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			214 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			214 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #pragma once
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| 
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| 
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| #include "HeroBonus.h"
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| #include "GameConstants.h"
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| #include "CArtHandler.h"
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| 
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| /*
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|  * CCreatureSet.h, part of VCMI engine
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|  *
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|  * Authors: listed in file AUTHORS in main folder
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|  *
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|  * License: GNU General Public License v2.0 or later
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|  * Full text of license available in license.txt file, in main folder
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|  *
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|  */
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| 
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| class CCreature;
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| class CGHeroInstance;
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| class CArmedInstance;
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| class CCreatureArtifactSet;
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| 
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| class DLL_LINKAGE CStackBasicDescriptor
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| {
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| public:
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| 	const CCreature *type;
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| 	TQuantity count;
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| 
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| 	CStackBasicDescriptor();
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| 	CStackBasicDescriptor(CreatureID id, TQuantity Count);
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| 	CStackBasicDescriptor(const CCreature *c, TQuantity Count);
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & type & count;
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| 	}
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| };
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| 
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| class DLL_LINKAGE CStackInstance : public CBonusSystemNode, public CStackBasicDescriptor, public CArtifactSet
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| {
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| protected:
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| 	const CArmedInstance *_armyObj; //stack must be part of some army, army must be part of some object
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| public:
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| 	int idRand; //hlp variable used during loading game -> "id" placeholder for randomization
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| 
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| 	const CArmedInstance * const & armyObj; //stack must be part of some army, army must be part of some object
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| 	TExpType experience;//commander needs same amount of exp as hero
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & static_cast<CBonusSystemNode&>(*this);
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| 		h & static_cast<CStackBasicDescriptor&>(*this);
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| 		h & static_cast<CArtifactSet&>(*this);
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| 		h & _armyObj & experience;
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| 		BONUS_TREE_DESERIALIZATION_FIX
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| 	}
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| 
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| 	//overrides CBonusSystemNode
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| 	std::string bonusToString(Bonus *bonus, bool description) const override; // how would bonus description look for this particular type of node
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| 	std::string bonusToGraphics(Bonus *bonus) const; //file name of graphics from StackSkills , in future possibly others
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| 
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| 	virtual ui64 getPower() const;
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| 	int getQuantityID() const;
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| 	std::string getQuantityTXT(bool capitalized = true) const;
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| 	virtual int getExpRank() const;
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| 	virtual int getLevel() const; //different for regular stack and commander
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| 	si32 magicResistance() const;
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| 	CreatureID getCreatureID() const; //-1 if not available
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| 	std::string getName() const; //plural or singular
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| 	virtual void init();
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| 	CStackInstance();
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| 	CStackInstance(CreatureID id, TQuantity count);
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| 	CStackInstance(const CCreature *cre, TQuantity count);
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| 	~CStackInstance();
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| 
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| 	void setType(CreatureID creID);
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| 	void setType(const CCreature *c);
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| 	void setArmyObj(const CArmedInstance *ArmyObj);
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| 	virtual void giveStackExp(TExpType exp);
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| 	bool valid(bool allowUnrandomized) const;
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| 	ArtBearer::ArtBearer bearerType() const OVERRIDE; //from CArtifactSet
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| 	virtual std::string nodeName() const OVERRIDE; //from CBonusSystemnode
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| 	void deserializationFix();
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| };
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| 
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| class DLL_LINKAGE CCommanderInstance : public CStackInstance
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| {
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| public:
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| 	//TODO: what if Commander is not a part of creature set?
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| 
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| 	//commander class is determined by its base creature
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| 	ui8 alive;
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| 	ui8 level; //required only to count callbacks
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| 	std::string name; // each Commander has different name
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| 	std::vector <ui8> secondarySkills; //ID -> level
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| 	std::set <ui8> specialSKills;
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| 	//std::vector <CArtifactInstance *> arts;
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| 	void init() OVERRIDE;
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| 	CCommanderInstance();
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| 	CCommanderInstance (CreatureID id);
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| 	~CCommanderInstance();
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| 	void setAlive (bool alive);
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| 	void giveStackExp (TExpType exp);
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| 	void levelUp ();
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| 
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| 	ui64 getPower() const {return 0;};
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| 	int getExpRank() const;
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| 	int getLevel() const OVERRIDE; 
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| 	ArtBearer::ArtBearer bearerType() const OVERRIDE; //from CArtifactSet
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & static_cast<CStackInstance&>(*this);
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| 		h & alive & level & name & secondarySkills & specialSKills;
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| 	}
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| };
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| 
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| DLL_LINKAGE std::ostream & operator<<(std::ostream & str, const CStackInstance & sth);
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| 
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| typedef std::map<SlotID, CStackInstance*> TSlots;
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| typedef std::map<SlotID, CStackBasicDescriptor> TSimpleSlots;
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| 
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| class IArmyDescriptor
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| {
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| public:
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| 	virtual void clear() = 0;
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| 	virtual bool setCreature(SlotID slot, CreatureID cre, TQuantity count) = 0;
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| };
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| 
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| //simplified version of CCreatureSet
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| class DLL_LINKAGE CSimpleArmy : public IArmyDescriptor
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| {
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| public:
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| 	TSimpleSlots army;
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| 	void clear() OVERRIDE;
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| 	bool setCreature(SlotID slot, CreatureID cre, TQuantity count) OVERRIDE;
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| 	operator bool() const;
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & army;
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| 	}
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| };
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| 
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| class DLL_LINKAGE CCreatureSet : public IArmyDescriptor //seven combined creatures
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| {
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| 	CCreatureSet(const CCreatureSet&);
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| 	CCreatureSet &operator=(const CCreatureSet&);
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| public:
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| 	TSlots stacks; //slots[slot_id]->> pair(creature_id,creature_quantity)
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| 	ui8 formation; //false - wide, true - tight
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| 
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| 	CCreatureSet();
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| 	virtual ~CCreatureSet();
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| 	virtual void armyChanged();
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| 
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| 	const CStackInstance &operator[](SlotID slot) const;
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| 
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| 	const TSlots &Slots() const {return stacks;}
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| 
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| 	void addToSlot(SlotID slot, CreatureID cre, TQuantity count, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
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| 	void addToSlot(SlotID slot, CStackInstance *stack, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
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| 	void clear() OVERRIDE;
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| 	void setFormation(bool tight);
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| 	CArmedInstance *castToArmyObj();
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| 
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| 	//basic operations
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| 	void putStack(SlotID slot, CStackInstance *stack); //adds new stack to the army, slot must be empty
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| 	void setStackCount(SlotID slot, TQuantity count); //stack must exist!
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| 	CStackInstance *detachStack(SlotID slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
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| 	void setStackType(SlotID slot, const CCreature *type);
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| 	void giveStackExp(TExpType exp);
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| 	void setStackExp(SlotID slot, TExpType exp);
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| 
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| 	//derivative
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| 	void eraseStack(SlotID slot); //slot must be occupied
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| 	void joinStack(SlotID slot, CStackInstance * stack); //adds new stack to the existing stack of the same type
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| 	void changeStackCount(SlotID slot, TQuantity toAdd); //stack must exist!
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| 	bool setCreature (SlotID slot, CreatureID type, TQuantity quantity) OVERRIDE; //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
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| 	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.
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| 
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| 	const CStackInstance& getStack(SlotID slot) const; //stack must exist
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| 	const CStackInstance* getStackPtr(SlotID slot) const; //if stack doesn't exist, returns NULL
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| 	const CCreature* getCreature(SlotID slot) const; //workaround of map issue;
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| 	int getStackCount (SlotID slot) const;
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| 	TExpType getStackExperience(SlotID slot) const;
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| 	SlotID findStack(const CStackInstance *stack) const; //-1 if none
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| 	SlotID getSlotFor(CreatureID creature, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available
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| 	SlotID getSlotFor(const CCreature *c, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available
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| 	SlotID getFreeSlot(ui32 slotsAmount = GameConstants::ARMY_SIZE) const;
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| 	bool mergableStacks(std::pair<SlotID, SlotID> &out, SlotID preferable = SlotID()) const; //looks for two same stacks, returns slot positions;
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| 	bool validTypes(bool allowUnrandomized = false) const; //checks if all types of creatures are set properly
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| 	bool slotEmpty(SlotID slot) const;
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| 	int stacksCount() const;
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| 	virtual bool needsLastStack() const; //true if last stack cannot be taken
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| 	ui64 getArmyStrength() const; //sum of AI values of creatures
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| 	ui64 getPower (SlotID slot) const; //value of specific stack
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| 	std::string getRoughAmount (SlotID slot) const; //rough size of specific stack
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| 	bool hasStackAtSlot(SlotID slot) const;
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| 
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| 	bool contains(const CStackInstance *stack) const;
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| 	bool canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks = true) const;
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & stacks & formation;
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| 	}
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| 	operator bool() const
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| 	{
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| 		return stacks.size() > 0;
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| 	}
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| 	void sweep();
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| };
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