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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00
vcmi/lib/CCreatureSet.cpp
Ivan Savenko a0689fa377 Refactoring of hoverText from objects:
- removed hoverText field
- split getHoverText() method into 3:
- - getObjectName() for generic name
- - getHoverText(Player) for player-specific text
- - getHoverText(Hero) for hero-specific strings
2014-06-24 20:39:47 +03:00

799 lines
17 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 "CSpellHandler.h"
#include "CHeroHandler.h"
#include "IBonusTypeHandler.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) const
{
int quantity = CCreature::getQuantityID(getStackCount(slot));
if (quantity)
return VLC->generaltexth->arraytxt[174 + 3*CCreature::getQuantityID(getStackCount(slot))];
return "";
}
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())
{
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()
{
}
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;
}
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)
{
getBonusList().remove_if (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)
{
}
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;
}