spec, type->spec)
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BOOST_FOREACH(const auto &spec, type->spec) //TODO: unfity with bonus system
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{
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Bonus *bonus = new Bonus();
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bonus->val = spec.val;
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bonus->sid = id; //from the hero, speciality has no unique id
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bonus->sid = id; //from the hero, specialty has no unique id
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bonus->duration = Bonus::PERMANENT;
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bonus->source = Bonus::HERO_SPECIAL;
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switch (spec.type)
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{
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case 1:// creature speciality
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case 1:// creature specialty
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{
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speciality.growthsWithLevel = true;
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hs->growsWithLevel = true;
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const CCreature &specCreature = *VLC->creh->creatures[spec.additionalinfo]; //creature in which we have specialty
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@ -960,30 +958,29 @@ void CGHeroInstance::initObj() //TODO: use bonus system
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bonus->limiter.reset(new CCreatureTypeLimiter (specCreature, true)); //with upgrades
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bonus->type = Bonus::PRIMARY_SKILL;
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bonus->additionalInfo = spec.additionalinfo;
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bonus->valType = Bonus::ADDITIVE_VALUE;
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bonus->subtype = PrimarySkill::ATTACK;
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speciality.addNewBonus(bonus);
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hs->addNewBonus(bonus);
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bonus = new Bonus(*bonus);
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bonus->subtype = PrimarySkill::DEFENSE;
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speciality.addNewBonus(bonus);
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hs->addNewBonus(bonus);
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//values will be calculated later
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bonus = new Bonus(*bonus);
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bonus->type = Bonus::STACKS_SPEED;
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bonus->val = 1; //+1 speed
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speciality.addNewBonus(bonus);
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hs->addNewBonus(bonus);
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}
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break;
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case 2://secondary skill
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speciality.growthsWithLevel = true;
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hs->growsWithLevel = true;
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bonus->type = Bonus::SPECIAL_SECONDARY_SKILL; //needs to be recalculated with level, based on this value
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bonus->valType = Bonus::BASE_NUMBER; // to receive nonzero value
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bonus->subtype = spec.subtype; //skill id
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bonus->val = spec.val; //value per level, in percent
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speciality.addNewBonus(bonus);
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hs->addNewBonus(bonus);
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bonus = new Bonus(*bonus);
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switch (spec.additionalinfo)
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@ -996,12 +993,12 @@ void CGHeroInstance::initObj() //TODO: use bonus system
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break;
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}
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bonus->type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later
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speciality.addNewBonus(bonus);
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hs->addNewBonus(bonus);
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break;
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case 3://spell damage bonus, level dependent but calculated elsewhere
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bonus->type = Bonus::SPECIAL_SPELL_LEV;
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bonus->subtype = spec.subtype;
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speciality.addNewBonus(bonus);
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hs->addNewBonus(bonus);
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break;
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case 4://creature stat boost
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switch (spec.subtype)
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@ -1029,30 +1026,30 @@ void CGHeroInstance::initObj() //TODO: use bonus system
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}
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bonus->valType = Bonus::ADDITIVE_VALUE;
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bonus->limiter.reset(new CCreatureTypeLimiter (*VLC->creh->creatures[spec.additionalinfo], true));
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speciality.addNewBonus(bonus);
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hs->addNewBonus(bonus);
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break;
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case 5://spell damage bonus in percent
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bonus->type = Bonus::SPECIFIC_SPELL_DAMAGE;
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bonus->valType = Bonus::BASE_NUMBER; // current spell system is screwed
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bonus->subtype = spec.subtype; //spell id
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speciality.addNewBonus(bonus);
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hs->addNewBonus(bonus);
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break;
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case 6://damage bonus for bless (Adela)
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bonus->type = Bonus::SPECIAL_BLESS_DAMAGE;
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bonus->subtype = spec.subtype; //spell id if you ever wanted to use it otherwise
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bonus->additionalInfo = spec.additionalinfo; //damage factor
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speciality.addNewBonus(bonus);
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hs->addNewBonus(bonus);
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break;
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case 7://maxed mastery for spell
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bonus->type = Bonus::MAXED_SPELL;
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bonus->subtype = spec.subtype; //spell i
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speciality.addNewBonus(bonus);
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hs->addNewBonus(bonus);
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break;
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case 8://peculiar spells - enchantments
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bonus->type = Bonus::SPECIAL_PECULIAR_ENCHANT;
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bonus->subtype = spec.subtype; //spell id
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bonus->additionalInfo = spec.additionalinfo;//0, 1 for Coronius
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speciality.addNewBonus(bonus);
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hs->addNewBonus(bonus);
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break;
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case 9://upgrade creatures
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{
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@ -1060,13 +1057,13 @@ void CGHeroInstance::initObj() //TODO: use bonus system
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bonus->type = Bonus::SPECIAL_UPGRADE;
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bonus->subtype = spec.subtype; //base id
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bonus->additionalInfo = spec.additionalinfo; //target id
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speciality.addNewBonus(bonus);
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hs->addNewBonus(bonus);
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bonus = new Bonus(*bonus);
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BOOST_FOREACH(auto cre_id, creatures[spec.subtype]->upgrades)
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{
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bonus->subtype = cre_id; //propagate for regular upgrades of base creature
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speciality.addNewBonus(bonus);
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hs->addNewBonus(bonus);
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bonus = new Bonus(*bonus);
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}
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vstd::clear_pointer(bonus);
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@ -1075,14 +1072,14 @@ void CGHeroInstance::initObj() //TODO: use bonus system
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case 10://resource generation
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bonus->type = Bonus::GENERATE_RESOURCE;
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bonus->subtype = spec.subtype;
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speciality.addNewBonus(bonus);
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hs->addNewBonus(bonus);
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break;
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case 11://starting skill with mastery (Adrienne)
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cb->changeSecSkill(id, spec.val, spec.additionalinfo); //simply give it and forget
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break;
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case 12://army speed
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bonus->type = Bonus::STACKS_SPEED;
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speciality.addNewBonus(bonus);
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hs->addNewBonus(bonus);
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break;
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case 13://Dragon bonuses (Mutare)
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bonus->type = Bonus::PRIMARY_SKILL;
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@ -1097,62 +1094,86 @@ void CGHeroInstance::initObj() //TODO: use bonus system
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break;
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}
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bonus->limiter.reset(new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE));
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speciality.addNewBonus(bonus);
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hs->addNewBonus(bonus);
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break;
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default:
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tlog2 << "Unexpected hero speciality " << type <<'\n';
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tlog2 << "Unexpected hero specialty " << type <<'\n';
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}
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}
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hs->setNodeType(CBonusSystemNode::specialty);
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attachTo(hs); //do we ever need to detach it?
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specialty.push_back(hs); //will it work?
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//initialize bonuses
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BOOST_FOREACH(auto skill_info, secSkills)
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updateSkill(skill_info.first, skill_info.second);
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UpdateSpeciality();
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Updatespecialty();
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mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
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type->name = name;
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}
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void CGHeroInstance::UpdateSpeciality() //TODO: calculate special value of bonuses on-the-fly?
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void CGHeroInstance::Updatespecialty() //TODO: calculate special value of bonuses on-the-fly?
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{
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if (speciality.growthsWithLevel)
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BOOST_FOREACH (auto hs, specialty)
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{
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const auto &creatures = VLC->creh->creatures;
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BOOST_FOREACH(Bonus *it, speciality.getBonusList())
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if (hs->growsWithLevel)
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{
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switch (it->type)
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{
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case Bonus::SECONDARY_SKILL_PREMY:
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it->val = (speciality.valOfBonuses(Bonus::SPECIAL_SECONDARY_SKILL, it->subtype) * level);
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break; //use only hero skills as bonuses to avoid feedback loop
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case Bonus::PRIMARY_SKILL: //for crearures, that is
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int creLevel = creatures[it->additionalInfo]->level;
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if(!creLevel)
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{
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if(it->additionalInfo == 146)
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creLevel = 5; //treat ballista as 5-level
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else
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{
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tlog2 << "Warning: unknown level of " << creatures[it->additionalInfo]->namePl << std::endl;
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continue;
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}
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}
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const auto &creatures = VLC->creh->creatures;
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double primSkillModifier = (int)(level / creLevel) / 20.0;
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int param;
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switch (it->subtype)
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BOOST_FOREACH(Bonus * b, hs->getBonusList())
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{
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switch (b->type)
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{
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case Bonus::SECONDARY_SKILL_PREMY:
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b->val = (hs->valOfBonuses(Bonus::SPECIAL_SECONDARY_SKILL, b->subtype) * level);
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break; //use only hero skills as bonuses to avoid feedback loop
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case Bonus::PRIMARY_SKILL: //for creatures, that is
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{
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case PrimarySkill::ATTACK:
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param = creatures[it->additionalInfo]->Attack();
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CCreatureTypeLimiter * foundLimiter = NULL;
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CCreature * cre = NULL;
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int creLevel = 0;
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TLimiterPtr limiterNode (b);
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while (limiterNode->next)
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{
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limiterNode = limiterNode->next; //search list
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if (foundLimiter = dynamic_cast<CCreatureTypeLimiter*>(limiterNode.get())) //TODO: more general eveluation of bonuses?
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{
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cre = const_cast<CCreature*>(foundLimiter->creature);
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creLevel = cre->level;
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break;
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}
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}
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if (!foundLimiter)
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{
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tlog2 << "Primary skill specialty growth supported only with creature type limiters\n";
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break;
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case PrimarySkill::DEFENSE:
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param = creatures[it->additionalInfo]->Defense();
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break;
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default:
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assert(0);
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param = 0;
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}
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if (cre)
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{
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creLevel = cre->level;
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}
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if(!creLevel)
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{
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creLevel = 5; //treat ballista as tier 5
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}
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double primSkillModifier = (int)(level / creLevel) / 20.0;
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int param;
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switch (b->subtype)
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{
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case PrimarySkill::ATTACK:
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param = creatures[b->additionalInfo]->Attack();
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break;
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case PrimarySkill::DEFENSE:
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param = creatures[b->additionalInfo]->Defense();
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break;
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default:
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assert(0);
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param = 0;
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}
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b->val = ceil(param * (1 + primSkillModifier)) - param; //yep, overcomplicated but matches original
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break;
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}
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it->val = ceil(param * (1 + primSkillModifier)) - param; //yep, overcomplicated but matches original
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break;
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}
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}
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}
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}
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@ -1288,7 +1309,7 @@ ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSc
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vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
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vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->id)); //given by artifact or other effect
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if (hasBonusOfType(Bonus::MAXED_SPELL, spell->id))//hero speciality (Daremyth, Melodia)
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if (hasBonusOfType(Bonus::MAXED_SPELL, spell->id))//hero specialty (Daremyth, Melodia)
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skill = 3;
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assert(skill >= 0 && skill <= 3);
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return skill;
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