1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-11-27 22:49:25 +02:00

- partial implementation of scholar skill (spell exchange works, but no message)

- some fixes
This commit is contained in:
Ivan Savenko
2010-02-06 13:27:58 +00:00
parent 137ab65a13
commit fa735b6a67
10 changed files with 107 additions and 47 deletions

View File

@@ -797,7 +797,6 @@ void CGameHandler::newTurn()
std::pair<ui8,si32> playerGold(i->first,i->second.resources[6]);
hadGold.insert(playerGold);
tlog1<<i->first<<" & "<<i->second.resources[6]<<"\n";
if(gs->getDate(1)==7) //first day of week - new heroes in tavern
{
@@ -1269,6 +1268,7 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet
if (town)
{
if (hero2)
{
for (int i=0; i<4; i++)
{
int val = town->defenceBonus(i);
@@ -1280,18 +1280,21 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet
sendAndApply(&gs);
}
}
}
else//if we don't have hero - apply separately, if hero present - will be taken from hero bonuses
{
if(town->subID == 0 && vstd::contains(town->builtBuildings,22)) //castle, brotherhood of sword built
for(int g=0; g<stacks.size(); ++g)
stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 2, StackFeature::OTHER_SOURCE));
int bonuseValue = town->defenceBonus(4);//morale
if (bonuseValue)
for(int g=0; g<stacks.size(); ++g)
if (!stacks[g]->attackerOwned)//garrisoned stack
stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, bonuseValue, StackFeature::OTHER_SOURCE));
else if(vstd::contains(town->builtBuildings,5)) //tavern is built
for(int g=0; g<stacks.size(); ++g)
stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
bonuseValue = town->defenceBonus(5);//luck
if (bonuseValue)
for(int g=0; g<stacks.size(); ++g)
if (!stacks[g]->attackerOwned)//garrisoned stack
stacks[g]->features.push_back(makeFeature(StackFeature::LUCK_BONUS, StackFeature::WHOLE_BATTLE, 0, bonuseValue, StackFeature::OTHER_SOURCE));
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]->features.push_back(makeFeature(StackFeature::LUCK_BONUS, StackFeature::WHOLE_BATTLE, 0, 2, StackFeature::OTHER_SOURCE));
}
}
//giving terrain premies for heroes & stacks
@@ -1911,13 +1914,47 @@ void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
sendAndApply(&cop);
}
void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
{//TODO: dialog window;
const CGHeroInstance * h1 = getHero(fromHero);
const CGHeroInstance * h2 = getHero(toHero);
int ScholarLevel = std::max( h1->getSecSkillLevel(18), h2->getSecSkillLevel(18));//heroes can trade with this levels
if ( ScholarLevel == 0 )
return;
ScholarLevel++;
int h1Lvl = std::min(ScholarLevel, h1->getSecSkillLevel(7)+2),
h2Lvl = std::min(ScholarLevel, h2->getSecSkillLevel(7)+2);//heroes can receive this levels
ChangeSpells cs;
cs.learn = true;
cs.hid = toHero;//giving spells to first hero
for(std::set<ui32>::iterator it=h1->spells.begin(); it!=h1->spells.end();it++)
if ( h2Lvl >= VLC->spellh->spells[*it].level && !vstd::contains(h2->spells, *it))//hero can learn it and don't have it yet
cs.spells.insert(*it);//spell to learn
if (cs.spells.size())//if found new spell - apply
sendAndApply(&cs);
cs.hid = fromHero;
cs.spells.clear();
for(std::set<ui32>::iterator it=h2->spells.begin(); it!=h2->spells.end();it++)
if ( h1Lvl >= VLC->spellh->spells[*it].level && !vstd::contains(h1->spells, *it))
cs.spells.insert(*it);
if (cs.spells.size())
sendAndApply(&cs);
}
void CGameHandler::heroExchange(si32 hero1, si32 hero2)
{
ui8 player1 = getHero(hero1)->tempOwner;
ui8 player2 = getHero(hero2)->tempOwner;
if(player1 == player2)
if(player1 == player2)//TODO: allies
{
useScholarSkill(hero1,hero2);
OpenWindow hex;
hex.window = OpenWindow::EXCHANGE_WINDOW;
hex.id1 = hero1;