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https://github.com/vcmi/vcmi.git
synced 2024-12-04 09:42:40 +02:00
10dbbead2d
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase. Fixed it everywhere since in most files that is the only code with wrong indentation.
1540 lines
43 KiB
C++
1540 lines
43 KiB
C++
/*
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* CGHeroInstance.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CGHeroInstance.h"
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#include "../NetPacks.h"
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#include "../CGeneralTextHandler.h"
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#include "../CHeroHandler.h"
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#include "../CModHandler.h"
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#include "../CSoundBase.h"
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#include "../spells/CSpellHandler.h"
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#include "CObjectClassesHandler.h"
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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#include "../CCreatureHandler.h"
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#include "../BattleState.h"
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#include "../CTownHandler.h"
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#include "../mapping/CMap.h"
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#include "CGTownInstance.h"
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#include "../serializer/JsonSerializeFormat.h"
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///helpers
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static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
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{
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InfoWindow iw;
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iw.soundID = soundID;
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iw.player = playerID;
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iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
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IObjectInterface::cb->sendAndApply(&iw);
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}
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static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
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{
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const PlayerColor playerID = h->getOwner();
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showInfoDialog(playerID,txtID,soundID);
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}
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static int lowestSpeed(const CGHeroInstance * chi)
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{
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if(!chi->stacksCount())
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{
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logGlobal->errorStream() << "Error! Hero " << chi->id.getNum() << " ("<<chi->name<<") has no army!";
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return 20;
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}
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auto i = chi->Slots().begin();
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//TODO? should speed modifiers (eg from artifacts) affect hero movement?
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int ret = (i++)->second->valOfBonuses(Bonus::STACKS_SPEED);
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for (;i!=chi->Slots().end();i++)
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{
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ret = std::min(ret, i->second->valOfBonuses(Bonus::STACKS_SPEED));
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}
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return ret;
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}
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ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from, const TurnInfo * ti) const
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{
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unsigned ret = GameConstants::BASE_MOVEMENT_COST;
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//if there is road both on dest and src tiles - use road movement cost
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if(dest.roadType != ERoadType::NO_ROAD && from.roadType != ERoadType::NO_ROAD)
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{
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int road = std::min(dest.roadType,from.roadType); //used road ID
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switch(road)
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{
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case ERoadType::DIRT_ROAD:
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ret = 75;
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break;
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case ERoadType::GRAVEL_ROAD:
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ret = 65;
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break;
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case ERoadType::COBBLESTONE_ROAD:
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ret = 50;
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break;
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default:
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logGlobal->errorStream() << "Unknown road type: " << road << "... Something wrong!";
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break;
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}
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}
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else if(ti->nativeTerrain != from.terType && !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType))
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{
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ret = VLC->heroh->terrCosts[from.terType];
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ret -= getSecSkillLevel(SecondarySkill::PATHFINDING) * 25;
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if(ret < GameConstants::BASE_MOVEMENT_COST)
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ret = GameConstants::BASE_MOVEMENT_COST;
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}
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return ret;
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}
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int CGHeroInstance::getNativeTerrain() const
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{
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// NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
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// This is clearly bug in H3 however intended behaviour is not clear.
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// Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
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// will always have best penalty without any influence from player-defined stacks order
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// TODO: What should we do if all hero stacks are neutral creatures?
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int nativeTerrain = -1;
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for(auto stack : stacks)
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{
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int stackNativeTerrain = VLC->townh->factions[stack.second->type->faction]->nativeTerrain;
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if(stackNativeTerrain == -1)
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continue;
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if(nativeTerrain == -1)
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nativeTerrain = stackNativeTerrain;
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else if(nativeTerrain != stackNativeTerrain)
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return -1;
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}
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return nativeTerrain;
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}
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int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
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{
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if (toh3m)
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{
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src.x+=1;
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return src;
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}
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else
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{
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src.x-=1;
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return src;
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}
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}
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int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
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{
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if (h3m)
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{
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return pos;
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}
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else
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{
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return convertPosition(pos,false);
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}
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}
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ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
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{
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for(auto & elem : secSkills)
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if(elem.first == skill)
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return elem.second;
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return 0;
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}
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void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
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{
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if(getSecSkillLevel(which) == 0)
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{
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secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
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updateSkill(which, val);
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}
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else
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{
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for (auto & elem : secSkills)
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{
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if(elem.first == which)
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{
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if(abs)
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elem.second = val;
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else
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elem.second += val;
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if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
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{
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logGlobal->warnStream() << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.";
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elem.second = 3;
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}
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updateSkill(which, elem.second); //when we know final value
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}
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}
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}
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}
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bool CGHeroInstance::canLearnSkill() const
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{
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return secSkills.size() < GameConstants::SKILL_PER_HERO;
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}
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int CGHeroInstance::maxMovePoints(bool onLand, const TurnInfo * ti) const
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{
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if(!ti)
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ti = new TurnInfo(this);
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int base;
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if(onLand)
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{
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// used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
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static const int baseSpeed = 1300; // base speed from creature with 0 speed
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int armySpeed = lowestSpeed(this) * 20 / 3;
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base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
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vstd::abetween(base, 1500, 2000); // base speed is limited by these values
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}
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else
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{
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base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
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}
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const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
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const int bonus = ti->valOfBonuses(Bonus::MOVEMENT) + ti->valOfBonuses(bt);
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const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
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const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
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return int(base* (1+modifier)) + bonus;
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}
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CGHeroInstance::CGHeroInstance()
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: IBoatGenerator(this)
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{
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setNodeType(HERO);
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ID = Obj::HERO;
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tacticFormationEnabled = inTownGarrison = false;
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mana = UNINITIALIZED_MANA;
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movement = UNINITIALIZED_MOVEMENT;
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portrait = UNINITIALIZED_PORTRAIT;
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isStanding = true;
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moveDir = 4;
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level = 1;
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exp = 0xffffffff;
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visitedTown = nullptr;
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type = nullptr;
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boat = nullptr;
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commander = nullptr;
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sex = 0xff;
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secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
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}
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void CGHeroInstance::initHero(HeroTypeID SUBID)
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{
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subID = SUBID.getNum();
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initHero();
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}
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void CGHeroInstance::setType(si32 ID, si32 subID)
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{
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assert(ID == Obj::HERO); // just in case
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type = VLC->heroh->heroes[subID];
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portrait = type->imageIndex;
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CGObjectInstance::setType(ID, type->heroClass->id);
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randomizeArmy(type->heroClass->faction);
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}
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void CGHeroInstance::initHero()
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{
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assert(validTypes(true));
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if(!type)
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type = VLC->heroh->heroes[subID];
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if (ID == Obj::HERO)
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appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->id)->getTemplates().front();
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if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
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{
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for(auto spellID : type->spells)
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spells.insert(spellID);
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}
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else //remove placeholder
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spells -= SpellID::PRESET;
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if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
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putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
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if(!getArt(ArtifactPosition::MACH4))
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putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult
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if(portrait < 0 || portrait == 255)
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portrait = type->imageIndex;
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if(!hasBonus(Selector::sourceType(Bonus::HERO_BASE_SKILL)))
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{
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for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
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{
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pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
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}
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}
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if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
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secSkills = type->secSkillsInit;
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if (!name.length())
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name = type->name;
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if (sex == 0xFF)//sex is default
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sex = type->sex;
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setFormation(false);
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if (!stacksCount()) //standard army//initial army
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{
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initArmy();
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}
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assert(validTypes());
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if(exp == 0xffffffff)
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{
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initExp();
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}
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else
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{
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levelUpAutomatically();
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}
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if (VLC->modh->modules.COMMANDERS && !commander)
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{
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commander = new CCommanderInstance(type->heroClass->commander->idNumber);
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commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
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commander->giveStackExp (exp); //after our exp is set
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}
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if (mana < 0)
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mana = manaLimit();
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}
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void CGHeroInstance::initArmy(IArmyDescriptor *dst /*= nullptr*/)
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{
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if(!dst)
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dst = this;
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int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
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int pom = cb->gameState()->getRandomGenerator().nextInt(99);
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int warMachinesGiven = 0;
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if(pom < 9)
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howManyStacks = 1;
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else if(pom < 79)
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howManyStacks = 2;
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else
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howManyStacks = 3;
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vstd::amin(howManyStacks, type->initialArmy.size());
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for(int stackNo=0; stackNo < howManyStacks; stackNo++)
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{
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auto & stack = type->initialArmy[stackNo];
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int count = cb->gameState()->getRandomGenerator().nextInt(stack.minAmount, stack.maxAmount);
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if(stack.creature >= CreatureID::CATAPULT &&
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stack.creature <= CreatureID::ARROW_TOWERS) //war machine
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{
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warMachinesGiven++;
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if(dst != this)
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continue;
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int slot = -1;
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ArtifactID aid = ArtifactID::NONE;
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switch (stack.creature)
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{
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case CreatureID::CATAPULT:
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slot = ArtifactPosition::MACH4;
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aid = ArtifactID::CATAPULT;
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break;
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default:
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aid = CArtHandler::creatureToMachineID(stack.creature);
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slot = 9 + aid;
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break;
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}
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auto convSlot = ArtifactPosition(slot);
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if(!getArt(convSlot))
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putArtifact(convSlot, CArtifactInstance::createNewArtifactInstance(aid));
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else
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logGlobal->warnStream() << "Hero " << name << " already has artifact at " << slot << ", omitting giving " << aid;
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}
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else
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dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
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}
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}
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CGHeroInstance::~CGHeroInstance()
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{
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commander.dellNull();
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}
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bool CGHeroInstance::needsLastStack() const
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{
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return true;
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}
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void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
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{
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if(h == this) return; //exclude potential self-visiting
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if (ID == Obj::HERO)
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{
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if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
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{
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//exchange
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cb->heroExchange(h->id, id);
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}
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else //battle
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{
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if(visitedTown) //we're in town
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visitedTown->onHeroVisit(h); //town will handle attacking
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else
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cb->startBattleI(h, this);
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}
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}
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else if(ID == Obj::PRISON)
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{
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int txt_id;
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if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//GameConstants::MAX_HEROES_PER_PLAYER) //free hero slot
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{
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cb->changeObjPos(id,pos+int3(1,0,0),0);
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//update hero parameters
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SetMovePoints smp;
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smp.hid = id;
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smp.val = maxMovePoints (true); //TODO: hota prison on water?
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cb->setMovePoints (&smp);
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cb->setManaPoints (id, manaLimit());
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cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
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cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
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txt_id = 102;
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}
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else //already 8 wandering heroes
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{
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txt_id = 103;
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}
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showInfoDialog(h,txt_id,soundBase::ROGUE);
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}
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}
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std::string CGHeroInstance::getObjectName() const
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{
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if(ID != Obj::PRISON)
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{
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std::string hoverName = VLC->generaltexth->allTexts[15];
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boost::algorithm::replace_first(hoverName,"%s",name);
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boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
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return hoverName;
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}
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else
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return CGObjectInstance::getObjectName();
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}
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const std::string & CGHeroInstance::getBiography() const
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{
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if (biography.length())
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return biography;
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return type->biography;
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}
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ui8 CGHeroInstance::maxlevelsToMagicSchool() const
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{
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return type->heroClass->isMagicHero() ? 3 : 4;
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}
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ui8 CGHeroInstance::maxlevelsToWisdom() const
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{
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return type->heroClass->isMagicHero() ? 3 : 6;
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}
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void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
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{
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magicSchoolCounter = 1;
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}
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void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
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{
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wisdomCounter = 1;
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}
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void CGHeroInstance::initObj()
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{
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blockVisit = true;
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auto hs = new HeroSpecial();
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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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if(!type)
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initHero(); //TODO: set up everything for prison before specialties are configured
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skillsInfo.rand.setSeed(cb->gameState()->getRandomGenerator().nextInt());
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skillsInfo.resetMagicSchoolCounter();
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skillsInfo.resetWisdomCounter();
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if (ID != Obj::PRISON)
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{
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auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->id)->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);
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if (customApp)
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appearance = customApp.get();
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}
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for(const auto &spec : type->spec) //TODO: unfity with bonus system
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{
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auto bonus = new Bonus();
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bonus->val = spec.val;
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bonus->sid = id.getNum(); //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 specialty
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{
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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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//int creLevel = specCreature.level;
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//if(!creLevel)
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//{
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// if(spec.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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// logGlobal->warnStream() << "Warning: unknown level of " << specCreature.namePl;
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// continue;
|
|
// }
|
|
//}
|
|
|
|
//bonus->additionalInfo = spec.additionalinfo; //creature id, should not be used again - this works only with limiter
|
|
bonus->limiter.reset(new CCreatureTypeLimiter (specCreature, true)); //with upgrades
|
|
bonus->type = Bonus::PRIMARY_SKILL;
|
|
bonus->valType = Bonus::ADDITIVE_VALUE;
|
|
|
|
bonus->subtype = PrimarySkill::ATTACK;
|
|
hs->addNewBonus(bonus);
|
|
|
|
bonus = new Bonus(*bonus);
|
|
bonus->subtype = PrimarySkill::DEFENSE;
|
|
hs->addNewBonus(bonus);
|
|
//values will be calculated later
|
|
|
|
bonus = new Bonus(*bonus);
|
|
bonus->type = Bonus::STACKS_SPEED;
|
|
bonus->val = 1; //+1 speed
|
|
hs->addNewBonus(bonus);
|
|
}
|
|
break;
|
|
case 2://secondary skill
|
|
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
|
|
hs->addNewBonus(bonus);
|
|
bonus = new Bonus(*bonus);
|
|
|
|
switch (spec.additionalinfo)
|
|
{
|
|
case 0: //normal
|
|
bonus->valType = Bonus::PERCENT_TO_BASE;
|
|
break;
|
|
case 1: //when it's navigation or there's no 'base' at all
|
|
bonus->valType = Bonus::PERCENT_TO_ALL;
|
|
break;
|
|
}
|
|
bonus->type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later
|
|
hs->addNewBonus(bonus);
|
|
break;
|
|
case 3://spell damage bonus, level dependent but calculated elsewhere
|
|
bonus->type = Bonus::SPECIAL_SPELL_LEV;
|
|
bonus->subtype = spec.subtype;
|
|
hs->addNewBonus(bonus);
|
|
break;
|
|
case 4://creature stat boost
|
|
switch (spec.subtype)
|
|
{
|
|
case 1://attack
|
|
bonus->type = Bonus::PRIMARY_SKILL;
|
|
bonus->subtype = PrimarySkill::ATTACK;
|
|
break;
|
|
case 2://defense
|
|
bonus->type = Bonus::PRIMARY_SKILL;
|
|
bonus->subtype = PrimarySkill::DEFENSE;
|
|
break;
|
|
case 3:
|
|
bonus->type = Bonus::CREATURE_DAMAGE;
|
|
bonus->subtype = 0; //both min and max
|
|
break;
|
|
case 4://hp
|
|
bonus->type = Bonus::STACK_HEALTH;
|
|
break;
|
|
case 5:
|
|
bonus->type = Bonus::STACKS_SPEED;
|
|
break;
|
|
default:
|
|
continue;
|
|
}
|
|
bonus->additionalInfo = spec.additionalinfo; //creature id
|
|
bonus->valType = Bonus::ADDITIVE_VALUE;
|
|
bonus->limiter.reset(new CCreatureTypeLimiter (*VLC->creh->creatures[spec.additionalinfo], true));
|
|
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
|
|
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
|
|
hs->addNewBonus(bonus);
|
|
break;
|
|
case 7://maxed mastery for spell
|
|
bonus->type = Bonus::MAXED_SPELL;
|
|
bonus->subtype = spec.subtype; //spell i
|
|
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
|
|
hs->addNewBonus(bonus);
|
|
break;
|
|
case 9://upgrade creatures
|
|
{
|
|
const auto &creatures = VLC->creh->creatures;
|
|
bonus->type = Bonus::SPECIAL_UPGRADE;
|
|
bonus->subtype = spec.subtype; //base id
|
|
bonus->additionalInfo = spec.additionalinfo; //target id
|
|
hs->addNewBonus(bonus);
|
|
bonus = new Bonus(*bonus);
|
|
|
|
for(auto cre_id : creatures[spec.subtype]->upgrades)
|
|
{
|
|
bonus->subtype = cre_id; //propagate for regular upgrades of base creature
|
|
hs->addNewBonus(bonus);
|
|
bonus = new Bonus(*bonus);
|
|
}
|
|
vstd::clear_pointer(bonus);
|
|
break;
|
|
}
|
|
case 10://resource generation
|
|
bonus->type = Bonus::GENERATE_RESOURCE;
|
|
bonus->subtype = spec.subtype;
|
|
hs->addNewBonus(bonus);
|
|
break;
|
|
case 11://starting skill with mastery (Adrienne)
|
|
setSecSkillLevel(SecondarySkill(spec.val), spec.additionalinfo, true);
|
|
break;
|
|
case 12://army speed
|
|
bonus->type = Bonus::STACKS_SPEED;
|
|
hs->addNewBonus(bonus);
|
|
break;
|
|
case 13://Dragon bonuses (Mutare)
|
|
bonus->type = Bonus::PRIMARY_SKILL;
|
|
bonus->valType = Bonus::ADDITIVE_VALUE;
|
|
switch (spec.subtype)
|
|
{
|
|
case 1:
|
|
bonus->subtype = PrimarySkill::ATTACK;
|
|
break;
|
|
case 2:
|
|
bonus->subtype = PrimarySkill::DEFENSE;
|
|
break;
|
|
}
|
|
bonus->limiter.reset(new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE));
|
|
hs->addNewBonus(bonus);
|
|
break;
|
|
default:
|
|
logGlobal->warnStream() << "Unexpected hero specialty " << type;
|
|
}
|
|
}
|
|
specialty.push_back(hs); //will it work?
|
|
|
|
for (auto hs2 : type->specialty) //copy active (probably growing) bonuses from hero prootype to hero object
|
|
{
|
|
auto hs = new HeroSpecial();
|
|
attachTo(hs); //do we ever need to detach it?
|
|
|
|
hs->setNodeType(CBonusSystemNode::SPECIALTY);
|
|
for (auto bonus : hs2.bonuses)
|
|
{
|
|
hs->addNewBonus (bonus);
|
|
}
|
|
hs->growsWithLevel = hs2.growsWithLevel;
|
|
|
|
specialty.push_back(hs); //will it work?
|
|
}
|
|
|
|
//initialize bonuses
|
|
recreateSecondarySkillsBonuses();
|
|
Updatespecialty();
|
|
|
|
mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
|
|
type->name = name;
|
|
}
|
|
void CGHeroInstance::Updatespecialty() //TODO: calculate special value of bonuses on-the-fly?
|
|
{
|
|
for (auto hs : specialty)
|
|
{
|
|
if (hs->growsWithLevel)
|
|
{
|
|
//const auto &creatures = VLC->creh->creatures;
|
|
|
|
for(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
|
|
{
|
|
const CCreature * cre = nullptr;
|
|
int creLevel = 0;
|
|
if (auto creatureLimiter = std::dynamic_pointer_cast<CCreatureTypeLimiter>(b->limiter)) //TODO: more general eveluation of bonuses?
|
|
{
|
|
cre = creatureLimiter->creature;
|
|
creLevel = cre->level;
|
|
if (!creLevel)
|
|
{
|
|
creLevel = 5; //treat ballista as tier 5
|
|
}
|
|
}
|
|
else //no creature found, can't calculate value
|
|
{
|
|
logGlobal->warnStream() << "Primary skill specialty growth supported only with creature type limiters";
|
|
break;
|
|
}
|
|
|
|
double primSkillModifier = (int)(level / creLevel) / 20.0;
|
|
int param;
|
|
switch (b->subtype)
|
|
{
|
|
case PrimarySkill::ATTACK:
|
|
param = cre->Attack();
|
|
break;
|
|
case PrimarySkill::DEFENSE:
|
|
param = cre->Defense();
|
|
break;
|
|
default:
|
|
continue;
|
|
}
|
|
b->val = ceil(param * (1 + primSkillModifier)) - param; //yep, overcomplicated but matches original
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGHeroInstance::recreateSecondarySkillsBonuses()
|
|
{
|
|
auto secondarySkillsBonuses = getBonuses(Selector::sourceType(Bonus::SECONDARY_SKILL));
|
|
for(auto bonus : *secondarySkillsBonuses)
|
|
removeBonus(bonus);
|
|
|
|
for(auto skill_info : secSkills)
|
|
updateSkill(SecondarySkill(skill_info.first), skill_info.second);
|
|
}
|
|
|
|
void CGHeroInstance::updateSkill(SecondarySkill which, int val)
|
|
{
|
|
if(which == SecondarySkill::LEADERSHIP || which == SecondarySkill::LUCK)
|
|
{ //luck-> VLC->generaltexth->arraytxt[73+luckSkill]; VLC->generaltexth->arraytxt[104+moraleSkill]
|
|
bool luck = which == SecondarySkill::LUCK;
|
|
Bonus::BonusType type[] = {Bonus::MORALE, Bonus::LUCK};
|
|
|
|
Bonus *b = getBonusLocalFirst(Selector::type(type[luck]).And(Selector::sourceType(Bonus::SECONDARY_SKILL)));
|
|
if(!b)
|
|
{
|
|
b = new Bonus(Bonus::PERMANENT, type[luck], Bonus::SECONDARY_SKILL, +val, which, which, Bonus::BASE_NUMBER);
|
|
addNewBonus(b);
|
|
}
|
|
else
|
|
b->val = +val;
|
|
}
|
|
else if(which == SecondarySkill::DIPLOMACY) //surrender discount: 20% per level
|
|
{
|
|
|
|
if(Bonus *b = getBonusLocalFirst(Selector::type(Bonus::SURRENDER_DISCOUNT).And(Selector::sourceType(Bonus::SECONDARY_SKILL))))
|
|
b->val = +val;
|
|
else
|
|
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::SURRENDER_DISCOUNT, Bonus::SECONDARY_SKILL, val * 20, which));
|
|
}
|
|
|
|
int skillVal = 0;
|
|
switch (which)
|
|
{
|
|
case SecondarySkill::ARCHERY:
|
|
switch (val)
|
|
{
|
|
case 1:
|
|
skillVal = 10; break;
|
|
case 2:
|
|
skillVal = 25; break;
|
|
case 3:
|
|
skillVal = 50; break;
|
|
}
|
|
break;
|
|
case SecondarySkill::LOGISTICS:
|
|
skillVal = 10 * val; break;
|
|
case SecondarySkill::NAVIGATION:
|
|
skillVal = 50 * val; break;
|
|
case SecondarySkill::MYSTICISM:
|
|
skillVal = val; break;
|
|
case SecondarySkill::EAGLE_EYE:
|
|
skillVal = 30 + 10 * val; break;
|
|
case SecondarySkill::NECROMANCY:
|
|
skillVal = 10 * val; break;
|
|
case SecondarySkill::LEARNING:
|
|
skillVal = 5 * val; break;
|
|
case SecondarySkill::OFFENCE:
|
|
skillVal = 10 * val; break;
|
|
case SecondarySkill::ARMORER:
|
|
skillVal = 5 * val; break;
|
|
case SecondarySkill::INTELLIGENCE:
|
|
skillVal = 25 << (val-1); break;
|
|
case SecondarySkill::SORCERY:
|
|
skillVal = 5 * val; break;
|
|
case SecondarySkill::RESISTANCE:
|
|
skillVal = 5 << (val-1); break;
|
|
case SecondarySkill::FIRST_AID:
|
|
skillVal = 25 + 25*val; break;
|
|
case SecondarySkill::ESTATES:
|
|
skillVal = 125 << (val-1); break;
|
|
}
|
|
|
|
|
|
Bonus::ValueType skillValType = skillVal ? Bonus::BASE_NUMBER : Bonus::INDEPENDENT_MIN;
|
|
if(Bonus * b = getExportedBonusList().getFirst(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, which)
|
|
.And(Selector::sourceType(Bonus::SECONDARY_SKILL)))) //only local hero bonus
|
|
{
|
|
b->val = skillVal;
|
|
b->valType = skillValType;
|
|
}
|
|
else
|
|
{
|
|
auto bonus = new Bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, Bonus::SECONDARY_SKILL, skillVal, id.getNum(), which, skillValType);
|
|
bonus->source = Bonus::SECONDARY_SKILL;
|
|
addNewBonus(bonus);
|
|
}
|
|
|
|
CBonusSystemNode::treeHasChanged();
|
|
}
|
|
void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
|
|
{
|
|
if(what == ObjProperty::PRIMARY_STACK_COUNT)
|
|
setStackCount(SlotID(0), val);
|
|
}
|
|
|
|
double CGHeroInstance::getFightingStrength() const
|
|
{
|
|
return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
|
|
}
|
|
|
|
double CGHeroInstance::getMagicStrength() const
|
|
{
|
|
return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
|
|
}
|
|
|
|
double CGHeroInstance::getHeroStrength() const
|
|
{
|
|
return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
|
|
}
|
|
|
|
ui64 CGHeroInstance::getTotalStrength() const
|
|
{
|
|
double ret = getFightingStrength() * getArmyStrength();
|
|
return (ui64) ret;
|
|
}
|
|
|
|
TExpType CGHeroInstance::calculateXp(TExpType exp) const
|
|
{
|
|
return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0;
|
|
}
|
|
|
|
ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const
|
|
{
|
|
si16 skill = -1; //skill level
|
|
|
|
spell->forEachSchool([&, this](const SpellSchoolInfo & cnf, bool & stop)
|
|
{
|
|
int thisSchool = std::max<int>(getSecSkillLevel(cnf.skill), valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id))); //FIXME: Bonus shouldn't be additive (Witchking Artifacts : Crown of Skies)
|
|
if(thisSchool > skill)
|
|
{
|
|
skill = thisSchool;
|
|
if(outSelectedSchool)
|
|
*outSelectedSchool = (ui8)cnf.id;
|
|
}
|
|
});
|
|
|
|
vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
|
|
vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->id.toEnum())); //given by artifact or other effect
|
|
|
|
vstd::amax(skill, 0); //in case we don't know any school
|
|
vstd::amin(skill, 3);
|
|
return skill;
|
|
}
|
|
|
|
ui32 CGHeroInstance::getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const
|
|
{
|
|
//applying sorcery secondary skill
|
|
|
|
base *= (100.0 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0;
|
|
base *= (100.0 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->id.toEnum())) / 100.0;
|
|
|
|
spell->forEachSchool([&base, this](const SpellSchoolInfo & cnf, bool & stop)
|
|
{
|
|
base *= (100.0 + valOfBonuses(cnf.damagePremyBonus)) / 100.0;
|
|
stop = true; //only bonus from one school is used
|
|
});
|
|
|
|
if (affectedStack && affectedStack->getCreature()->level) //Hero specials like Solmyr, Deemer
|
|
base *= (100. + ((valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->id.toEnum()) * level) / affectedStack->getCreature()->level)) / 100.0;
|
|
|
|
return base;
|
|
}
|
|
|
|
int CGHeroInstance::getEffectLevel(const CSpell * spell) const
|
|
{
|
|
if(hasBonusOfType(Bonus::MAXED_SPELL, spell->id))
|
|
return 3;//todo: recheck specialty from where this bonus is. possible bug
|
|
else
|
|
return getSpellSchoolLevel(spell);
|
|
}
|
|
|
|
int CGHeroInstance::getEffectPower(const CSpell * spell) const
|
|
{
|
|
return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
|
|
}
|
|
|
|
int CGHeroInstance::getEnchantPower(const CSpell * spell) const
|
|
{
|
|
return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
|
|
}
|
|
|
|
int CGHeroInstance::getEffectValue(const CSpell * spell) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
const PlayerColor CGHeroInstance::getOwner() const
|
|
{
|
|
return tempOwner;
|
|
}
|
|
|
|
bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
|
|
{
|
|
if(nullptr == getArt(ArtifactPosition::SPELLBOOK))
|
|
return false;
|
|
|
|
const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->id);
|
|
|
|
const bool inSpellBook = vstd::contains(spells, spell->id);
|
|
const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->id);
|
|
|
|
bool schoolBonus = false;
|
|
|
|
spell->forEachSchool([this, &schoolBonus](const SpellSchoolInfo & cnf, bool & stop)
|
|
{
|
|
if(hasBonusOfType(cnf.knoledgeBonus))
|
|
{
|
|
schoolBonus = stop = true;
|
|
}
|
|
});
|
|
|
|
const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->level);
|
|
|
|
if(spell->isSpecialSpell())
|
|
{
|
|
if(inSpellBook)
|
|
{//hero has this spell in spellbook
|
|
logGlobal->errorStream() << "Special spell " << spell->name << "in spellbook.";
|
|
}
|
|
return specificBonus;
|
|
}
|
|
else if(!isAllowed)
|
|
{
|
|
if(inSpellBook)
|
|
{//hero has this spell in spellbook
|
|
logGlobal->errorStream() << "Banned spell " << spell->name << " in spellbook.";
|
|
}
|
|
return specificBonus || schoolBonus || levelBonus;
|
|
}
|
|
else
|
|
{
|
|
return inSpellBook || schoolBonus || specificBonus || levelBonus;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Calculates what creatures and how many to be raised from a battle.
|
|
* @param battleResult The results of the battle.
|
|
* @return Returns a pair with the first value indicating the ID of the creature
|
|
* type and second value the amount. Both values are returned as -1 if necromancy
|
|
* could not be applied.
|
|
*/
|
|
CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
|
|
{
|
|
const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
|
|
|
|
// Hero knows necromancy or has Necromancer Cloak
|
|
if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
|
|
{
|
|
double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY)/100.0;
|
|
vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
|
|
const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
|
|
ui32 raisedUnits = 0;
|
|
|
|
// Figure out what to raise and how many.
|
|
const CreatureID creatureTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
|
|
const bool improvedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
|
|
const CCreature *raisedUnitType = VLC->creh->creatures[creatureTypes[improvedNecromancy ? necromancyLevel : 0]];
|
|
const ui32 raisedUnitHP = raisedUnitType->valOfBonuses(Bonus::STACK_HEALTH);
|
|
|
|
//calculate creatures raised from each defeated stack
|
|
for (auto & casualtie : casualties)
|
|
{
|
|
// Get lost enemy hit points convertible to units.
|
|
CCreature * c = VLC->creh->creatures[casualtie.first];
|
|
|
|
const ui32 raisedHP = c->valOfBonuses(Bonus::STACK_HEALTH) * casualtie.second * necromancySkill;
|
|
raisedUnits += std::min<ui32>(raisedHP / raisedUnitHP, casualtie.second * necromancySkill); //limit to % of HP and % of original stack count
|
|
}
|
|
|
|
// Make room for new units.
|
|
SlotID slot = getSlotFor(raisedUnitType->idNumber);
|
|
if (slot == SlotID())
|
|
{
|
|
// If there's no room for unit, try it's upgraded version 2/3rds the size.
|
|
raisedUnitType = VLC->creh->creatures[*raisedUnitType->upgrades.begin()];
|
|
raisedUnits = (raisedUnits*2)/3;
|
|
|
|
slot = getSlotFor(raisedUnitType->idNumber);
|
|
}
|
|
if (raisedUnits <= 0)
|
|
raisedUnits = 1;
|
|
|
|
return CStackBasicDescriptor(raisedUnitType->idNumber, raisedUnits);
|
|
}
|
|
|
|
return CStackBasicDescriptor();
|
|
}
|
|
|
|
/**
|
|
* Show the necromancy dialog with information about units raised.
|
|
* @param raisedStack Pair where the first element represents ID of the raised creature
|
|
* and the second element the amount.
|
|
*/
|
|
void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const
|
|
{
|
|
InfoWindow iw;
|
|
iw.soundID = soundBase::pickup01 + cb->gameState()->getRandomGenerator().nextInt(6);
|
|
iw.player = tempOwner;
|
|
iw.components.push_back(Component(raisedStack));
|
|
|
|
if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
|
|
{
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 145);
|
|
iw.text.addReplacement(raisedStack.count);
|
|
}
|
|
else // Practicing the dark arts of necromancy, ... (singular)
|
|
{
|
|
iw.text.addTxt(MetaString::GENERAL_TXT, 146);
|
|
}
|
|
iw.text.addReplacement(raisedStack);
|
|
|
|
cb->showInfoDialog(&iw);
|
|
}
|
|
/*
|
|
int3 CGHeroInstance::getSightCenter() const
|
|
{
|
|
return getPosition(false);
|
|
}*/
|
|
|
|
int CGHeroInstance::getSightRadius() const
|
|
{
|
|
return 5 + getSecSkillLevel(SecondarySkill::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting
|
|
}
|
|
|
|
si32 CGHeroInstance::manaRegain() const
|
|
{
|
|
if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
|
|
return manaLimit();
|
|
|
|
return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 8) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
|
|
}
|
|
|
|
si32 CGHeroInstance::getManaNewTurn() const
|
|
{
|
|
if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
|
|
{
|
|
//if hero starts turn in town with mage guild - restore all mana
|
|
return std::max(mana, manaLimit());
|
|
}
|
|
si32 res = mana + manaRegain();
|
|
res = std::min(res, manaLimit());
|
|
res = std::max(res, mana);
|
|
res = std::max(res, 0);
|
|
return res;
|
|
}
|
|
|
|
// /**
|
|
// * Places an artifact in hero's backpack. If it's a big artifact equips it
|
|
// * or discards it if it cannot be equipped.
|
|
// */
|
|
// void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
|
|
// {
|
|
// CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
|
|
// CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
|
|
// ai->putAt(this, ai->firstAvailableSlot(this));
|
|
// }
|
|
|
|
int CGHeroInstance::getBoatType() const
|
|
{
|
|
switch(type->heroClass->getAlignment())
|
|
{
|
|
case EAlignment::GOOD:
|
|
return 1;
|
|
case EAlignment::EVIL:
|
|
return 0;
|
|
case EAlignment::NEUTRAL:
|
|
return 2;
|
|
default:
|
|
throw std::runtime_error("Wrong alignment!");
|
|
}
|
|
}
|
|
|
|
void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
|
|
{
|
|
// FIXME: Offsets need to be fixed once we get rid of convertPosition
|
|
// Check issue 515 for details
|
|
offsets =
|
|
{
|
|
int3(-1,1,0), int3(-1,-1,0), int3(-2,0,0), int3(0,0,0), int3(0,1,0), int3(-2,1,0), int3(0,-1,0), int3(-2,-1,0)
|
|
};
|
|
}
|
|
|
|
int CGHeroInstance::getSpellCost(const CSpell *sp) const
|
|
{
|
|
return sp->getCost(getSpellSchoolLevel(sp));
|
|
}
|
|
|
|
void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
|
|
{
|
|
assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
|
|
.And(Selector::sourceType(Bonus::HERO_BASE_SKILL))));
|
|
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
|
|
}
|
|
|
|
EAlignment::EAlignment CGHeroInstance::getAlignment() const
|
|
{
|
|
return type->heroClass->getAlignment();
|
|
}
|
|
|
|
void CGHeroInstance::initExp()
|
|
{
|
|
exp = cb->gameState()->getRandomGenerator().nextInt(40, 89);
|
|
}
|
|
|
|
std::string CGHeroInstance::nodeName() const
|
|
{
|
|
return "Hero " + name;
|
|
}
|
|
|
|
void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
|
|
{
|
|
assert(!getArt(pos));
|
|
art->putAt(ArtifactLocation(this, pos));
|
|
}
|
|
|
|
void CGHeroInstance::putInBackpack(CArtifactInstance *art)
|
|
{
|
|
putArtifact(art->firstBackpackSlot(this), art);
|
|
}
|
|
|
|
bool CGHeroInstance::hasSpellbook() const
|
|
{
|
|
return getArt(ArtifactPosition::SPELLBOOK);
|
|
}
|
|
|
|
void CGHeroInstance::deserializationFix()
|
|
{
|
|
artDeserializationFix(this);
|
|
|
|
for (auto hs : specialty)
|
|
{
|
|
attachTo (hs);
|
|
}
|
|
}
|
|
|
|
CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState *gs)
|
|
{
|
|
if(visitedTown)
|
|
{
|
|
if(inTownGarrison)
|
|
return visitedTown;
|
|
else
|
|
return &visitedTown->townAndVis;
|
|
}
|
|
else
|
|
return CArmedInstance::whereShouldBeAttached(gs);
|
|
}
|
|
|
|
int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark /*= false*/, const TurnInfo * ti) const
|
|
{
|
|
if(!ti)
|
|
ti = new TurnInfo(this);
|
|
|
|
int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
|
|
int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
|
|
if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
|
|
return (MPsBefore - basicCost) * static_cast<double>(mp1) / mp2;
|
|
|
|
return 0; //take all MPs otherwise
|
|
}
|
|
|
|
EDiggingStatus CGHeroInstance::diggingStatus() const
|
|
{
|
|
if(movement < maxMovePoints(true))
|
|
return EDiggingStatus::LACK_OF_MOVEMENT;
|
|
|
|
return cb->getTile(getPosition(false))->getDiggingStatus();
|
|
}
|
|
|
|
ArtBearer::ArtBearer CGHeroInstance::bearerType() const
|
|
{
|
|
return ArtBearer::HERO;
|
|
}
|
|
|
|
std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
|
|
{
|
|
std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
|
|
if (!skillsInfo.wisdomCounter)
|
|
{
|
|
if (cb->isAllowed(2, SecondarySkill::WISDOM) && !getSecSkillLevel(SecondarySkill::WISDOM))
|
|
obligatorySkills.push_back(SecondarySkill::WISDOM);
|
|
}
|
|
if (!skillsInfo.magicSchoolCounter)
|
|
{
|
|
std::vector<SecondarySkill> ss =
|
|
{
|
|
SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
|
|
};
|
|
|
|
std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
|
|
|
|
for (auto skill : ss)
|
|
{
|
|
if (cb->isAllowed(2, skill) && !getSecSkillLevel(skill)) //only schools hero doesn't know yet
|
|
{
|
|
obligatorySkills.push_back(skill);
|
|
break; //only one
|
|
}
|
|
}
|
|
}
|
|
|
|
std::vector<SecondarySkill> skills;
|
|
//picking sec. skills for choice
|
|
std::set<SecondarySkill> basicAndAdv, expert, none;
|
|
for(int i=0;i<GameConstants::SKILL_QUANTITY;i++)
|
|
if (cb->isAllowed(2,i))
|
|
none.insert(SecondarySkill(i));
|
|
|
|
for(auto & elem : secSkills)
|
|
{
|
|
if(elem.second < SecSkillLevel::EXPERT)
|
|
basicAndAdv.insert(elem.first);
|
|
else
|
|
expert.insert(elem.first);
|
|
none.erase(elem.first);
|
|
}
|
|
for (auto s : obligatorySkills) //don't duplicate them
|
|
{
|
|
none.erase (s);
|
|
basicAndAdv.erase (s);
|
|
expert.erase (s);
|
|
}
|
|
|
|
//first offered skill:
|
|
// 1) give obligatory skill
|
|
// 2) give any other new skill
|
|
// 3) upgrade existing
|
|
if (canLearnSkill() && obligatorySkills.size() > 0)
|
|
{
|
|
skills.push_back (obligatorySkills[0]);
|
|
}
|
|
else if(none.size() && canLearnSkill()) //hero have free skill slot
|
|
{
|
|
skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
|
|
none.erase(skills.back());
|
|
}
|
|
else if(!basicAndAdv.empty())
|
|
{
|
|
skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
|
|
basicAndAdv.erase(skills.back());
|
|
}
|
|
|
|
//second offered skill:
|
|
//1) upgrade existing
|
|
//2) give obligatory skill
|
|
//3) give any other new skill
|
|
if(!basicAndAdv.empty())
|
|
{
|
|
SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
|
|
skills.push_back(s);
|
|
basicAndAdv.erase(s);
|
|
}
|
|
else if (canLearnSkill() && obligatorySkills.size() > 1)
|
|
{
|
|
skills.push_back (obligatorySkills[1]);
|
|
}
|
|
else if(none.size() && canLearnSkill())
|
|
{
|
|
skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
|
|
none.erase(skills.back());
|
|
}
|
|
|
|
if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
|
|
std::swap(skills[0], skills[1]);
|
|
return skills;
|
|
}
|
|
|
|
PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill() const
|
|
{
|
|
assert(gainsLevel());
|
|
int randomValue = cb->gameState()->getRandomGenerator().nextInt(99), pom = 0, primarySkill = 0;
|
|
const auto & skillChances = (level > 9) ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
|
|
|
|
for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
|
|
{
|
|
pom += skillChances[primarySkill];
|
|
if(randomValue < pom)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
logGlobal->traceStream() << "The hero gets the primary skill " << primarySkill << " with a probability of " << randomValue << "%.";
|
|
return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
|
|
}
|
|
|
|
boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill() const
|
|
{
|
|
assert(gainsLevel());
|
|
|
|
boost::optional<SecondarySkill> chosenSecondarySkill;
|
|
const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
|
|
if(!proposedSecondarySkills.empty())
|
|
{
|
|
std::vector<SecondarySkill> learnedSecondarySkills;
|
|
for(auto secondarySkill : proposedSecondarySkills)
|
|
{
|
|
if(getSecSkillLevel(secondarySkill) > 0)
|
|
{
|
|
learnedSecondarySkills.push_back(secondarySkill);
|
|
}
|
|
}
|
|
|
|
auto & rand = cb->gameState()->getRandomGenerator();
|
|
if(learnedSecondarySkills.empty())
|
|
{
|
|
// there are only new skills to learn, so choose anyone of them
|
|
chosenSecondarySkill = *RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand);
|
|
}
|
|
else
|
|
{
|
|
// preferably upgrade a already learned secondary skill
|
|
chosenSecondarySkill = *RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand);
|
|
}
|
|
}
|
|
return chosenSecondarySkill;
|
|
}
|
|
|
|
void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
|
|
{
|
|
if(primarySkill < PrimarySkill::EXPERIENCE)
|
|
{
|
|
Bonus * skill = getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL)
|
|
.And(Selector::subtype(primarySkill))
|
|
.And(Selector::sourceType(Bonus::HERO_BASE_SKILL)));
|
|
assert(skill);
|
|
|
|
if(abs)
|
|
{
|
|
skill->val = value;
|
|
}
|
|
else
|
|
{
|
|
skill->val += value;
|
|
}
|
|
CBonusSystemNode::treeHasChanged();
|
|
}
|
|
else if(primarySkill == PrimarySkill::EXPERIENCE)
|
|
{
|
|
if(abs)
|
|
{
|
|
exp = value;
|
|
}
|
|
else
|
|
{
|
|
exp += value;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGHeroInstance::gainsLevel() const
|
|
{
|
|
return exp >= VLC->heroh->reqExp(level+1);
|
|
}
|
|
|
|
void CGHeroInstance::levelUp(std::vector<SecondarySkill> skills)
|
|
{
|
|
++level;
|
|
|
|
//deterministic secondary skills
|
|
skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
|
|
skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
|
|
if(vstd::contains(skills, SecondarySkill::WISDOM))
|
|
{
|
|
skillsInfo.resetWisdomCounter();
|
|
}
|
|
|
|
SecondarySkill spellSchools[] = {
|
|
SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
|
|
for(auto skill : spellSchools)
|
|
{
|
|
if(vstd::contains(skills, skill))
|
|
{
|
|
skillsInfo.resetMagicSchoolCounter();
|
|
break;
|
|
}
|
|
}
|
|
|
|
//specialty
|
|
Updatespecialty();
|
|
}
|
|
|
|
void CGHeroInstance::levelUpAutomatically()
|
|
{
|
|
while(gainsLevel())
|
|
{
|
|
const auto primarySkill = nextPrimarySkill();
|
|
setPrimarySkill(primarySkill, 1, false);
|
|
|
|
auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
|
|
|
|
const auto secondarySkill = nextSecondarySkill();
|
|
if(secondarySkill)
|
|
{
|
|
setSecSkillLevel(*secondarySkill, 1, false);
|
|
}
|
|
|
|
//TODO why has the secondary skills to be passed to the method?
|
|
levelUp(proposedSecondarySkills);
|
|
}
|
|
}
|
|
|
|
bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
|
|
{
|
|
//VISIONS spell support
|
|
|
|
const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
|
|
|
|
const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
|
|
|
|
int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
|
|
|
|
if (visionsMultiplier > 0)
|
|
vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
|
|
|
|
const int distance = target->pos.dist2d(getPosition(false));
|
|
|
|
//logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
|
|
|
|
return (distance < visionsRange) && (target->pos.z == pos.z);
|
|
}
|
|
|
|
void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat& handler)
|
|
{
|
|
serializeJsonOwner(handler);
|
|
|
|
if(handler.saving)
|
|
{
|
|
if(type)
|
|
{
|
|
handler.serializeString("type", type->identifier);
|
|
}
|
|
else
|
|
{
|
|
auto temp = VLC->heroh->heroes[subID]->identifier;
|
|
handler.serializeString("type", temp);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(ID == Obj::HERO || ID == Obj::PRISON)
|
|
{
|
|
std::string typeName;
|
|
handler.serializeString("type", typeName);
|
|
|
|
auto rawId = VLC->modh->identifiers.getIdentifier("core", "hero", typeName);
|
|
|
|
if(rawId)
|
|
subID = rawId.get();
|
|
else
|
|
subID = 0; //fallback to Orrin, throw error instead?
|
|
}
|
|
}
|
|
CCreatureSet::serializeJson(handler, "army");
|
|
|
|
{
|
|
auto artifacts = handler.enterStruct("artifacts");
|
|
if(handler.saving)
|
|
CArtifactSet::writeJson(handler.getCurrent());
|
|
else
|
|
CArtifactSet::readJson(handler.getCurrent());
|
|
}
|
|
|
|
}
|
|
|
|
bool CGHeroInstance::isMissionCritical() const
|
|
{
|
|
for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
|
|
{
|
|
if(event.trigger.test([&](const EventCondition & condition)
|
|
{
|
|
if (condition.condition == EventCondition::CONTROL && condition.object)
|
|
{
|
|
auto hero = dynamic_cast<const CGHeroInstance*>(condition.object);
|
|
return (hero != this);
|
|
}
|
|
else if(condition.condition == EventCondition::IS_HUMAN)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|