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# ifndef __CCREATURESET_H__
# define __CCREATURESET_H__
# include "../global.h"
# include <map>
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# include "HeroBonus.h"
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class CCreature ;
class CGHeroInstance ;
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class CArmedInstance ;
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class DLL_EXPORT CStackBasicDescriptor
{
public :
const CCreature * type ;
TQuantity count ;
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CStackBasicDescriptor ( ) ;
CStackBasicDescriptor ( TCreature id , TQuantity Count ) ;
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CStackBasicDescriptor ( const CCreature * c , TQuantity Count ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & type & count ;
}
} ;
class DLL_EXPORT CStackInstance : public CBonusSystemNode , public CStackBasicDescriptor
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{
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const CArmedInstance * _armyObj ; //stack must be part of some army, army must be part of some object
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public :
int idRand ; //hlp variable used during loading game -> "id" placeholder for randomization
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const CArmedInstance * const & armyObj ; //stack must be part of some army, army must be part of some object
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ui32 experience ; //TODO: handle
//TODO: stack artifacts
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & static_cast < CBonusSystemNode & > ( * this ) ;
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h & static_cast < CStackBasicDescriptor & > ( * this ) ;
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h & _armyObj & experience ;
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}
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//overrides CBonusSystemNode
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//void getParents(TCNodes &out, const CBonusSystemNode *source = NULL) const; //retrieves list of parent nodes (nodes to inherit bonuses from), source is the prinary asker
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int getQuantityID ( ) const ;
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std : : string getQuantityTXT ( bool capitalized = true ) const ;
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void init ( ) ;
CStackInstance ( ) ;
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CStackInstance ( TCreature id , TQuantity count ) ;
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CStackInstance ( const CCreature * cre , TQuantity count ) ;
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~ CStackInstance ( ) ;
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void setType ( int creID ) ;
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void setType ( const CCreature * c ) ;
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void setArmyObj ( const CArmedInstance * ArmyObj ) ;
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bool valid ( bool allowUnrandomized ) const ;
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virtual std : : string nodeName ( ) const OVERRIDE ;
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} ;
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DLL_EXPORT std : : ostream & operator < < ( std : : ostream & str , const CStackInstance & sth ) ;
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typedef std : : map < TSlot , CStackInstance * > TSlots ;
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class DLL_EXPORT CCreatureSet //seven combined creatures
{
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CCreatureSet ( const CCreatureSet & ) ; ;
CCreatureSet & operator = ( const CCreatureSet & ) ;
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public :
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TSlots slots ; //slots[slot_id]->> pair(creature_id,creature_quantity)
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ui8 formation ; //false - wide, true - tight
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CCreatureSet ( ) ;
virtual ~ CCreatureSet ( ) ;
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const CStackInstance & operator [ ] ( TSlot slot ) const ;
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const TSlots & Slots ( ) const { return slots ; }
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void addToSlot ( TSlot slot , TCreature cre , TQuantity count , bool allowMerging = true ) ; //Adds stack to slot. Slot must be empty or with same type creature
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void addToSlot ( TSlot slot , CStackInstance * stack , bool allowMerging = true ) ; //Adds stack to slot. Slot must be empty or with same type creature
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void clear ( ) ;
void setFormation ( bool tight ) ;
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CArmedInstance * castToArmyObj ( ) ;
//basic operations
void eraseStack ( TSlot slot ) ; //slot must be occupied
void putStack ( TSlot slot , CStackInstance * stack ) ; //adds new stack to the army, slot must be empty
void joinStack ( TSlot slot , CStackInstance * stack ) ; //adds new stack to the existing stack of the same type
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void setStackCount ( TSlot slot , TQuantity count ) ; //stack must exist!
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CStackInstance * detachStack ( TSlot slot ) ; //removes stack from army but doesn't destroy it (so it can be moved somewhere else)
void setStackType ( TSlot slot , const CCreature * type ) ;
//derivative
void changeStackCount ( TSlot slot , TQuantity toAdd ) ; //stack must exist!
bool setCreature ( TSlot slot , TCreature type , TQuantity quantity ) ; //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
void setToArmy ( CCreatureSet & src ) ; //erases all our army and moves stacks from src to us; src MUST NOT be an armed object! WARNING: use it wisely. Or better do not use at all.
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const CStackInstance & getStack ( TSlot slot ) const ;
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const CCreature * getCreature ( TSlot slot ) const ; //workaround of map issue;
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int getStackCount ( TSlot slot ) const ;
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TSlot findStack ( const CStackInstance * stack ) const ; //-1 if none
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TSlot getSlotFor ( TCreature creature , ui32 slotsAmount = ARMY_SIZE ) const ; //returns -1 if no slot available
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TSlot getSlotFor ( const CCreature * c , ui32 slotsAmount = ARMY_SIZE ) const ; //returns -1 if no slot available
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bool mergableStacks ( std : : pair < TSlot , TSlot > & out , TSlot preferable = - 1 ) const ; //looks for two same stacks, returns slot positions;
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bool validTypes ( bool allowUnrandomized = false ) const ; //checks if all types of creatures are set properly
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bool slotEmpty ( TSlot slot ) const ;
int stacksCount ( ) const ;
virtual bool needsLastStack ( ) const ; //true if last stack cannot be taken
int getArmyStrength ( ) const ; //sum of AI values of creatures
ui64 getPower ( TSlot slot ) const ; //value of specific stack
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std : : string getRoughAmount ( TSlot slot ) const ; //rough size of specific stack
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bool hasStackAtSlot ( TSlot slot ) const ;
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bool contains ( const CStackInstance * stack ) const ;
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bool canBeMergedWith ( const CCreatureSet & cs , bool allowMergingStacks = true ) const ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & slots & formation ;
}
operator bool ( ) const
{
return slots . size ( ) > 0 ;
}
void sweep ( ) ;
} ;
# endif // __CCREATURESET_H__