#ifndef __CCREATURESET_H__ #define __CCREATURESET_H__ #include "../global.h" #include #include "HeroBonus.h" class CCreature; class CGHeroInstance; class CArmedInstance; class DLL_EXPORT 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_EXPORT CStackInstance : public CBonusSystemNode, public CStackBasicDescriptor { 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 ui32 experience; //TODO: handle //TODO: stack artifacts template void serialize(Handler &h, const int version) { h & static_cast(*this); h & static_cast(*this); h & _armyObj & experience; } //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 int getQuantityID() const; std::string getQuantityTXT(bool capitalized = true) const; 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); bool valid(bool allowUnrandomized) const; virtual std::string nodeName() const OVERRIDE; }; DLL_EXPORT std::ostream & operator<<(std::ostream & str, const CStackInstance & sth); typedef std::map TSlots; class DLL_EXPORT CCreatureSet //seven combined creatures { CCreatureSet(const CCreatureSet&);; CCreatureSet &operator=(const CCreatureSet&); public: TSlots slots; //slots[slot_id]->> pair(creature_id,creature_quantity) ui8 formation; //false - wide, true - tight CCreatureSet(); virtual ~CCreatureSet(); const CStackInstance &operator[](TSlot slot) const; const TSlots &Slots() const {return slots;} 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(); void setFormation(bool tight); 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 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) 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. const CStackInstance& getStack(TSlot slot) const; const CCreature* getCreature(TSlot slot) const; //workaround of map issue; int getStackCount (TSlot slot) const; TSlot findStack(const CStackInstance *stack) const; //-1 if none TSlot getSlotFor(TCreature creature, ui32 slotsAmount=ARMY_SIZE) const; //returns -1 if no slot available TSlot getSlotFor(const CCreature *c, ui32 slotsAmount=ARMY_SIZE) const; //returns -1 if no slot available 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 int 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 & slots & formation; } operator bool() const { return slots.size() > 0; } void sweep(); }; #endif // __CCREATURESET_H__