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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

* Added Blind to CCreatureHandler::getMindSpells()

* Fixed Angelic Alliance to the right factions.
* Added functions to determine good/evil status of a unit/faction. Was going to use it for both Evil Fog/Holy Ground and Angelic Alliance, but turned out the latter was a bit special. Could still be useful in the future with additional towns. CCreatureHandler seemed to be the best place for it.
This commit is contained in:
OnionKnight 2009-08-24 17:40:20 +00:00
parent 20ef4c0fb9
commit a13d7fd595
4 changed files with 61 additions and 24 deletions

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@ -31,13 +31,20 @@ static std::vector<int> getMindSpells()
ret.push_back(59); //berserk
ret.push_back(60); //hypnotize
ret.push_back(61); //forgetfulness
ret.push_back(62); //blind
return ret;
}
CCreatureHandler::CCreatureHandler()
{
VLC->creh = this;
// Set the faction alignments to the defaults:
// Good: Castle, Rampart, Tower // Evil: Inferno, Necropolis, Dungeon
// Neutral: Stronghold, Fortess, Conflux
factionAlignments += 1, 1, 1, -1, -1, -1, 0, 0, 0;
}
int CCreature::getQuantityID(const int & quantity)
{
if (quantity<5)
@ -81,6 +88,24 @@ bool CCreature::isUndead() const
return vstd::contains(abilities, StackFeature::UNDEAD);
}
/**
* Determines if the creature is of a good alignment.
* @return true if the creture is good, false otherwise.
*/
bool CCreature::isGood () const
{
return VLC->creh->isGood(faction);
}
/**
* Determines if the creature is of an evil alignment.
* @return true if the creature is evil, false otherwise.
*/
bool CCreature::isEvil () const
{
return VLC->creh->isEvil(faction);
}
si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
{
int ret = 2147483645;
@ -119,6 +144,26 @@ float readFloat(int & befi, int & i, int andame, std::string & buf) //helper fun
return ret;
}
/**
* Determines if a faction is good.
* @param ID of the faction.
* @return true if the faction is good, false otherwise.
*/
bool CCreatureHandler::isGood (si8 faction) const
{
return faction != -1 && factionAlignments[faction] == 1;
}
/**
* Determines if a faction is evil.
* @param ID of the faction.
* @return true if the faction is evil, false otherwise.
*/
bool CCreatureHandler::isEvil (si8 faction) const
{
return faction != -1 && factionAlignments[faction] == -1;
}
void CCreatureHandler::loadCreatures()
{
notUsedMonsters += 122,124,126,128,145,146,147,148,149,160,161,162,163,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191;

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@ -63,6 +63,8 @@ public:
bool isFlying() const; //returns true if it is a flying unit
bool isShooting() const; //returns true if unit can shoot
bool isUndead() const; //returns true if unit is undead
bool isGood () const;
bool isEvil () const;
si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
static int getQuantityID(const int & quantity); //0 - a few, 1 - several, 2 - pack, 3 - lots, 4 - horde, 5 - throng, 6 - swarm, 7 - zounds, 8 - legion
@ -100,9 +102,15 @@ public:
std::map<std::string,int> nameToID;
std::map<int,std::string> idToProjectile;
std::map<int,bool> idToProjectileSpin; //if true, appropriate projectile is spinning during flight
std::vector<bool> factionAlignments; //1 for good, 0 for neutral and -1 for evil with faction ID as index
void loadCreatures();
void loadAnimationInfo();
void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
bool isGood (si8 faction) const;
bool isEvil (si8 faction) const;
CCreatureHandler();
~CCreatureHandler();

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@ -858,12 +858,12 @@ std::vector<std::pair<int,std::string> > CGHeroInstance::getCurrentMoraleModifie
std::set<si8> factions;
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i=army.slots.begin(); i!=army.slots.end(); i++)
{
// Take Angelic Alliance troop-mixing freedom into account.
si8 faction = VLC->creh->creatures[i->second.first].faction;
// Take Angelic Alliance troop-mixing freedom of non-evil, non-Conflux units into account.
const si8 faction = VLC->creh->creatures[i->second.first].faction;
if (hasBonusOfType(HeroBonus::NONEVIL_ALIGNMENT_MIX)
&& (faction <= 2 || faction == 6 || faction == 8))
&& ((faction >= 0 && faction <= 2) || faction == 6 || faction == 7))
{
factions.insert(0); // Insert any non-evil alignment as arbitrary single faction, in this case Castle.
factions.insert(0); // Insert a single faction of the affected group, Castle will do.
}
else
{

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@ -1107,19 +1107,11 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet
{
for(int g=0; g<stacks.size(); ++g) //+1 morale bonus for good creatures, -1 morale bonus for evil creatures
{
if(stacks[g]->creature->faction == 0
|| stacks[g]->creature->faction == 1
|| stacks[g]->creature->faction == 2)
{
if (stacks[g]->creature->isGood())
stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
}
else if(stacks[g]->creature->faction == 3
|| stacks[g]->creature->faction == 4
|| stacks[g]->creature->faction == 5)
{
else if (stacks[g]->creature->isEvil())
stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, -1, StackFeature::OTHER_SOURCE));
}
}
break;
}
case 19: //clover field
@ -1137,19 +1129,11 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet
{
for(int g=0; g<stacks.size(); ++g) //-1 morale bonus for good creatures, +1 morale bonus for evil creatures
{
if(stacks[g]->creature->faction == 0
|| stacks[g]->creature->faction == 1
|| stacks[g]->creature->faction == 2)
{
if (stacks[g]->creature->isGood())
stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, -1, StackFeature::OTHER_SOURCE));
}
else if(stacks[g]->creature->faction == 3
|| stacks[g]->creature->faction == 4
|| stacks[g]->creature->faction == 5)
{
else if (stacks[g]->creature->isEvil())
stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
}
}
break;
}
case 22: //cursed ground