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2c1dddde33
Bonus * -> std::shared_ptr<Bonus> This cures the following problems: 1) Memory corruption at exit. Some Bonus-es were deleted twice (mods?). 2) Memory leaks. Some Bonuses were not deleted. 3) Reduce the number of "Orphaned child" messages. Valgrind reports 0 leaked memory now and no invalid reads/writes.
135 lines
3.6 KiB
C++
135 lines
3.6 KiB
C++
/*
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* CArmedInstance.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 "CArmedInstance.h"
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#include "../CTownHandler.h"
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#include "../CCreatureHandler.h"
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#include "../CGeneralTextHandler.h"
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#include "../CGameState.h"
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#include "../CPlayerState.h"
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void CArmedInstance::randomizeArmy(int type)
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{
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for (auto & elem : stacks)
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{
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int & randID = elem.second->idRand;
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if(randID >= 0)
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{
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int level = randID / 2;
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bool upgrade = randID % 2;
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elem.second->setType(VLC->townh->factions[type]->town->creatures[level][upgrade]);
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randID = -1;
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}
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assert(elem.second->valid(false));
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assert(elem.second->armyObj == this);
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}
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return;
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}
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CArmedInstance::CArmedInstance()
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{
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battle = nullptr;
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}
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void CArmedInstance::updateMoraleBonusFromArmy()
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{
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if(!validTypes(false)) //object not randomized, don't bother
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return;
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auto b = getExportedBonusList().getFirst(Selector::sourceType(Bonus::ARMY).And(Selector::type(Bonus::MORALE)));
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if(!b)
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{
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b = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
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addNewBonus(b);
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}
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//number of alignments and presence of undead
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std::set<TFaction> factions;
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bool hasUndead = false;
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for(auto slot : Slots())
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{
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const CStackInstance * inst = slot.second;
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const CCreature * creature = VLC->creh->creatures[inst->getCreatureID()];
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factions.insert(creature->faction);
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// Check for undead flag instead of faction (undead mummies are neutral)
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hasUndead |= inst->hasBonusOfType(Bonus::UNDEAD);
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}
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size_t factionsInArmy = factions.size(); //town garrison seems to take both sets into account
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// Take Angelic Alliance troop-mixing freedom of non-evil units into account.
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if (hasBonusOfType(Bonus::NONEVIL_ALIGNMENT_MIX))
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{
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size_t mixableFactions = 0;
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for(TFaction f : factions)
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{
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if (VLC->townh->factions[f]->alignment != EAlignment::EVIL)
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mixableFactions++;
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}
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if (mixableFactions > 0)
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factionsInArmy -= mixableFactions - 1;
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}
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if(factionsInArmy == 1)
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{
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b->val = +1;
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b->description = VLC->generaltexth->arraytxt[115]; //All troops of one alignment +1
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b->description = b->description.substr(0, b->description.size()-3);//trim "+1"
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}
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else if (!factions.empty()) // no bonus from empty garrison
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{
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b->val = 2 - factionsInArmy;
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b->description = boost::str(boost::format(VLC->generaltexth->arraytxt[114]) % factionsInArmy % b->val); //Troops of %d alignments %d
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b->description = b->description.substr(0, b->description.size()-2);//trim value
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}
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boost::algorithm::trim(b->description);
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CBonusSystemNode::treeHasChanged();
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//-1 modifier for any Undead unit in army
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const ui8 UNDEAD_MODIFIER_ID = -2;
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auto undeadModifier = getExportedBonusList().getFirst(Selector::source(Bonus::ARMY, UNDEAD_MODIFIER_ID));
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if(hasUndead)
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{
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if(!undeadModifier)
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{
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undeadModifier = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, -1, UNDEAD_MODIFIER_ID, VLC->generaltexth->arraytxt[116]);
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undeadModifier->description = undeadModifier->description.substr(0, undeadModifier->description.size()-2);//trim value
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addNewBonus(undeadModifier);
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}
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}
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else if(undeadModifier)
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removeBonus(undeadModifier);
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}
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void CArmedInstance::armyChanged()
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{
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updateMoraleBonusFromArmy();
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}
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CBonusSystemNode * CArmedInstance::whereShouldBeAttached(CGameState *gs)
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{
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if(tempOwner < PlayerColor::PLAYER_LIMIT)
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return gs->getPlayer(tempOwner);
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else
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return &gs->globalEffects;
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}
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CBonusSystemNode * CArmedInstance::whatShouldBeAttached()
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{
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return this;
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}
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