#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(CreatureID 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: // hlp variable used during loading map, when object (hero or town) have creatures that must have same alignment. // idRand < 0 -> normal, non-random creature // idRand / 2 -> level // idRand % 2 -> upgrade number int idRand; 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 std::string bonusToString(const Bonus *bonus, bool description) const override; // how would bonus description look for this particular type of node std::string bonusToGraphics(const 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; virtual int getLevel() const; //different for regular stack and commander si32 magicResistance() const; CreatureID getCreatureID() const; //-1 if not available std::string getName() const; //plural or singular virtual void init(); CStackInstance(); CStackInstance(CreatureID id, TQuantity count); CStackInstance(const CCreature *cre, TQuantity count); ~CStackInstance(); void setType(CreatureID creID); void setType(const CCreature *c); void setArmyObj(const CArmedInstance *ArmyObj); virtual void giveStackExp(TExpType exp); bool valid(bool allowUnrandomized) const; ArtBearer::ArtBearer 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 (CreatureID id); ~CCommanderInstance(); void setAlive (bool alive); void giveStackExp (TExpType exp); void levelUp (); bool gainsLevel() const; //true if commander has lower level than should upon his experience ui64 getPower() const {return 0;}; int getExpRank() const; int getLevel() const override; ArtBearer::ArtBearer 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(SlotID slot, CreatureID cre, TQuantity count) = 0; }; //simplified version of CCreatureSet class DLL_LINKAGE CSimpleArmy : public IArmyDescriptor { public: TSimpleSlots army; void clear() override; bool setCreature(SlotID slot, CreatureID 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[](SlotID slot) const; const TSlots &Slots() const {return stacks;} void addToSlot(SlotID slot, CreatureID cre, TQuantity count, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature void addToSlot(SlotID 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(SlotID slot, CStackInstance *stack); //adds new stack to the army, slot must be empty void setStackCount(SlotID slot, TQuantity count); //stack must exist! CStackInstance *detachStack(SlotID slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted) void setStackType(SlotID slot, const CCreature *type); void giveStackExp(TExpType exp); void setStackExp(SlotID slot, TExpType exp); //derivative void eraseStack(SlotID slot); //slot must be occupied void joinStack(SlotID slot, CStackInstance * stack); //adds new stack to the existing stack of the same type void changeStackCount(SlotID slot, TQuantity toAdd); //stack must exist! bool setCreature (SlotID slot, CreatureID 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(SlotID slot) const; //stack must exist const CStackInstance* getStackPtr(SlotID slot) const; //if stack doesn't exist, returns nullptr const CCreature* getCreature(SlotID slot) const; //workaround of map issue; int getStackCount (SlotID slot) const; TExpType getStackExperience(SlotID slot) const; SlotID findStack(const CStackInstance *stack) const; //-1 if none SlotID getSlotFor(CreatureID creature, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available SlotID getSlotFor(const CCreature *c, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available SlotID getFreeSlot(ui32 slotsAmount = GameConstants::ARMY_SIZE) const; bool mergableStacks(std::pair &out, SlotID preferable = SlotID()) 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(SlotID 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 (SlotID slot) const; //value of specific stack std::string getRoughAmount (SlotID slot) const; //rough size of specific stack bool hasStackAtSlot(SlotID 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.empty(); } void sweep(); };