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vcmi/lib/mapObjects/CArmedInstance.cpp
Ivan Savenko b2e8c92383 Cleanup:
- removed commented-out #includ'es
- renamed some files to match name of class
2014-06-05 20:26:50 +03:00

129 lines
3.2 KiB
C++

/*
* CArmedInstance.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CArmedInstance.h"
#include "../CTownHandler.h"
#include "../CCreatureHandler.h"
#include "../CGeneralTextHandler.h"
#include "../CGameState.h"
using namespace boost::assign;
void CArmedInstance::randomizeArmy(int type)
{
for (auto & elem : stacks)
{
int & randID = elem.second->idRand;
if(randID >= 0)
{
int level = randID / 2;
bool upgrade = randID % 2;
elem.second->setType(VLC->townh->factions[type]->town->creatures[level][upgrade]);
randID = -1;
}
assert(elem.second->valid(false));
assert(elem.second->armyObj == this);
}
return;
}
CArmedInstance::CArmedInstance()
{
battle = nullptr;
}
void CArmedInstance::updateMoraleBonusFromArmy()
{
if(!validTypes(false)) //object not randomized, don't bother
return;
Bonus *b = getBonusList().getFirst(Selector::sourceType(Bonus::ARMY).And(Selector::type(Bonus::MORALE)));
if(!b)
{
b = new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
addNewBonus(b);
}
//number of alignments and presence of undead
std::set<TFaction> factions;
bool hasUndead = false;
for(auto slot : Slots())
{
const CStackInstance * inst = slot.second;
const CCreature * creature = VLC->creh->creatures[inst->getCreatureID()];
factions.insert(creature->faction);
// Check for undead flag instead of faction (undead mummies are neutral)
hasUndead |= inst->hasBonusOfType(Bonus::UNDEAD);
}
size_t factionsInArmy = factions.size(); //town garrison seems to take both sets into account
// Take Angelic Alliance troop-mixing freedom of non-evil units into account.
if (hasBonusOfType(Bonus::NONEVIL_ALIGNMENT_MIX))
{
size_t mixableFactions = 0;
for(TFaction f : factions)
{
if (VLC->townh->factions[f]->alignment != EAlignment::EVIL)
mixableFactions++;
}
if (mixableFactions > 0)
factionsInArmy -= mixableFactions - 1;
}
if(factionsInArmy == 1)
{
b->val = +1;
b->description = VLC->generaltexth->arraytxt[115]; //All troops of one alignment +1
}
else if (!factions.empty()) // no bonus from empty garrison
{
b->val = 2 - factionsInArmy;
b->description = boost::str(boost::format(VLC->generaltexth->arraytxt[114]) % factionsInArmy % b->val); //Troops of %d alignments %d
}
boost::algorithm::trim(b->description);
//-1 modifier for any Undead unit in army
const ui8 UNDEAD_MODIFIER_ID = -2;
Bonus *undeadModifier = getBonusList().getFirst(Selector::source(Bonus::ARMY, UNDEAD_MODIFIER_ID));
if(hasUndead)
{
if(!undeadModifier)
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, -1, UNDEAD_MODIFIER_ID, VLC->generaltexth->arraytxt[116]));
}
else if(undeadModifier)
removeBonus(undeadModifier);
}
void CArmedInstance::armyChanged()
{
updateMoraleBonusFromArmy();
}
CBonusSystemNode * CArmedInstance::whereShouldBeAttached(CGameState *gs)
{
if(tempOwner < PlayerColor::PLAYER_LIMIT)
return gs->getPlayer(tempOwner);
else
return &gs->globalEffects;
}
CBonusSystemNode * CArmedInstance::whatShouldBeAttached()
{
return this;
}