#pragma once #include "HeroBonus.h" #include "GameConstants.h" #include "CArtHandler.h" /* * CCreatureSet.h, 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 * */ class CCreature; class CGHeroInstance; class CArmedInstance; class CCreatureArtifactSet; class DLL_LINKAGE CStackBasicDescriptor { public: const CCreature *type; TQuantity count; CStackBasicDescriptor(); CStackBasicDescriptor(TCreature id, TQuantity Count); CStackBasicDescriptor(const CCreature *c, TQuantity Count); template void serialize(Handler &h, const int version) { h & type & count; } }; class DLL_LINKAGE CStackInstance : public CBonusSystemNode, public CStackBasicDescriptor, public CArtifactSet { protected: const CArmedInstance *_armyObj; //stack must be part of some army, army must be part of some object public: int idRand; //hlp variable used during loading game -> "id" placeholder for randomization const CArmedInstance * const & armyObj; //stack must be part of some army, army must be part of some object TExpType experience;//commander needs same amount of exp as hero template void serialize(Handler &h, const int version) { h & static_cast(*this); h & static_cast(*this); h & static_cast(*this); h & _armyObj & experience; BONUS_TREE_DESERIALIZATION_FIX } //overrides CBonusSystemNode //void getParents(TCNodes &out, const CBonusSystemNode *source = NULL) const; //retrieves list of parent nodes (nodes to inherit bonuses from), source is the prinary asker std::string bonusToString(Bonus *bonus, bool description) const; // how would bonus description look for this particular type of node std::string bonusToGraphics(Bonus *bonus) const; //file name of graphics from StackSkills , in future possibly others virtual ui64 getPower() const; int getQuantityID() const; std::string getQuantityTXT(bool capitalized = true) const; virtual int getExpRank() const; si32 magicResistance() const; int getCreatureID() const; //-1 if not available std::string getName() const; //plural or singular virtual void init(); CStackInstance(); CStackInstance(TCreature id, TQuantity count); CStackInstance(const CCreature *cre, TQuantity count); ~CStackInstance(); void setType(int creID); void setType(const CCreature *c); void setArmyObj(const CArmedInstance *ArmyObj); virtual void giveStackExp(TExpType exp); bool valid(bool allowUnrandomized) const; ui8 bearerType() const OVERRIDE; //from CArtifactSet virtual std::string nodeName() const OVERRIDE; //from CBonusSystemnode void deserializationFix(); }; class DLL_LINKAGE CCommanderInstance : public CStackInstance { public: //TODO: what if Commander is not a part of creature set? //commander class is determined by its base creature ui8 alive; ui8 level; //required only to count callbacks std::string name; // each Commander has different name std::vector secondarySkills; //ID -> level std::set specialSKills; //std::vector arts; void init() OVERRIDE; CCommanderInstance(); CCommanderInstance (TCreature id); ~CCommanderInstance(); void setAlive (bool alive); void giveStackExp (TExpType exp); void levelUp (); ui64 getPower() const {return 0;}; int getExpRank() const; ui8 bearerType() const OVERRIDE; //from CArtifactSet template void serialize(Handler &h, const int version) { h & static_cast(*this); h & alive & level & name & secondarySkills & specialSKills; } }; DLL_LINKAGE std::ostream & operator<<(std::ostream & str, const CStackInstance & sth); typedef std::map TSlots; typedef std::map TSimpleSlots; class IArmyDescriptor { public: virtual void clear() = 0; virtual bool setCreature(TSlot slot, TCreature cre, TQuantity count) = 0; }; //simplified version of CCreatureSet class DLL_LINKAGE CSimpleArmy : public IArmyDescriptor { public: TSimpleSlots army; void clear() OVERRIDE; bool setCreature(TSlot slot, TCreature cre, TQuantity count) OVERRIDE; operator bool() const; template void serialize(Handler &h, const int version) { h & army; } }; class DLL_LINKAGE CCreatureSet : public IArmyDescriptor //seven combined creatures { CCreatureSet(const CCreatureSet&); CCreatureSet &operator=(const CCreatureSet&); public: TSlots stacks; //slots[slot_id]->> pair(creature_id,creature_quantity) ui8 formation; //false - wide, true - tight CCreatureSet(); virtual ~CCreatureSet(); virtual void armyChanged(); const CStackInstance &operator[](TSlot slot) const; const TSlots &Slots() const {return stacks;} void addToSlot(TSlot slot, TCreature cre, TQuantity count, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature void addToSlot(TSlot slot, CStackInstance *stack, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature void clear() OVERRIDE; void setFormation(bool tight); CArmedInstance *castToArmyObj(); //basic operations void putStack(TSlot slot, CStackInstance *stack); //adds new stack to the army, slot must be empty void setStackCount(TSlot slot, TQuantity count); //stack must exist! CStackInstance *detachStack(TSlot slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted) void setStackType(TSlot slot, const CCreature *type); void giveStackExp(TExpType exp); void setStackExp(TSlot slot, TExpType exp); //derivative void eraseStack(TSlot slot); //slot must be occupied void joinStack(TSlot slot, CStackInstance * stack); //adds new stack to the existing stack of the same type void changeStackCount(TSlot slot, TQuantity toAdd); //stack must exist! bool setCreature (TSlot slot, TCreature type, TQuantity quantity) OVERRIDE; //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack void setToArmy(CSimpleArmy &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. const CStackInstance& getStack(TSlot slot) const; //stack must exist const CStackInstance* getStackPtr(TSlot slot) const; //if stack doesn't exist, returns NULL const CCreature* getCreature(TSlot slot) const; //workaround of map issue; int getStackCount (TSlot slot) const; TExpType getStackExperience(TSlot slot) const; TSlot findStack(const CStackInstance *stack) const; //-1 if none TSlot getSlotFor(TCreature creature, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available TSlot getSlotFor(const CCreature *c, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available TSlot getFreeSlot(ui32 slotsAmount = GameConstants::ARMY_SIZE) const; bool mergableStacks(std::pair &out, TSlot preferable = -1) const; //looks for two same stacks, returns slot positions; bool validTypes(bool allowUnrandomized = false) const; //checks if all types of creatures are set properly bool slotEmpty(TSlot slot) const; int stacksCount() const; virtual bool needsLastStack() const; //true if last stack cannot be taken ui64 getArmyStrength() const; //sum of AI values of creatures ui64 getPower (TSlot slot) const; //value of specific stack std::string getRoughAmount (TSlot slot) const; //rough size of specific stack bool hasStackAtSlot(TSlot slot) const; bool contains(const CStackInstance *stack) const; bool canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks = true) const; template void serialize(Handler &h, const int version) { h & stacks & formation; } operator bool() const { return stacks.size() > 0; } void sweep(); };