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vcmi/lib/CCreatureSet.cpp
Arseniy Shestakov 10dbbead2d Fix indentation of logging code and around it
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase.
Fixed it everywhere since in most files that is the only code with wrong indentation.
2016-03-12 04:46:21 +03:00

893 lines
19 KiB
C++

#include "StdInc.h"
#include "CCreatureSet.h"
#include "CCreatureHandler.h"
#include "VCMI_Lib.h"
#include "CModHandler.h"
#include "mapObjects/CGHeroInstance.h"
#include "IGameCallback.h"
#include "CGameState.h"
#include "CGeneralTextHandler.h"
#include "spells/CSpellHandler.h"
#include "CHeroHandler.h"
#include "IBonusTypeHandler.h"
#include "serializer/JsonSerializeFormat.h"
/*
* CCreatureSet.cpp, 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
*
*/
const CStackInstance &CCreatureSet::operator[](SlotID slot) const
{
auto i = stacks.find(slot);
if (i != stacks.end())
return *i->second;
else
throw std::runtime_error("That slot is empty!");
}
const CCreature* CCreatureSet::getCreature(SlotID slot) const
{
auto i = stacks.find(slot);
if (i != stacks.end())
return i->second->type;
else
return nullptr;
}
bool CCreatureSet::setCreature(SlotID slot, CreatureID type, TQuantity quantity) /*slots 0 to 6 */
{
if(!slot.validSlot())
{
logGlobal->errorStream() << "Cannot set slot " << slot;
return false;
}
if(!quantity)
{
logGlobal->warnStream() << "Using set creature to delete stack?";
eraseStack(slot);
return true;
}
if(hasStackAtSlot(slot)) //remove old creature
eraseStack(slot);
putStack(slot, new CStackInstance(type, quantity));
return true;
}
SlotID CCreatureSet::getSlotFor(CreatureID creature, ui32 slotsAmount/*=7*/) const /*returns -1 if no slot available */
{
return getSlotFor(VLC->creh->creatures[creature], slotsAmount);
}
SlotID CCreatureSet::getSlotFor(const CCreature *c, ui32 slotsAmount/*=ARMY_SIZE*/) const
{
assert(c->valid());
for(auto & elem : stacks)
{
assert(elem.second->type->valid());
if(elem.second->type == c)
{
return elem.first; //if there is already such creature we return its slot id
}
}
return getFreeSlot(slotsAmount);
}
SlotID CCreatureSet::getFreeSlot(ui32 slotsAmount/*=ARMY_SIZE*/) const
{
for(ui32 i=0; i<slotsAmount; i++)
{
if(!vstd::contains(stacks, SlotID(i)))
{
return SlotID(i); //return first free slot
}
}
return SlotID(); //no slot available
}
int CCreatureSet::getStackCount(SlotID slot) const
{
auto i = stacks.find(slot);
if (i != stacks.end())
return i->second->count;
else
return 0; //TODO? consider issuing a warning
}
TExpType CCreatureSet::getStackExperience(SlotID slot) const
{
auto 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<SlotID, SlotID> &out, SlotID preferable /*= -1*/) const /*looks for two same stacks, returns slot positions */
{
//try to match creature to our preferred stack
if(preferable.validSlot() && vstd::contains(stacks, preferable))
{
const CCreature *cr = stacks.find(preferable)->second->type;
for(auto & elem : stacks)
{
if(cr == elem.second->type && elem.first != preferable)
{
out.first = preferable;
out.second = elem.first;
return true;
}
}
}
for(auto i=stacks.begin(); i!=stacks.end(); ++i)
{
for(auto & elem : stacks)
{
if(i->second->type == elem.second->type && i->first != elem.first)
{
out.first = i->first;
out.second = elem.first;
return true;
}
}
}
return false;
}
void CCreatureSet::sweep()
{
for(auto i=stacks.begin(); i!=stacks.end(); ++i)
{
if(!i->second->count)
{
stacks.erase(i);
sweep();
break;
}
}
}
void CCreatureSet::addToSlot(SlotID slot, CreatureID 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
{
logGlobal->errorStream() << "Failed adding to slot!";
}
}
void CCreatureSet::addToSlot(SlotID 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
{
logGlobal->errorStream() << "Cannot add to slot " << slot << " stack " << *stack;
}
}
bool CCreatureSet::validTypes(bool allowUnrandomized /*= false*/) const
{
for(auto & elem : stacks)
{
if(!elem.second->valid(allowUnrandomized))
return false;
}
return true;
}
bool CCreatureSet::slotEmpty(SlotID slot) const
{
return !hasStackAtSlot(slot);
}
bool CCreatureSet::needsLastStack() const
{
return false;
}
ui64 CCreatureSet::getArmyStrength() const
{
ui64 ret = 0;
for(auto & elem : stacks)
ret += elem.second->getPower();
return ret;
}
ui64 CCreatureSet::getPower (SlotID slot) const
{
return getStack(slot).getPower();
}
std::string CCreatureSet::getRoughAmount(SlotID slot, int mode) const
{
/// Mode represent return string format
/// "Pack" - 0, "A pack of" - 1, "a pack of" - 2
int quantity = CCreature::getQuantityID(getStackCount(slot));
if(quantity)
return VLC->generaltexth->arraytxt[(174 + mode) + 3*CCreature::getQuantityID(getStackCount(slot))];
return "";
}
std::string CCreatureSet::getArmyDescription() const
{
std::string text;
std::vector<std::string> guards;
for(auto & elem : stacks)
{
auto str = boost::str(boost::format("%s %s") % getRoughAmount(elem.first, 2) % getCreature(elem.first)->namePl);
guards.push_back(str);
}
if(guards.size())
{
for(int i = 0; i < guards.size(); i++)
{
text += guards[i];
if(i + 2 < guards.size())
text += ", ";
else if(i + 2 == guards.size())
text += VLC->generaltexth->allTexts[237];
}
}
return text;
}
int CCreatureSet::stacksCount() const
{
return stacks.size();
}
void CCreatureSet::setFormation(bool tight)
{
formation = tight;
}
void CCreatureSet::setStackCount(SlotID slot, TQuantity count)
{
assert(hasStackAtSlot(slot));
assert(stacks[slot]->count + count > 0);
if (VLC->modh->modules.STACK_EXP && count > stacks[slot]->count)
stacks[slot]->experience *= (count / static_cast<double>(stacks[slot]->count));
stacks[slot]->count = count;
armyChanged();
}
void CCreatureSet::giveStackExp(TExpType exp)
{
for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); i++)
i->second->giveStackExp(exp);
}
void CCreatureSet::setStackExp(SlotID slot, TExpType exp)
{
assert(hasStackAtSlot(slot));
stacks[slot]->experience = exp;
}
void CCreatureSet::clear()
{
while(!stacks.empty())
{
eraseStack(stacks.begin()->first);
}
}
const CStackInstance& CCreatureSet::getStack(SlotID slot) const
{
assert(hasStackAtSlot(slot));
return *getStackPtr(slot);
}
const CStackInstance* CCreatureSet::getStackPtr(SlotID slot) const
{
if(hasStackAtSlot(slot))
return stacks.find(slot)->second;
else return nullptr;
}
void CCreatureSet::eraseStack(SlotID slot)
{
assert(hasStackAtSlot(slot));
CStackInstance *toErase = detachStack(slot);
vstd::clear_pointer(toErase);
}
bool CCreatureSet::contains(const CStackInstance *stack) const
{
if(!stack)
return false;
for(auto & elem : stacks)
if(elem.second == stack)
return true;
return false;
}
SlotID CCreatureSet::findStack(const CStackInstance *stack) const
{
auto h = dynamic_cast<const CGHeroInstance *>(this);
if (h && h->commander == stack)
return SlotID::COMMANDER_SLOT_PLACEHOLDER;
if(!stack)
return SlotID();
for(auto & elem : stacks)
if(elem.second == stack)
return elem.first;
return SlotID();
}
CArmedInstance * CCreatureSet::castToArmyObj()
{
return dynamic_cast<CArmedInstance *>(this);
}
void CCreatureSet::putStack(SlotID slot, CStackInstance *stack)
{
assert(slot.getNum() < GameConstants::ARMY_SIZE);
assert(!hasStackAtSlot(slot));
stacks[slot] = stack;
stack->setArmyObj(castToArmyObj());
armyChanged();
}
void CCreatureSet::joinStack(SlotID slot, CStackInstance * stack)
{
const CCreature *c = getCreature(slot);
assert(c == stack->type);
assert(c);
UNUSED(c);
//TODO move stuff
changeStackCount(slot, stack->count);
vstd::clear_pointer(stack);
}
void CCreatureSet::changeStackCount(SlotID 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)
{
auto 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(SlotID slot)
{
assert(hasStackAtSlot(slot));
CStackInstance *ret = stacks[slot];
//if(CArmedInstance *armedObj = castToArmyObj())
if(ret)
{
ret->setArmyObj(nullptr); //detaches from current armyobj
assert(!ret->armyObj); //we failed detaching?
}
stacks.erase(slot);
armyChanged();
return ret;
}
void CCreatureSet::setStackType(SlotID 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<const CCreature*> cresToAdd;
for(auto & elem : cs.stacks)
{
SlotID dest = getSlotFor(elem.second->type);
if(!dest.validSlot() || hasStackAtSlot(dest))
cresToAdd.insert(elem.second->type);
}
return cresToAdd.size() <= freeSlots;
}
else
{
CCreatureSet cres;
SlotID j;
//get types of creatures that need their own slot
for(auto & elem : cs.stacks)
if ((j = cres.getSlotFor(elem.second->type)).validSlot())
cres.addToSlot(j, elem.second->type->idNumber, 1, true); //merge if possible
//cres.addToSlot(elem.first, elem.second->type->idNumber, 1, true);
for(auto & elem : stacks)
{
if ((j = cres.getSlotFor(elem.second->type)).validSlot())
cres.addToSlot(j, elem.second->type->idNumber, 1, true); //merge if possible
else
return false; //no place found
}
return true; //all stacks found their slots
}
}
bool CCreatureSet::hasStackAtSlot(SlotID slot) const
{
return vstd::contains(stacks, slot);
}
CCreatureSet & CCreatureSet::operator=(const CCreatureSet&cs)
{
assert(0);
return *this;
}
void CCreatureSet::armyChanged()
{
}
void CCreatureSet::serializeJson(JsonSerializeFormat & handler, const std::string & fieldName)
{
if(handler.saving && stacks.empty())
return;
JsonNode & json = handler.getCurrent()[fieldName];
if(handler.saving)
{
for(const auto & p : stacks)
{
JsonNode stack_node;
p.second->writeJson(stack_node);
json.Vector()[p.first.getNum()] = stack_node;
}
}
else
{
for(size_t idx = 0; idx < json.Vector().size(); idx++)
{
if(json.Vector()[idx]["amount"].Float() > 0)
{
CStackInstance * new_stack = new CStackInstance();
new_stack->readJson(json.Vector()[idx]);
putStack(SlotID(idx), new_stack);
}
}
}
}
CStackInstance::CStackInstance()
: armyObj(_armyObj)
{
init();
}
CStackInstance::CStackInstance(CreatureID 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 = nullptr;
idRand = -1;
_armyObj = nullptr;
setNodeType(STACK_INSTANCE);
}
int CStackInstance::getQuantityID() const
{
return CCreature::getQuantityID(count);
}
int CStackInstance::getExpRank() const
{
if (!VLC->modh->modules.STACK_EXP)
return 0;
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;
}
}
int CStackInstance::getLevel() const
{
return std::max (1, (int)type->level);
}
si32 CStackInstance::magicResistance() const
{
si32 val = valOfBonuses(Selector::type(Bonus::MAGIC_RESISTANCE));
if (const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(_armyObj))
{
//resistance skill
val += hero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::RESISTANCE);
}
vstd::amin (val, 100);
return val;
}
void CStackInstance::giveStackExp(TExpType 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, (TExpType)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(CreatureID creID)
{
if(creID >= 0 && creID < VLC->creh->creatures.size())
setType(VLC->creh->creatures[creID]);
else
setType((const CCreature*)nullptr);
}
void CStackInstance::setType(const CCreature *c)
{
if(type)
{
detachFrom(const_cast<CCreature*>(type));
if (type->isMyUpgrade(c) && VLC->modh->modules.STACK_EXP)
experience *= VLC->creh->expAfterUpgrade / 100.0;
}
type = c;
if(type)
attachTo(const_cast<CCreature*>(type));
}
std::string CStackInstance::bonusToString(const Bonus *bonus, bool description) const
{
if(Bonus::MAGIC_RESISTANCE == bonus->type)
{
return "";
}
else
{
return VLC->getBth()->bonusToString(bonus, this, description);
}
}
std::string CStackInstance::bonusToGraphics(const Bonus *bonus) const
{
return VLC->getBth()->bonusToGraphics(bonus);
}
void CStackInstance::setArmyObj(const CArmedInstance *ArmyObj)
{
if(_armyObj)
detachFrom(const_cast<CArmedInstance*>(_armyObj));
_armyObj = ArmyObj;
if(ArmyObj)
{
attachTo(const_cast<CArmedInstance*>(_armyObj));
}
}
std::string CStackInstance::getQuantityTXT(bool capitalized /*= true*/) const
{
int quantity = getQuantityID();
if (quantity)
return VLC->generaltexth->arraytxt[174 + quantity*3 - 1 - capitalized];
else
return "";
}
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 >= 0)
oss << "[no type, idRand=" << idRand << "]";
else
oss << "[UNDEFINED TYPE]";
return oss.str();
}
void CStackInstance::deserializationFix()
{
const CCreature *backup = type;
type = nullptr;
setType(backup);
const CArmedInstance *armyBackup = _armyObj;
_armyObj = nullptr;
setArmyObj(armyBackup);
artDeserializationFix(this);
}
CreatureID CStackInstance::getCreatureID() const
{
if(type)
return type->idNumber;
else
return CreatureID::NONE;
}
std::string CStackInstance::getName() const
{
return (count > 1) ? type->namePl : type->nameSing;
}
ui64 CStackInstance::getPower() const
{
assert(type);
return type->AIValue * count;
}
ArtBearer::ArtBearer CStackInstance::bearerType() const
{
return ArtBearer::CREATURE;
}
void CStackInstance::writeJson(JsonNode& json) const
{
if(idRand > -1)
{
json["level"].Float() = (int)idRand / 2;
json["upgraded"].Bool() = (idRand % 2) > 0;
}
CStackBasicDescriptor::writeJson(json);
}
void CStackInstance::readJson(const JsonNode& json)
{
if(json["type"].String() == "")
{
idRand = json["level"].Float() * 2 + (int)json["upgraded"].Bool();
}
CStackBasicDescriptor::readJson(json);
}
CCommanderInstance::CCommanderInstance()
{
init();
name = "Unnamed";
}
CCommanderInstance::CCommanderInstance (CreatureID id)
{
init();
setType(id);
name = "Commando"; //TODO - parse them
}
void CCommanderInstance::init()
{
alive = true;
experience = 0;
level = 1;
count = 1;
type = nullptr;
idRand = -1;
_armyObj = nullptr;
setNodeType (CBonusSystemNode::COMMANDER);
secondarySkills.resize (ECommander::SPELL_POWER + 1);
}
CCommanderInstance::~CCommanderInstance()
{
}
void CCommanderInstance::setAlive (bool Alive)
{
//TODO: helm of immortality
alive = Alive;
if (!alive)
{
popBonuses(Bonus::UntilCommanderKilled);
}
}
void CCommanderInstance::giveStackExp (TExpType exp)
{
if (alive)
experience += exp;
}
int CCommanderInstance::getExpRank() const
{
return VLC->heroh->level (experience);
}
int CCommanderInstance::getLevel() const
{
return std::max (1, getExpRank());
}
void CCommanderInstance::levelUp ()
{
level++;
for (auto bonus : VLC->creh->commanderLevelPremy)
{ //grant all regular level-up bonuses
accumulateBonus (*bonus);
}
}
ArtBearer::ArtBearer CCommanderInstance::bearerType() const
{
return ArtBearer::COMMANDER;
}
bool CCommanderInstance::gainsLevel() const
{
return experience >= VLC->heroh->reqExp(level+1);
}
CStackBasicDescriptor::CStackBasicDescriptor()
{
type = nullptr;
count = -1;
}
CStackBasicDescriptor::CStackBasicDescriptor(CreatureID id, TQuantity Count)
: type (VLC->creh->creatures[id]), count(Count)
{
}
CStackBasicDescriptor::CStackBasicDescriptor(const CCreature *c, TQuantity Count)
: type(c), count(Count)
{
}
void CStackBasicDescriptor::writeJson(JsonNode& json) const
{
json.setType(JsonNode::DATA_STRUCT);
if(type)
json["type"].String() = type->identifier;
json["amount"].Float() = count;
}
void CStackBasicDescriptor::readJson(const JsonNode& json)
{
auto typeName = json["type"].String();
if(typeName != "")
type = VLC->creh->getCreature("core", json["type"].String());
count = json["amount"].Float();
}
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(SlotID slot, CreatureID cre, TQuantity count)
{
assert(!vstd::contains(army, slot));
army[slot] = CStackBasicDescriptor(cre, count);
return true;
}