2010-04-02 05:23:22 +03:00
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#define VCMI_DLL
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#include "CCreatureSet.h"
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#include "../hch/CCreatureHandler.h"
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#include "VCMI_Lib.h"
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#include <assert.h>
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2010-05-02 21:20:26 +03:00
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#include "../hch/CObjectHandler.h"
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#include "IGameCallback.h"
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#include "CGameState.h"
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#include "../hch/CGeneralTextHandler.h"
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2010-04-02 05:23:22 +03:00
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const CStackInstance CCreatureSet::operator[](TSlot slot) const
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{
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TSlots::const_iterator i = slots.find(slot);
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if (i != slots.end())
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return i->second;
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else
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throw std::string("That slot is empty!");
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}
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const CCreature* CCreatureSet::getCreature(TSlot slot) const /*workaround of map issue */
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{
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TSlots::const_iterator i = slots.find(slot);
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if (i != slots.end())
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return i->second.type;
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else
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return NULL;
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}
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bool CCreatureSet::setCreature(TSlot slot, TCreature type, TQuantity quantity) /*slots 0 to 6 */
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{
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slots[slot] = CStackInstance(type, quantity); //brutal force
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if (quantity == 0)
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slots.erase(slot);
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2010-05-02 21:20:26 +03:00
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if (slots.size() > ARMY_SIZE)
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2010-04-02 05:23:22 +03:00
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return false;
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else
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return true;
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}
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TSlot CCreatureSet::getSlotFor(TCreature creature, ui32 slotsAmount/*=7*/) const /*returns -1 if no slot available */
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{
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for(TSlots::const_iterator i=slots.begin(); i!=slots.end(); ++i)
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{
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if(i->second.type->idNumber == creature)
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{
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return i->first; //if there is already such creature we return its slot id
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}
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}
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for(ui32 i=0; i<slotsAmount; i++)
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{
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if(slots.find(i) == slots.end())
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{
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return i; //return first free slot
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}
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}
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return -1; //no slot available
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}
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int CCreatureSet::getAmount(TSlot slot) const
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{
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TSlots::const_iterator i = slots.find(slot);
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if (i != slots.end())
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return i->second.count;
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else
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return 0; //TODO? consider issuing a warning
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}
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2010-05-02 21:20:26 +03:00
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bool CCreatureSet::mergableStacks(std::pair<TSlot, TSlot> &out, TSlot preferable /*= -1*/) const /*looks for two same stacks, returns slot positions */
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2010-04-02 05:23:22 +03:00
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{
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//try to match creature to our preferred stack
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if(preferable >= 0 && vstd::contains(slots, preferable))
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{
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2010-05-02 21:20:26 +03:00
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const CCreature *cr = slots.find(preferable)->second.type;
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2010-04-02 05:23:22 +03:00
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for(TSlots::const_iterator j=slots.begin(); j!=slots.end(); ++j)
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{
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if(cr == j->second.type && j->first != preferable)
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{
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out.first = preferable;
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out.second = j->first;
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return true;
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}
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}
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}
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for(TSlots::const_iterator i=slots.begin(); i!=slots.end(); ++i)
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{
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for(TSlots::const_iterator j=slots.begin(); j!=slots.end(); ++j)
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{
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if(i->second.type == j->second.type && i->first != j->first)
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{
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out.first = i->first;
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out.second = j->first;
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return true;
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}
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}
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}
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return false;
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}
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void CCreatureSet::sweep()
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{
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for(TSlots::iterator i=slots.begin(); i!=slots.end(); ++i)
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{
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if(!i->second.count)
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{
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slots.erase(i);
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sweep();
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break;
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}
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}
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}
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2010-05-02 21:20:26 +03:00
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void CCreatureSet::addToSlot(TSlot slot, TCreature cre, TQuantity count, bool allowMerging/* = true*/)
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2010-04-02 05:23:22 +03:00
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{
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assert(slot >= 0);
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2010-05-02 21:20:26 +03:00
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const CCreature *c = VLC->creh->creatures[cre];
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assert(!vstd::contains(slots, slot) || slots[slot].type == c && allowMerging); //that slot was empty or contained same type creature
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2010-04-02 05:23:22 +03:00
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slots[slot].type = c;
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slots[slot].count += count;
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2010-05-02 21:20:26 +03:00
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//TODO
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const CArmedInstance *armedObj = dynamic_cast<const CArmedInstance *>(this);
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if(armedObj && !slots[slot].armyObj)
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slots[slot].armyObj = armedObj;
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2010-04-02 05:23:22 +03:00
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}
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2010-05-02 21:20:26 +03:00
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void CCreatureSet::addToSlot(TSlot slot, const CStackInstance &stack, bool allowMerging/* = true*/)
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2010-04-02 05:23:22 +03:00
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{
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2010-05-02 21:20:26 +03:00
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assert(stack.type == VLC->creh->creatures[stack.type->idNumber]);
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addToSlot(slot, stack.type->idNumber, stack.count, allowMerging );
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2010-04-02 05:23:22 +03:00
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}
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bool CCreatureSet::validTypes(bool allowUnrandomized /*= false*/) const
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{
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for(TSlots::const_iterator i=slots.begin(); i!=slots.end(); ++i)
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{
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bool isRand = (i->second.idRand != -1);
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if(!isRand)
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{
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assert(i->second.type);
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2010-05-02 21:20:26 +03:00
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assert(i->second.type == VLC->creh->creatures[i->second.type->idNumber]);
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2010-04-02 05:23:22 +03:00
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}
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else
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assert(allowUnrandomized);
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}
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return true;
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}
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2010-05-02 21:20:26 +03:00
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bool CCreatureSet::slotEmpty(TSlot slot) const
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{
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return !vstd::contains(slots, slot);
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}
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bool CCreatureSet::needsLastStack() const
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{
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return false;
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}
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int CCreatureSet::getArmyStrength() const
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{
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int ret = 0;
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for(TSlots::const_iterator i = slots.begin(); i != slots.end(); i++)
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ret += i->second.type->AIValue * i->second.count;
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return ret;
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}
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ui64 CCreatureSet::getPower (TSlot slot) const
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{
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return getCreature(slot)->AIValue * getAmount(slot);
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}
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std::string CCreatureSet::getRoughAmount (TSlot slot) const
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{
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return VLC->generaltexth->arraytxt[174 + 3*CCreature::getQuantityID(getAmount(slot))];
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}
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int CCreatureSet::stacksCount() const
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{
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return slots.size();
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}
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void CCreatureSet::addStack(TSlot slot, const CStackInstance &stack)
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{
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addToSlot(slot, stack, false);
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}
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void CCreatureSet::setFormation(bool tight)
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{
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formation = tight;
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}
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void CCreatureSet::setStackCount(TSlot slot, TQuantity count)
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{
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assert(vstd::contains(slots, slot));
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2010-05-26 12:47:53 +03:00
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assert(count > 0);
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2010-05-02 21:20:26 +03:00
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slots[slot].count = count;
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}
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void CCreatureSet::clear()
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{
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slots.clear();
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}
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const CStackInstance& CCreatureSet::getStack(TSlot slot) const
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{
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assert(vstd::contains(slots, slot));
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return slots.find(slot)->second;
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}
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void CCreatureSet::eraseStack(TSlot slot)
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{
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assert(vstd::contains(slots, slot));
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slots.erase(slot);
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}
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bool CCreatureSet::contains(const CStackInstance *stack) const
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{
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if(!stack)
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return false;
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for(TSlots::const_iterator i = slots.begin(); i != slots.end(); ++i)
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if(&i->second == stack)
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return true;
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return false;
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}
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2010-04-02 05:23:22 +03:00
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CStackInstance::CStackInstance()
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{
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init();
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}
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2010-05-02 21:20:26 +03:00
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CStackInstance::CStackInstance(TCreature id, TQuantity Count, const CArmedInstance *ArmyObj)
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2010-04-02 05:23:22 +03:00
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{
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init();
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setType(id);
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count = Count;
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2010-05-02 21:20:26 +03:00
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armyObj = ArmyObj;
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2010-04-02 05:23:22 +03:00
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}
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CStackInstance::CStackInstance(const CCreature *cre, TQuantity Count)
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{
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init();
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type = cre;
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count = Count;
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}
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void CStackInstance::init()
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{
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experience = 0;
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count = 0;
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type = NULL;
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idRand = -1;
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2010-05-02 21:20:26 +03:00
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armyObj = NULL;
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2010-04-02 05:23:22 +03:00
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}
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int CStackInstance::getQuantityID() const
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{
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return CCreature::getQuantityID(count);
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}
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void CStackInstance::setType(int creID)
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{
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2010-05-02 21:20:26 +03:00
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type = VLC->creh->creatures[creID];
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}
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void CStackInstance::getParents(TCNodes &out, const CBonusSystemNode *source /*= NULL*/) const
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{
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out.insert(type);
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if(source && source != this) //we should be root, if not - do not inherit anything
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return;
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if(armyObj)
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out.insert(armyObj);
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else
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out.insert(&IObjectInterface::cb->gameState()->globalEffects);
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2010-04-02 05:23:22 +03:00
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}
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