#include "StdInc.h" #include "CCreatureSet.h" #include "CCreatureHandler.h" #include "VCMI_Lib.h" #include "CObjectHandler.h" #include "IGameCallback.h" #include "CGameState.h" #include "CGeneralTextHandler.h" #include "CSpellHandler.h" const CStackInstance &CCreatureSet::operator[](TSlot slot) const { TSlots::const_iterator i = stacks.find(slot); if (i != stacks.end()) return *i->second; else throw std::runtime_error("That slot is empty!"); } const CCreature* CCreatureSet::getCreature(TSlot slot) const { TSlots::const_iterator i = stacks.find(slot); if (i != stacks.end()) return i->second->type; else return NULL; } bool CCreatureSet::setCreature(TSlot slot, TCreature type, TQuantity quantity) /*slots 0 to 6 */ { if(slot > 6 || slot < 0) { tlog1 << "Cannot set slot " << slot << std::endl; return false; } if(!quantity) { tlog2 << "Using set creature to delete stack?\n"; eraseStack(slot); return true; } if(hasStackAtSlot(slot)) //remove old creature eraseStack(slot); putStack(slot, new CStackInstance(type, quantity)); return true; } TSlot CCreatureSet::getSlotFor(TCreature creature, ui32 slotsAmount/*=7*/) const /*returns -1 if no slot available */ { return getSlotFor(VLC->creh->creatures[creature], slotsAmount); } TSlot CCreatureSet::getSlotFor(const CCreature *c, ui32 slotsAmount/*=ARMY_SIZE*/) const { assert(c->valid()); for(TSlots::const_iterator i=stacks.begin(); i!=stacks.end(); ++i) { assert(i->second->type->valid()); if(i->second->type == c) { 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 } expType CCreatureSet::getStackExperience(TSlot slot) const { TSlots::const_iterator i = stacks.find(slot); if (i != stacks.end()) return i->second->experience; 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(stacks, preferable)) { const CCreature *cr = stacks.find(preferable)->second->type; for(TSlots::const_iterator j=stacks.begin(); j!=stacks.end(); ++j) { if(cr == j->second->type && j->first != preferable) { out.first = preferable; out.second = j->first; return true; } } } for(TSlots::const_iterator i=stacks.begin(); i!=stacks.end(); ++i) { for(TSlots::const_iterator j=stacks.begin(); j!=stacks.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=stacks.begin(); i!=stacks.end(); ++i) { if(!i->second->count) { stacks.erase(i); sweep(); break; } } } void CCreatureSet::addToSlot(TSlot slot, TCreature cre, TQuantity count, bool allowMerging/* = true*/) { const CCreature *c = VLC->creh->creatures[cre]; if(!hasStackAtSlot(slot)) { setCreature(slot, cre, count); } else if(getCreature(slot) == c && allowMerging) //that slot was empty or contained same type creature { setStackCount(slot, getStackCount(slot) + count); } else { tlog1 << "Failed adding to slot!\n"; } } void CCreatureSet::addToSlot(TSlot slot, CStackInstance *stack, bool allowMerging/* = true*/) { assert(stack->valid(true)); if(!hasStackAtSlot(slot)) { putStack(slot, stack); } else if(allowMerging && stack->type == getCreature(slot)) { joinStack(slot, stack); } else { tlog1 << "Cannot add to slot " << slot << " stack " << *stack << std::endl; } } bool CCreatureSet::validTypes(bool allowUnrandomized /*= false*/) const { for(TSlots::const_iterator i=stacks.begin(); i!=stacks.end(); ++i) { if(!i->second->valid(allowUnrandomized)) return false; } return true; } bool CCreatureSet::slotEmpty(TSlot slot) const { return !hasStackAtSlot(slot); } bool CCreatureSet::needsLastStack() const { return false; } ui64 CCreatureSet::getArmyStrength() const { ui64 ret = 0; for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); i++) ret += i->second->getPower(); return ret; } ui64 CCreatureSet::getPower (TSlot slot) const { return getStack(slot).getPower(); } std::string CCreatureSet::getRoughAmount (TSlot slot) const { return VLC->generaltexth->arraytxt[174 + 3*CCreature::getQuantityID(getStackCount(slot))]; } int CCreatureSet::stacksCount() const { return stacks.size(); } void CCreatureSet::setFormation(bool tight) { formation = tight; } void CCreatureSet::setStackCount(TSlot slot, TQuantity count) { assert(hasStackAtSlot(slot)); assert(stacks[slot]->count + count > 0); if (GameConstants::STACK_EXP && count > stacks[slot]->count) stacks[slot]->experience *= (count / static_cast(stacks[slot]->count)); stacks[slot]->count = count; armyChanged(); } void CCreatureSet::giveStackExp(expType exp) { for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); i++) i->second->giveStackExp(exp); } void CCreatureSet::setStackExp(TSlot slot, expType exp) { assert(hasStackAtSlot(slot)); stacks[slot]->experience = exp; } void CCreatureSet::clear() { while(!stacks.empty()) { eraseStack(stacks.begin()->first); } } const CStackInstance& CCreatureSet::getStack(TSlot slot) const { assert(hasStackAtSlot(slot)); return *getStackPtr(slot); } const CStackInstance* CCreatureSet::getStackPtr(TSlot slot) const { if(hasStackAtSlot(slot)) return stacks.find(slot)->second; else return NULL; } void CCreatureSet::eraseStack(TSlot slot) { assert(hasStackAtSlot(slot)); CStackInstance *toErase = detachStack(slot); vstd::clear_pointer(toErase); } bool CCreatureSet::contains(const CStackInstance *stack) const { if(!stack) return false; for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); ++i) if(i->second == stack) return true; return false; } TSlot CCreatureSet::findStack(const CStackInstance *stack) const { if(!stack) return -1; for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); ++i) if(i->second == stack) return i->first; return -1; } CArmedInstance * CCreatureSet::castToArmyObj() { return dynamic_cast(this); } void CCreatureSet::putStack(TSlot slot, CStackInstance *stack) { assert(!hasStackAtSlot(slot)); stacks[slot] = stack; stack->setArmyObj(castToArmyObj()); armyChanged(); } void CCreatureSet::joinStack(TSlot slot, CStackInstance * stack) { const CCreature *c = getCreature(slot); assert(c == stack->type); assert(c); //TODO move stuff changeStackCount(slot, stack->count); vstd::clear_pointer(stack); } void CCreatureSet::changeStackCount(TSlot slot, TQuantity toAdd) { setStackCount(slot, getStackCount(slot) + toAdd); } CCreatureSet::CCreatureSet() { formation = false; } CCreatureSet::CCreatureSet(const CCreatureSet&) { assert(0); } CCreatureSet::~CCreatureSet() { clear(); } void CCreatureSet::setToArmy(CSimpleArmy &src) { clear(); while(src) { TSimpleSlots::iterator i = src.army.begin(); assert(i->second.type); assert(i->second.count); putStack(i->first, new CStackInstance(i->second.type, i->second.count)); src.army.erase(i); } } CStackInstance * CCreatureSet::detachStack(TSlot slot) { assert(hasStackAtSlot(slot)); CStackInstance *ret = stacks[slot]; //if(CArmedInstance *armedObj = castToArmyObj()) { ret->setArmyObj(NULL); //detaches from current armyobj } assert(!ret->armyObj); //we failed detaching? stacks.erase(slot); armyChanged(); return ret; } void CCreatureSet::setStackType(TSlot slot, const CCreature *type) { assert(hasStackAtSlot(slot)); CStackInstance *s = stacks[slot]; s->setType(type->idNumber); armyChanged(); } bool CCreatureSet::canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks) const { if(!allowMergingStacks) { int freeSlots = stacksCount() - GameConstants::ARMY_SIZE; std::set cresToAdd; for(TSlots::const_iterator i = cs.stacks.begin(); i != cs.stacks.end(); i++) { TSlot dest = getSlotFor(i->second->type); if(dest < 0 || hasStackAtSlot(dest)) cresToAdd.insert(i->second->type); } return cresToAdd.size() <= freeSlots; } else { CCreatureSet cres; //get types of creatures that need their own slot for(TSlots::const_iterator i = cs.stacks.begin(); i != cs.stacks.end(); i++) cres.addToSlot(i->first, i->second->type->idNumber, 1, true); TSlot j; for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); i++) { if ((j = cres.getSlotFor(i->second->type)) >= 0) cres.addToSlot(j, i->second->type->idNumber, 1, true); //merge if possible else return false; //no place found } return true; //all stacks found their slots } } bool CCreatureSet::hasStackAtSlot(TSlot slot) const { return vstd::contains(stacks, slot); } CCreatureSet & CCreatureSet::operator=(const CCreatureSet&cs) { assert(0); return *this; } void CCreatureSet::armyChanged() { } CStackInstance::CStackInstance() : armyObj(_armyObj) { init(); } CStackInstance::CStackInstance(TCreature id, TQuantity Count) : armyObj(_armyObj) { init(); setType(id); count = Count; } CStackInstance::CStackInstance(const CCreature *cre, TQuantity Count) : armyObj(_armyObj) { init(); setType(cre); count = Count; } void CStackInstance::init() { experience = 0; count = 0; type = NULL; idRand = -1; _armyObj = NULL; setNodeType(STACK_INSTANCE); } int CStackInstance::getQuantityID() const { return CCreature::getQuantityID(count); } int CStackInstance::getExpRank() const { int tier = type->level; if (vstd::iswithin(tier, 1, 7)) { for (int i = VLC->creh->expRanks[tier].size()-2; i >-1; --i)//sic! { //exp values vary from 1st level to max exp at 11th level if (experience >= VLC->creh->expRanks[tier][i]) return ++i; //faster, but confusing - 0 index mean 1st level of experience } return 0; } else //higher tier { for (int i = VLC->creh->expRanks[0].size()-2; i >-1; --i) { if (experience >= VLC->creh->expRanks[0][i]) return ++i; } return 0; } } si32 CStackInstance::magicResistance() const { si32 val = valOfBonuses(Selector::type(Bonus::MAGIC_RESISTANCE)); if (const CGHeroInstance * hero = dynamic_cast(_armyObj)) { //resistance skill val += hero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::RESISTANCE); } vstd::amin (val, 100); return val; } void CStackInstance::giveStackExp(expType exp) { int level = type->level; if (!vstd::iswithin(level, 1, 7)) level = 0; CCreatureHandler * creh = VLC->creh; ui32 maxExp = creh->expRanks[level].back(); vstd::amin(exp, (expType)maxExp); //prevent exp overflow due to different types vstd::amin(exp, (maxExp * creh->maxExpPerBattle[level])/100); vstd::amin(experience += exp, maxExp); //can't get more exp than this limit } void CStackInstance::setType(int creID) { if(creID >= 0 && creID < VLC->creh->creatures.size()) setType(VLC->creh->creatures[creID]); else setType((const CCreature*)NULL); } void CStackInstance::setType(const CCreature *c) { if(type) { detachFrom(const_cast(type)); if (type->isMyUpgrade(c) && GameConstants::STACK_EXP) experience *= VLC->creh->expAfterUpgrade / 100.0; } type = c; if(type) attachTo(const_cast(type)); } std::string CStackInstance::bonusToString(Bonus *bonus, bool description) const { std::map >::iterator it = VLC->creh->stackBonuses.find(bonus->type); if (it != VLC->creh->stackBonuses.end()) { std::string text; if (description) //long ability 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_MELEE_PENALTY: case Bonus::NO_DISTANCE_PENALTY: case Bonus::NO_WALL_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::ADDITIONAL_ATTACK: //TODO: what with more than one attack? Axe of Ferocity for example case Bonus::FULL_HP_REGENERATION: case Bonus::REBIRTH: 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: case Bonus::FIRE_IMMUNITY: case Bonus::WATER_IMMUNITY: case Bonus::AIR_IMMUNITY: case Bonus::EARTH_IMMUNITY: case Bonus::RECEPTIVE: case Bonus::DIRECT_DAMAGE_IMMUNITY: break; //One numeric value. magic resistance handled separately case Bonus::SPELL_RESISTANCE_AURA: case Bonus::SPELL_DAMAGE_REDUCTION: case Bonus::LEVEL_SPELL_IMMUNITY: case Bonus::MANA_DRAIN: case Bonus::HP_REGENERATION: case Bonus::ADDITIONAL_RETALIATION: case Bonus::DEFENSIVE_STANCE: case Bonus::DOUBLE_DAMAGE_CHANCE: case Bonus::DARKNESS: //Darkness Dragons any1? boost::algorithm::replace_first(text, "%d", boost::lexical_cast(valOfBonuses(Selector::typeSubtype(bonus->type, bonus->subtype)))); break; //Complex descriptions //case Bonus::SECONDARY_SKILL_PREMY: //only if there's no simple MR // if (bonus->subtype == CGHeroInstance::RESISTANCE) // { // if (!hasBonusOfType(Bonus::MAGIC_RESISTANCE)) // boost::algorithm::replace_first(text, "%d", boost::lexical_cast( magicResistance() )); // } // break; //case Bonus::MAGIC_RESISTANCE: // boost::algorithm::replace_first(text, "%d", boost::lexical_cast( magicResistance() )); // break; case Bonus::HATE: boost::algorithm::replace_first(text, "%d", boost::lexical_cast(valOfBonuses(Selector::typeSubtype(bonus->type, bonus->subtype)))); boost::algorithm::replace_first(text, "%s", VLC->creh->creatures[bonus->subtype]->namePl); break; case Bonus::SPELL_AFTER_ATTACK: case Bonus::SPELL_BEFORE_ATTACK: { boost::algorithm::replace_first(text, "%d", boost::lexical_cast(valOfBonuses(Selector::typeSubtype(bonus->type, bonus->subtype)))); boost::algorithm::replace_first(text, "%s", VLC->spellh->spells[bonus->subtype]->name); break; } default: {}//TODO: allow custom bonus types... someday, somehow } } else //short name { text = it->second.first; switch (bonus->type) { case Bonus::MANA_CHANNELING: case Bonus::MAGIC_MIRROR: case Bonus::CHANGES_SPELL_COST_FOR_ALLY: case Bonus::CHANGES_SPELL_COST_FOR_ENEMY: case Bonus::ENEMY_DEFENCE_REDUCTION: case Bonus::REBIRTH: case Bonus::DEATH_STARE: boost::algorithm::replace_first(text, "%d", boost::lexical_cast(valOfBonuses(Selector::typeSubtype(bonus->type, bonus->subtype)))); break; case Bonus::HATE: case Bonus::DAEMON_SUMMONING: boost::algorithm::replace_first(text, "%s", VLC->creh->creatures[bonus->subtype]->namePl); break; case Bonus::LEVEL_SPELL_IMMUNITY: boost::algorithm::replace_first(text, "%d", boost::lexical_cast(bonus->val)); break; case Bonus::SPELL_AFTER_ATTACK: case Bonus::SPELL_BEFORE_ATTACK: case Bonus::SPELL_IMMUNITY: case Bonus::SPELLCASTER: case Bonus::ENCHANTER: boost::algorithm::replace_first(text, "%s", VLC->spellh->spells[bonus->subtype]->name); break; case Bonus::MAGIC_RESISTANCE: text = ""; //handled separately break; //case Bonus::SECONDARY_SKILL_PREMY: // if (bonus->subtype != CGHeroInstance::RESISTANCE || hasBonusOfType(Bonus::MAGIC_RESISTANCE)) //handle it there // text = ""; // break; } } return text; } else return ""; } std::string CStackInstance::bonusToGraphics(Bonus *bonus) const { std::string fileName; switch (bonus->type) { //"E_ALIVE.bmp" //"E_ART.bmp" //"E_BLESS.bmp" //"E_BLOCK.bmp" //"E_BLOCK1.bmp" //"E_BLOCK2.bmp" case Bonus::TWO_HEX_ATTACK_BREATH: fileName = "E_BREATH.bmp"; break; case Bonus::SPELL_AFTER_ATTACK: fileName = "E_CAST.bmp"; break; case Bonus::ENCHANTER: case Bonus::RANDOM_SPELLCASTER: fileName = "E_CAST1.bmp"; break; case Bonus::SPELL_BEFORE_ATTACK: fileName ="E_CAST2.bmp"; break; case Bonus::SPELLCASTER: fileName = "E_CASTER.bmp"; break; case Bonus::JOUSTING: fileName = "E_CHAMP.bmp"; break; case Bonus::DOUBLE_DAMAGE_CHANCE: fileName = "E_DBLOW.bmp"; break; case Bonus::DEATH_STARE: fileName = "E_DEATH.bmp"; break; case Bonus::DEFENSIVE_STANCE: fileName = "E_DEFBON.bmp"; break; case Bonus::NO_DISTANCE_PENALTY: fileName = "E_DIST.bmp"; break; case Bonus::ADDITIONAL_ATTACK: fileName = "E_DOUBLE.bmp"; break; case Bonus::DRAGON_NATURE: fileName = "E_DRAGON.bmp"; break; case Bonus::MAGIC_RESISTANCE: fileName = "E_DWARF.bmp"; break; case Bonus::SECONDARY_SKILL_PREMY: if (bonus->subtype == CGHeroInstance::RESISTANCE) { fileName = "E_DWARF.bmp"; } break; case Bonus::FEAR: fileName = "E_FEAR.bmp"; break; case Bonus::FEARLESS: fileName = "E_FEARL.bmp"; break; case Bonus::FLYING: fileName = "E_FLY.bmp"; break; case Bonus::SPELL_DAMAGE_REDUCTION: fileName = "E_GOLEM.bmp"; break; case Bonus::RETURN_AFTER_STRIKE: fileName = "E_HARPY.bmp"; break; case Bonus::HATE: fileName = "E_HATE.bmp"; break; case Bonus::KING1: fileName = "E_KING1.bmp"; break; case Bonus::KING2: fileName = "E_KING2.bmp"; break; case Bonus::KING3: fileName = "E_KING3.bmp"; break; case Bonus::CHANGES_SPELL_COST_FOR_ALLY: fileName = "E_MANA.bmp"; break; case Bonus::NO_MELEE_PENALTY: fileName = "E_MELEE.bmp"; break; case Bonus::MIND_IMMUNITY: fileName = "E_MIND.bmp"; break; case Bonus::SELF_MORALE: fileName = "E_MINOT.bmp"; break; case Bonus::NO_MORALE: fileName = "E_MORAL.bmp"; break; case Bonus::RECEPTIVE: fileName = "E_NOFRIM.bmp"; break; case Bonus::NO_WALL_PENALTY: fileName = "E_OBST.bmp"; break; case Bonus::ENEMY_DEFENCE_REDUCTION: fileName = "E_RDEF.bmp"; break; case Bonus::REBIRTH: fileName = "E_REBIRTH.bmp"; break; case Bonus::BLOCKS_RETALIATION: fileName = "E_RETAIL.bmp"; break; case Bonus::ADDITIONAL_RETALIATION: fileName = "E_RETAIL1.bmp"; break; case Bonus::ATTACKS_ALL_ADJACENT: fileName = "E_ROUND.bmp"; break; //"E_SGNUM.bmp" //"E_SGTYPE.bmp" case Bonus::SHOOTER: fileName = "E_SHOOT.bmp"; break; case Bonus::FREE_SHOOTING: //shooter is not blocked by enemy fileName = "E_SHOOTA.bmp"; break; //"E_SHOOTN.bmp" case Bonus::SPELL_IMMUNITY: { switch (bonus->subtype) { case 62: //Blind fileName = "E_SPBLIND.bmp"; break; case 35: // Dispell fileName = "E_SPDISP.bmp"; break; case 78: // Dispell beneficial spells fileName = "E_SPDISB.bmp"; break; case 60: //Hypnotize fileName = "E_SPHYPN.bmp"; break; case 18: //Implosion fileName = "E_SPIMP.bmp"; break; case 59: //Berserk fileName = "E_SPBERS.bmp"; break; case 23: //Meteor Shower fileName = "E_SPMET.bmp"; break; case 26: //Armageddon fileName = "E_SPARM.bmp"; break; case 54: //Slow fileName = "E_SPSLOW.bmp"; break; //TODO: some generic spell handling? } break; } //"E_SPAWILL.bmp" case Bonus::DIRECT_DAMAGE_IMMUNITY: fileName = "E_SPDIR.bmp"; break; //"E_SPDISB.bmp" //"E_SPDISP.bmp" //"E_SPEATH.bmp" //"E_SPEATH1.bmp" case Bonus::FIRE_IMMUNITY: switch (bonus->subtype) { case 0: fileName = "E_SPFIRE.bmp"; break; //all case 1: fileName = "E_SPFIRE1.bmp"; break; //not positive case 2: fileName = "E_FIRE.bmp"; break; //direct damage } break; case Bonus::WATER_IMMUNITY: switch (bonus->subtype) { case 0: fileName = "E_SPWATER.bmp"; break; //all case 1: fileName = "E_SPWATER1.bmp"; break; //not positive case 2: fileName = "E_SPCOLD.bmp"; break; //direct damage } break; case Bonus::AIR_IMMUNITY: switch (bonus->subtype) { case 0: fileName = "E_SPAIR.bmp"; break; //all case 1: fileName = "E_SPAIR1.bmp"; break; //not positive case 2: fileName = "E_LIGHT.bmp"; break;//direct damage } break; case Bonus::EARTH_IMMUNITY: switch (bonus->subtype) { case 0: fileName = "E_SPEATH.bmp"; break; //all case 1: case 2: //no specific icon for direct damage immunity fileName = "E_SPEATH1.bmp"; break; //not positive } break; case Bonus::LEVEL_SPELL_IMMUNITY: { if (vstd::iswithin(bonus->val, 1 , 5)) { fileName = "E_SPLVL" + boost::lexical_cast(bonus->val) + ".bmp"; } break; } //"E_SUMMON.bmp" //"E_SUMMON1.bmp" //"E_SUMMON2.bmp" case Bonus::FULL_HP_REGENERATION: case Bonus::HP_REGENERATION: fileName = "E_TROLL.bmp"; break; case Bonus::UNDEAD: fileName = "E_UNDEAD.bmp"; break; case Bonus::SPELL_RESISTANCE_AURA: fileName = "E_UNIC.bmp"; break; } if(!fileName.empty()) fileName = "zvs/Lib1.res/" + fileName; return fileName; } void CStackInstance::setArmyObj(const CArmedInstance *ArmyObj) { if(_armyObj) detachFrom(const_cast(_armyObj)); _armyObj = ArmyObj; if(ArmyObj) { attachTo(const_cast(_armyObj)); } } std::string CStackInstance::getQuantityTXT(bool capitalized /*= true*/) const { return VLC->generaltexth->arraytxt[174 + getQuantityID()*3 + 2 - capitalized]; } bool CStackInstance::valid(bool allowUnrandomized) const { bool isRand = (idRand != -1); if(!isRand) { return (type && type == VLC->creh->creatures[type->idNumber]); } else return allowUnrandomized; } CStackInstance::~CStackInstance() { } std::string CStackInstance::nodeName() const { std::ostringstream oss; oss << "Stack of " << count << " of "; if(type) oss << type->namePl; else if(idRand) oss << "[no type, idRand=" << idRand << "]"; else oss << "[UNDEFINED TYPE]"; return oss.str(); } void CStackInstance::deserializationFix() { const CCreature *backup = type; type = NULL; setType(backup); const CArmedInstance *armyBackup = _armyObj; _armyObj = NULL; setArmyObj(armyBackup); artDeserializationFix(this); } int CStackInstance::getCreatureID() const { if(type) return type->idNumber; else return -1; } std::string CStackInstance::getName() const { return (count > 1) ? type->namePl : type->nameSing; } ui64 CStackInstance::getPower() const { assert(type); return type->AIValue * count; } ui8 CStackInstance::bearerType() const { return ArtBearer::CREATURE; } CCommanderInstance::CCommanderInstance() { init(); } CCommanderInstance::CCommanderInstance (TCreature id) { init(); CStackInstance (id, 1); //init with single unit name = "Commando"; //TODO - parse them } void CCommanderInstance::init() { alive = true; experience = 0; count = 0; type = NULL; idRand = -1; _armyObj = NULL; setNodeType (Bonus::COMMANDER); } CCommanderInstance::~CCommanderInstance() { } CStackBasicDescriptor::CStackBasicDescriptor() { type = NULL; count = -1; } CStackBasicDescriptor::CStackBasicDescriptor(TCreature id, TQuantity Count) : type (VLC->creh->creatures[id]), count(Count) { } CStackBasicDescriptor::CStackBasicDescriptor(const CCreature *c, TQuantity Count) : type(c), count(Count) { } DLL_LINKAGE std::ostream & operator<<(std::ostream & str, const CStackInstance & sth) { if(!sth.valid(true)) str << "an invalid stack!"; str << "stack with " << sth.count << " of "; if(sth.type) str << sth.type->namePl; else str << sth.idRand; return str; } void CSimpleArmy::clear() { army.clear(); } CSimpleArmy::operator bool() const { return army.size(); } bool CSimpleArmy::setCreature(TSlot slot, TCreature cre, TQuantity count) { assert(!vstd::contains(army, slot)); army[slot] = CStackBasicDescriptor(cre, count); return true; }