#define VCMI_DLL #include "CCreatureSet.h" #include "../hch/CCreatureHandler.h" #include "VCMI_Lib.h" #include #include "../hch/CObjectHandler.h" #include "IGameCallback.h" #include "CGameState.h" #include "../hch/CGeneralTextHandler.h" const CStackInstance CCreatureSet::operator[](TSlot slot) const { TSlots::const_iterator i = slots.find(slot); if (i != slots.end()) return i->second; else throw std::string("That slot is empty!"); } const CCreature* CCreatureSet::getCreature(TSlot slot) const /*workaround of map issue */ { TSlots::const_iterator i = slots.find(slot); if (i != slots.end()) return i->second.type; else return NULL; } bool CCreatureSet::setCreature(TSlot slot, TCreature type, TQuantity quantity) /*slots 0 to 6 */ { slots[slot] = CStackInstance(type, quantity); //brutal force if (quantity == 0) slots.erase(slot); if (slots.size() > ARMY_SIZE) return false; else return true; } TSlot CCreatureSet::getSlotFor(TCreature creature, ui32 slotsAmount/*=7*/) const /*returns -1 if no slot available */ { for(TSlots::const_iterator i=slots.begin(); i!=slots.end(); ++i) { if(i->second.type->idNumber == creature) { return i->first; //if there is already such creature we return its slot id } } for(ui32 i=0; isecond.count; else return 0; //TODO? consider issuing a warning } bool CCreatureSet::mergableStacks(std::pair &out, TSlot preferable /*= -1*/) const /*looks for two same stacks, returns slot positions */ { //try to match creature to our preferred stack if(preferable >= 0 && vstd::contains(slots, preferable)) { const CCreature *cr = slots.find(preferable)->second.type; for(TSlots::const_iterator j=slots.begin(); j!=slots.end(); ++j) { if(cr == j->second.type && j->first != preferable) { out.first = preferable; out.second = j->first; return true; } } } for(TSlots::const_iterator i=slots.begin(); i!=slots.end(); ++i) { for(TSlots::const_iterator j=slots.begin(); j!=slots.end(); ++j) { if(i->second.type == j->second.type && i->first != j->first) { out.first = i->first; out.second = j->first; return true; } } } return false; } void CCreatureSet::sweep() { for(TSlots::iterator i=slots.begin(); i!=slots.end(); ++i) { if(!i->second.count) { slots.erase(i); sweep(); break; } } } void CCreatureSet::addToSlot(TSlot slot, TCreature cre, TQuantity count, bool allowMerging/* = true*/) { assert(slot >= 0); const CCreature *c = VLC->creh->creatures[cre]; assert(!vstd::contains(slots, slot) || (slots[slot].type == c && allowMerging)); //that slot was empty or contained same type creature slots[slot].type = c; slots[slot].count += count; //TODO const CArmedInstance *armedObj = dynamic_cast(this); if(armedObj && !slots[slot].armyObj) slots[slot].armyObj = armedObj; } void CCreatureSet::addToSlot(TSlot slot, const CStackInstance &stack, bool allowMerging/* = true*/) { assert(stack.type == VLC->creh->creatures[stack.type->idNumber]); addToSlot(slot, stack.type->idNumber, stack.count, allowMerging ); } bool CCreatureSet::validTypes(bool allowUnrandomized /*= false*/) const { for(TSlots::const_iterator i=slots.begin(); i!=slots.end(); ++i) { bool isRand = (i->second.idRand != -1); if(!isRand) { assert(i->second.type); assert(i->second.type == VLC->creh->creatures[i->second.type->idNumber]); } else assert(allowUnrandomized); } return true; } bool CCreatureSet::slotEmpty(TSlot slot) const { return !vstd::contains(slots, slot); } bool CCreatureSet::needsLastStack() const { return false; } int CCreatureSet::getArmyStrength() const { int ret = 0; for(TSlots::const_iterator i = slots.begin(); i != slots.end(); i++) ret += i->second.type->AIValue * i->second.count; return ret; } ui64 CCreatureSet::getPower (TSlot slot) const { return getCreature(slot)->AIValue * getAmount(slot); } std::string CCreatureSet::getRoughAmount (TSlot slot) const { return VLC->generaltexth->arraytxt[174 + 3*CCreature::getQuantityID(getAmount(slot))]; } int CCreatureSet::stacksCount() const { return slots.size(); } void CCreatureSet::addStack(TSlot slot, const CStackInstance &stack) { addToSlot(slot, stack, false); } void CCreatureSet::setFormation(bool tight) { formation = tight; } void CCreatureSet::setStackCount(TSlot slot, TQuantity count) { assert(vstd::contains(slots, slot)); assert(count > 0); slots[slot].count = count; } void CCreatureSet::clear() { slots.clear(); } const CStackInstance& CCreatureSet::getStack(TSlot slot) const { assert(vstd::contains(slots, slot)); return slots.find(slot)->second; } void CCreatureSet::eraseStack(TSlot slot) { assert(vstd::contains(slots, slot)); slots.erase(slot); } bool CCreatureSet::contains(const CStackInstance *stack) const { if(!stack) return false; for(TSlots::const_iterator i = slots.begin(); i != slots.end(); ++i) if(&i->second == stack) return true; return false; } CStackInstance::CStackInstance() { init(); } CStackInstance::CStackInstance(TCreature id, TQuantity Count, const CArmedInstance *ArmyObj) { init(); setType(id); count = Count; armyObj = ArmyObj; } CStackInstance::CStackInstance(const CCreature *cre, TQuantity Count) { init(); type = cre; count = Count; } void CStackInstance::init() { experience = 0; count = 0; type = NULL; idRand = -1; armyObj = NULL; nodeType = STACK; } int CStackInstance::getQuantityID() const { return CCreature::getQuantityID(count); } void CStackInstance::setType(int creID) { type = VLC->creh->creatures[creID]; } void CStackInstance::getParents(TCNodes &out, const CBonusSystemNode *source /*= NULL*/) const { out.insert(type); if(source && source != this) //we should be root, if not - do not inherit anything return; if(armyObj) out.insert(armyObj); else out.insert(&IObjectInterface::cb->gameState()->globalEffects); } std::string CStackInstance::bonusToString(Bonus *bonus, bool description) const { std::map>::iterator it = VLC->generaltexth->stackBonuses.find(bonus->type); if (it != VLC->generaltexth->stackBonuses.end()) { std::string text; if (description) { text = it->second.second; switch (bonus->type) { //no additional modifiers needed case Bonus::FLYING: case Bonus::UNLIMITED_RETALIATIONS: case Bonus::SHOOTER: case Bonus::FREE_SHOOTING: case Bonus::NO_SHOTING_PENALTY: case Bonus::NO_MELEE_PENALTY: case Bonus::NO_DISTANCE_PENALTY: case Bonus::NO_OBSTACLES_PENALTY: case Bonus::JOUSTING: //TODO: percent bonus? case Bonus::RETURN_AFTER_STRIKE: case Bonus::BLOCKS_RETALIATION: case Bonus::TWO_HEX_ATTACK_BREATH: case Bonus::THREE_HEADED_ATTACK: case Bonus::ATTACKS_ALL_ADJACENT: case Bonus::FULL_HP_REGENERATION: case Bonus::LIFE_DRAIN: //TODO: chance, hp percentage? case Bonus::SELF_MORALE: case Bonus::SELF_LUCK: case Bonus::FEAR: case Bonus::FEARLESS: case Bonus::CHARGE_IMMUNITY: case Bonus::HEALER: case Bonus::CATAPULT: case Bonus::DRAGON_NATURE: case Bonus::NON_LIVING: case Bonus::UNDEAD: break; } } else { text = it->second.first; } return text; } else return ""; } std::string CStackInstance::getQuantityTXT(bool capitalized /*= true*/) const { return VLC->generaltexth->arraytxt[174 + getQuantityID()*3 + 2 - capitalized]; }