mirror of
https://github.com/vcmi/vcmi.git
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9d2711fb51
-- new files: client/AdventureMapClasses.* -- implemented all missing details from infobox - textinput can handle numbers as input - fixed several bugs caused by CIntObject changes - fixed #988
1088 lines
27 KiB
C++
1088 lines
27 KiB
C++
#include "StdInc.h"
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#include "CCreatureSet.h"
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#include "CCreatureHandler.h"
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#include "VCMI_Lib.h"
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#include "CObjectHandler.h"
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#include "IGameCallback.h"
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#include "CGameState.h"
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#include "CGeneralTextHandler.h"
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#include "CSpellHandler.h"
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#include "CHeroHandler.h"
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const CStackInstance &CCreatureSet::operator[](TSlot slot) const
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{
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TSlots::const_iterator i = stacks.find(slot);
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if (i != stacks.end())
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return *i->second;
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else
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throw std::runtime_error("That slot is empty!");
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}
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const CCreature* CCreatureSet::getCreature(TSlot slot) const
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{
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TSlots::const_iterator i = stacks.find(slot);
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if (i != stacks.end())
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return i->second->type;
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else
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return NULL;
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}
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bool CCreatureSet::setCreature(TSlot slot, TCreature type, TQuantity quantity) /*slots 0 to 6 */
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{
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if(slot > 6 || slot < 0)
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{
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tlog1 << "Cannot set slot " << slot << std::endl;
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return false;
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}
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if(!quantity)
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{
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tlog2 << "Using set creature to delete stack?\n";
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eraseStack(slot);
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return true;
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}
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if(hasStackAtSlot(slot)) //remove old creature
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eraseStack(slot);
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putStack(slot, new CStackInstance(type, quantity));
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return true;
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}
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TSlot CCreatureSet::getSlotFor(TCreature creature, ui32 slotsAmount/*=7*/) const /*returns -1 if no slot available */
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{
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return getSlotFor(VLC->creh->creatures[creature], slotsAmount);
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}
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TSlot CCreatureSet::getSlotFor(const CCreature *c, ui32 slotsAmount/*=ARMY_SIZE*/) const
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{
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assert(c->valid());
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for(TSlots::const_iterator i=stacks.begin(); i!=stacks.end(); ++i)
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{
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assert(i->second->type->valid());
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if(i->second->type == c)
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{
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return i->first; //if there is already such creature we return its slot id
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}
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}
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for(ui32 i=0; i<slotsAmount; i++)
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{
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if(stacks.find(i) == stacks.end())
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{
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return i; //return first free slot
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}
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}
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return -1; //no slot available
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}
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TSlot CCreatureSet::getFreeSlot(ui32 slotsAmount/*=ARMY_SIZE*/) const
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{
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for (ui32 i = 0; i < slotsAmount; i++)
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{
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if(stacks.find(i) == stacks.end())
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{
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return i; //return first free slot
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}
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}
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return -1; //no slot available
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}
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int CCreatureSet::getStackCount(TSlot slot) const
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{
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TSlots::const_iterator i = stacks.find(slot);
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if (i != stacks.end())
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return i->second->count;
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else
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return 0; //TODO? consider issuing a warning
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}
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expType CCreatureSet::getStackExperience(TSlot slot) const
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{
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TSlots::const_iterator i = stacks.find(slot);
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if (i != stacks.end())
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return i->second->experience;
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else
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return 0; //TODO? consider issuing a warning
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}
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bool CCreatureSet::mergableStacks(std::pair<TSlot, TSlot> &out, TSlot preferable /*= -1*/) const /*looks for two same stacks, returns slot positions */
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{
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//try to match creature to our preferred stack
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if(preferable >= 0 && vstd::contains(stacks, preferable))
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{
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const CCreature *cr = stacks.find(preferable)->second->type;
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for(TSlots::const_iterator j=stacks.begin(); j!=stacks.end(); ++j)
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{
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if(cr == j->second->type && j->first != preferable)
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{
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out.first = preferable;
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out.second = j->first;
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return true;
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}
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}
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}
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for(TSlots::const_iterator i=stacks.begin(); i!=stacks.end(); ++i)
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{
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for(TSlots::const_iterator j=stacks.begin(); j!=stacks.end(); ++j)
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{
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if(i->second->type == j->second->type && i->first != j->first)
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{
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out.first = i->first;
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out.second = j->first;
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return true;
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}
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}
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}
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return false;
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}
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void CCreatureSet::sweep()
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{
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for(TSlots::iterator i=stacks.begin(); i!=stacks.end(); ++i)
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{
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if(!i->second->count)
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{
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stacks.erase(i);
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sweep();
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break;
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}
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}
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}
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void CCreatureSet::addToSlot(TSlot slot, TCreature cre, TQuantity count, bool allowMerging/* = true*/)
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{
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const CCreature *c = VLC->creh->creatures[cre];
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if(!hasStackAtSlot(slot))
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{
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setCreature(slot, cre, count);
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}
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else if(getCreature(slot) == c && allowMerging) //that slot was empty or contained same type creature
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{
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setStackCount(slot, getStackCount(slot) + count);
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}
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else
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{
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tlog1 << "Failed adding to slot!\n";
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}
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}
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void CCreatureSet::addToSlot(TSlot slot, CStackInstance *stack, bool allowMerging/* = true*/)
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{
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assert(stack->valid(true));
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if(!hasStackAtSlot(slot))
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{
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putStack(slot, stack);
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}
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else if(allowMerging && stack->type == getCreature(slot))
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{
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joinStack(slot, stack);
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}
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else
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{
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tlog1 << "Cannot add to slot " << slot << " stack " << *stack << std::endl;
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}
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}
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bool CCreatureSet::validTypes(bool allowUnrandomized /*= false*/) const
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{
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for(TSlots::const_iterator i=stacks.begin(); i!=stacks.end(); ++i)
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{
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if(!i->second->valid(allowUnrandomized))
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return false;
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}
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return true;
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}
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bool CCreatureSet::slotEmpty(TSlot slot) const
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{
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return !hasStackAtSlot(slot);
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}
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bool CCreatureSet::needsLastStack() const
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{
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return false;
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}
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ui64 CCreatureSet::getArmyStrength() const
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{
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ui64 ret = 0;
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for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); i++)
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ret += i->second->getPower();
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return ret;
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}
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ui64 CCreatureSet::getPower (TSlot slot) const
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{
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return getStack(slot).getPower();
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}
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std::string CCreatureSet::getRoughAmount (TSlot slot) const
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{
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int quantity = CCreature::getQuantityID(getStackCount(slot));
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if (quantity)
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return VLC->generaltexth->arraytxt[174 + 3*CCreature::getQuantityID(getStackCount(slot))];
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return "";
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}
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int CCreatureSet::stacksCount() const
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{
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return stacks.size();
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}
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void CCreatureSet::setFormation(bool tight)
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{
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formation = tight;
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}
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void CCreatureSet::setStackCount(TSlot slot, TQuantity count)
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{
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assert(hasStackAtSlot(slot));
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assert(stacks[slot]->count + count > 0);
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if (GameConstants::STACK_EXP && count > stacks[slot]->count)
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stacks[slot]->experience *= (count / static_cast<double>(stacks[slot]->count));
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stacks[slot]->count = count;
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armyChanged();
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}
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void CCreatureSet::giveStackExp(expType exp)
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{
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for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); i++)
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i->second->giveStackExp(exp);
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}
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void CCreatureSet::setStackExp(TSlot slot, expType exp)
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{
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assert(hasStackAtSlot(slot));
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stacks[slot]->experience = exp;
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}
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void CCreatureSet::clear()
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{
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while(!stacks.empty())
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{
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eraseStack(stacks.begin()->first);
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}
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}
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const CStackInstance& CCreatureSet::getStack(TSlot slot) const
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{
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assert(hasStackAtSlot(slot));
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return *getStackPtr(slot);
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}
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const CStackInstance* CCreatureSet::getStackPtr(TSlot slot) const
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{
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if(hasStackAtSlot(slot))
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return stacks.find(slot)->second;
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else return NULL;
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}
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void CCreatureSet::eraseStack(TSlot slot)
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{
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assert(hasStackAtSlot(slot));
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CStackInstance *toErase = detachStack(slot);
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vstd::clear_pointer(toErase);
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}
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bool CCreatureSet::contains(const CStackInstance *stack) const
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{
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if(!stack)
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return false;
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for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); ++i)
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if(i->second == stack)
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return true;
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return false;
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}
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TSlot CCreatureSet::findStack(const CStackInstance *stack) const
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{
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if(!stack)
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return -1;
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for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); ++i)
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if(i->second == stack)
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return i->first;
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return -1;
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}
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CArmedInstance * CCreatureSet::castToArmyObj()
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{
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return dynamic_cast<CArmedInstance *>(this);
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}
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void CCreatureSet::putStack(TSlot slot, CStackInstance *stack)
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{
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assert(!hasStackAtSlot(slot));
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stacks[slot] = stack;
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stack->setArmyObj(castToArmyObj());
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armyChanged();
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}
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void CCreatureSet::joinStack(TSlot slot, CStackInstance * stack)
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{
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const CCreature *c = getCreature(slot);
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assert(c == stack->type);
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assert(c);
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//TODO move stuff
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changeStackCount(slot, stack->count);
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vstd::clear_pointer(stack);
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}
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void CCreatureSet::changeStackCount(TSlot slot, TQuantity toAdd)
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{
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setStackCount(slot, getStackCount(slot) + toAdd);
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}
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CCreatureSet::CCreatureSet()
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{
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formation = false;
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}
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CCreatureSet::CCreatureSet(const CCreatureSet&)
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{
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assert(0);
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}
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CCreatureSet::~CCreatureSet()
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{
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clear();
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}
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void CCreatureSet::setToArmy(CSimpleArmy &src)
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{
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clear();
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while(src)
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{
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TSimpleSlots::iterator i = src.army.begin();
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assert(i->second.type);
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assert(i->second.count);
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putStack(i->first, new CStackInstance(i->second.type, i->second.count));
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src.army.erase(i);
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}
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}
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CStackInstance * CCreatureSet::detachStack(TSlot slot)
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{
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assert(hasStackAtSlot(slot));
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CStackInstance *ret = stacks[slot];
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//if(CArmedInstance *armedObj = castToArmyObj())
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{
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ret->setArmyObj(NULL); //detaches from current armyobj
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}
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assert(!ret->armyObj); //we failed detaching?
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stacks.erase(slot);
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armyChanged();
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return ret;
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}
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void CCreatureSet::setStackType(TSlot slot, const CCreature *type)
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{
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assert(hasStackAtSlot(slot));
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CStackInstance *s = stacks[slot];
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s->setType(type->idNumber);
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armyChanged();
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}
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bool CCreatureSet::canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks) const
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{
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if(!allowMergingStacks)
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{
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int freeSlots = stacksCount() - GameConstants::ARMY_SIZE;
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std::set<const CCreature*> cresToAdd;
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for(TSlots::const_iterator i = cs.stacks.begin(); i != cs.stacks.end(); i++)
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{
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TSlot dest = getSlotFor(i->second->type);
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if(dest < 0 || hasStackAtSlot(dest))
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cresToAdd.insert(i->second->type);
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}
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return cresToAdd.size() <= freeSlots;
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}
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else
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{
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CCreatureSet cres;
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//get types of creatures that need their own slot
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for(TSlots::const_iterator i = cs.stacks.begin(); i != cs.stacks.end(); i++)
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cres.addToSlot(i->first, i->second->type->idNumber, 1, true);
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TSlot j;
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for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); i++)
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{
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if ((j = cres.getSlotFor(i->second->type)) >= 0)
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cres.addToSlot(j, i->second->type->idNumber, 1, true); //merge if possible
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else
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return false; //no place found
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}
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return true; //all stacks found their slots
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}
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}
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bool CCreatureSet::hasStackAtSlot(TSlot slot) const
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{
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return vstd::contains(stacks, slot);
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}
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CCreatureSet & CCreatureSet::operator=(const CCreatureSet&cs)
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{
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assert(0);
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return *this;
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}
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void CCreatureSet::armyChanged()
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{
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}
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CStackInstance::CStackInstance()
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: armyObj(_armyObj)
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{
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init();
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}
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CStackInstance::CStackInstance(TCreature id, TQuantity Count)
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: armyObj(_armyObj)
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{
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init();
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setType(id);
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count = Count;
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}
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CStackInstance::CStackInstance(const CCreature *cre, TQuantity Count)
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: armyObj(_armyObj)
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{
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init();
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setType(cre);
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count = Count;
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}
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void CStackInstance::init()
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{
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experience = 0;
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count = 0;
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type = NULL;
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idRand = -1;
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_armyObj = NULL;
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setNodeType(STACK_INSTANCE);
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}
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int CStackInstance::getQuantityID() const
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{
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return CCreature::getQuantityID(count);
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}
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int CStackInstance::getExpRank() const
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{
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int tier = type->level;
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if (vstd::iswithin(tier, 1, 7))
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{
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for (int i = VLC->creh->expRanks[tier].size()-2; i >-1; --i)//sic!
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{ //exp values vary from 1st level to max exp at 11th level
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if (experience >= VLC->creh->expRanks[tier][i])
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return ++i; //faster, but confusing - 0 index mean 1st level of experience
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}
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return 0;
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}
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else //higher tier
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{
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for (int i = VLC->creh->expRanks[0].size()-2; i >-1; --i)
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{
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if (experience >= VLC->creh->expRanks[0][i])
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return ++i;
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}
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return 0;
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}
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}
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si32 CStackInstance::magicResistance() const
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{
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si32 val = valOfBonuses(Selector::type(Bonus::MAGIC_RESISTANCE));
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if (const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(_armyObj))
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{
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//resistance skill
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val += hero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::RESISTANCE);
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}
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vstd::amin (val, 100);
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return val;
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}
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void CStackInstance::giveStackExp(expType exp)
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{
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int level = type->level;
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if (!vstd::iswithin(level, 1, 7))
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level = 0;
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CCreatureHandler * creh = VLC->creh;
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ui32 maxExp = creh->expRanks[level].back();
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vstd::amin(exp, (expType)maxExp); //prevent exp overflow due to different types
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vstd::amin(exp, (maxExp * creh->maxExpPerBattle[level])/100);
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vstd::amin(experience += exp, maxExp); //can't get more exp than this limit
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}
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void CStackInstance::setType(int creID)
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{
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if(creID >= 0 && creID < VLC->creh->creatures.size())
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setType(VLC->creh->creatures[creID]);
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else
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setType((const CCreature*)NULL);
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}
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void CStackInstance::setType(const CCreature *c)
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{
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if(type)
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{
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detachFrom(const_cast<CCreature*>(type));
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if (type->isMyUpgrade(c) && GameConstants::STACK_EXP)
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experience *= VLC->creh->expAfterUpgrade / 100.0;
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}
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type = c;
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if(type)
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attachTo(const_cast<CCreature*>(type));
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}
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std::string CStackInstance::bonusToString(Bonus *bonus, bool description) const
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{
|
|
std::map<TBonusType, std::pair<std::string, std::string> >::iterator it = VLC->creh->stackBonuses.find(bonus->type);
|
|
if (it != VLC->creh->stackBonuses.end())
|
|
{
|
|
std::string text;
|
|
if (description) //long ability description
|
|
{
|
|
text = it->second.second;
|
|
switch (bonus->type)
|
|
{
|
|
//no additional modifiers needed
|
|
case Bonus::FLYING:
|
|
case Bonus::UNLIMITED_RETALIATIONS:
|
|
case Bonus::SHOOTER:
|
|
case Bonus::FREE_SHOOTING:
|
|
case Bonus::NO_MELEE_PENALTY:
|
|
case Bonus::NO_DISTANCE_PENALTY:
|
|
case Bonus::NO_WALL_PENALTY:
|
|
case Bonus::JOUSTING: //TODO: percent bonus?
|
|
case Bonus::RETURN_AFTER_STRIKE:
|
|
case Bonus::BLOCKS_RETALIATION:
|
|
case Bonus::TWO_HEX_ATTACK_BREATH:
|
|
case Bonus::THREE_HEADED_ATTACK:
|
|
case Bonus::ATTACKS_ALL_ADJACENT:
|
|
case Bonus::ADDITIONAL_ATTACK: //TODO: what with more than one attack? Axe of Ferocity for example
|
|
case Bonus::FULL_HP_REGENERATION:
|
|
case Bonus::REBIRTH:
|
|
case Bonus::LIFE_DRAIN: //TODO: chance, hp percentage?
|
|
case Bonus::SELF_MORALE:
|
|
case Bonus::SELF_LUCK:
|
|
case Bonus::FEAR:
|
|
case Bonus::FEARLESS:
|
|
case Bonus::CHARGE_IMMUNITY:
|
|
case Bonus::HEALER:
|
|
case Bonus::CATAPULT:
|
|
case Bonus::DRAGON_NATURE:
|
|
case Bonus::NON_LIVING:
|
|
case Bonus::UNDEAD:
|
|
case Bonus::FIRE_IMMUNITY:
|
|
case Bonus::WATER_IMMUNITY:
|
|
case Bonus::AIR_IMMUNITY:
|
|
case Bonus::EARTH_IMMUNITY:
|
|
case Bonus::RECEPTIVE:
|
|
case Bonus::DIRECT_DAMAGE_IMMUNITY:
|
|
break;
|
|
//One numeric value. magic resistance handled separately
|
|
case Bonus::SPELL_RESISTANCE_AURA:
|
|
case Bonus::SPELL_DAMAGE_REDUCTION:
|
|
case Bonus::LEVEL_SPELL_IMMUNITY:
|
|
case Bonus::MANA_DRAIN:
|
|
case Bonus::HP_REGENERATION:
|
|
case Bonus::ADDITIONAL_RETALIATION:
|
|
case Bonus::DEFENSIVE_STANCE:
|
|
case Bonus::DOUBLE_DAMAGE_CHANCE:
|
|
case Bonus::DARKNESS: //Darkness Dragons any1?
|
|
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(valOfBonuses(Selector::typeSubtype(bonus->type, bonus->subtype))));
|
|
break;
|
|
//Complex descriptions
|
|
//case Bonus::SECONDARY_SKILL_PREMY: //only if there's no simple MR
|
|
// if (bonus->subtype == CGHeroInstance::RESISTANCE)
|
|
// {
|
|
// if (!hasBonusOfType(Bonus::MAGIC_RESISTANCE))
|
|
// boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>( magicResistance() ));
|
|
// }
|
|
// break;
|
|
//case Bonus::MAGIC_RESISTANCE:
|
|
// boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>( magicResistance() ));
|
|
// break;
|
|
case Bonus::HATE:
|
|
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(valOfBonuses(Selector::typeSubtype(bonus->type, bonus->subtype))));
|
|
boost::algorithm::replace_first(text, "%s", VLC->creh->creatures[bonus->subtype]->namePl);
|
|
break;
|
|
case Bonus::SPELL_AFTER_ATTACK:
|
|
case Bonus::SPELL_BEFORE_ATTACK:
|
|
{
|
|
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(valOfBonuses(Selector::typeSubtype(bonus->type, bonus->subtype))));
|
|
boost::algorithm::replace_first(text, "%s", VLC->spellh->spells[bonus->subtype]->name);
|
|
break;
|
|
}
|
|
default:
|
|
{}//TODO: allow custom bonus types... someday, somehow
|
|
}
|
|
}
|
|
else //short name
|
|
{
|
|
text = it->second.first;
|
|
switch (bonus->type)
|
|
{
|
|
case Bonus::MANA_CHANNELING:
|
|
case Bonus::MAGIC_MIRROR:
|
|
case Bonus::CHANGES_SPELL_COST_FOR_ALLY:
|
|
case Bonus::CHANGES_SPELL_COST_FOR_ENEMY:
|
|
case Bonus::ENEMY_DEFENCE_REDUCTION:
|
|
case Bonus::REBIRTH:
|
|
case Bonus::DEATH_STARE:
|
|
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(valOfBonuses(Selector::typeSubtype(bonus->type, bonus->subtype))));
|
|
break;
|
|
case Bonus::HATE:
|
|
case Bonus::DAEMON_SUMMONING:
|
|
boost::algorithm::replace_first(text, "%s", VLC->creh->creatures[bonus->subtype]->namePl);
|
|
break;
|
|
case Bonus::LEVEL_SPELL_IMMUNITY:
|
|
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(bonus->val));
|
|
break;
|
|
case Bonus::SPELL_AFTER_ATTACK:
|
|
case Bonus::SPELL_BEFORE_ATTACK:
|
|
case Bonus::SPELL_IMMUNITY:
|
|
case Bonus::SPELLCASTER:
|
|
case Bonus::ENCHANTER:
|
|
boost::algorithm::replace_first(text, "%s", VLC->spellh->spells[bonus->subtype]->name);
|
|
break;
|
|
case Bonus::MAGIC_RESISTANCE:
|
|
text = ""; //handled separately
|
|
break;
|
|
//case Bonus::SECONDARY_SKILL_PREMY:
|
|
// if (bonus->subtype != CGHeroInstance::RESISTANCE || hasBonusOfType(Bonus::MAGIC_RESISTANCE)) //handle it there
|
|
// text = "";
|
|
// break;
|
|
}
|
|
}
|
|
return text;
|
|
}
|
|
else
|
|
return "";
|
|
}
|
|
|
|
std::string CStackInstance::bonusToGraphics(Bonus *bonus) const
|
|
{
|
|
std::string fileName;
|
|
switch (bonus->type)
|
|
{
|
|
//"E_ALIVE.bmp"
|
|
//"E_ART.bmp"
|
|
//"E_BLESS.bmp"
|
|
//"E_BLOCK.bmp"
|
|
//"E_BLOCK1.bmp"
|
|
//"E_BLOCK2.bmp"
|
|
case Bonus::TWO_HEX_ATTACK_BREATH:
|
|
fileName = "E_BREATH.bmp"; break;
|
|
case Bonus::SPELL_AFTER_ATTACK:
|
|
fileName = "E_CAST.bmp"; break;
|
|
case Bonus::ENCHANTER:
|
|
fileName = "E_CAST1.bmp"; break;
|
|
case Bonus::RANDOM_SPELLCASTER:
|
|
fileName = "RandomBoost.bmp"; break;
|
|
case Bonus::SPELL_BEFORE_ATTACK:
|
|
fileName ="E_CAST2.bmp"; break;
|
|
case Bonus::SPELLCASTER:
|
|
fileName = "E_CASTER.bmp"; break;
|
|
case Bonus::JOUSTING:
|
|
fileName = "E_CHAMP.bmp"; break;
|
|
case Bonus::DOUBLE_DAMAGE_CHANCE:
|
|
fileName = "E_DBLOW.bmp"; break;
|
|
case Bonus::DEATH_STARE:
|
|
fileName = "E_DEATH.bmp"; break;
|
|
case Bonus::DEFENSIVE_STANCE:
|
|
fileName = "E_DEFBON.bmp"; break;
|
|
case Bonus::NO_DISTANCE_PENALTY:
|
|
fileName = "E_DIST.bmp"; break;
|
|
case Bonus::ADDITIONAL_ATTACK:
|
|
fileName = "E_DOUBLE.bmp"; break;
|
|
case Bonus::DRAGON_NATURE:
|
|
fileName = "E_DRAGON.bmp"; break;
|
|
case Bonus::MAGIC_RESISTANCE:
|
|
fileName = "E_DWARF.bmp"; break;
|
|
case Bonus::SECONDARY_SKILL_PREMY:
|
|
if (bonus->subtype == CGHeroInstance::RESISTANCE)
|
|
{
|
|
fileName = "E_DWARF.bmp";
|
|
}
|
|
break;
|
|
case Bonus::FEAR:
|
|
fileName = "E_FEAR.bmp"; break;
|
|
case Bonus::FEARLESS:
|
|
fileName = "E_FEARL.bmp"; break;
|
|
case Bonus::FLYING:
|
|
fileName = "E_FLY.bmp"; break;
|
|
case Bonus::SPELL_DAMAGE_REDUCTION:
|
|
fileName = "E_GOLEM.bmp"; break;
|
|
case Bonus::RETURN_AFTER_STRIKE:
|
|
fileName = "E_HARPY.bmp"; break;
|
|
case Bonus::HATE:
|
|
fileName = "E_HATE.bmp"; break;
|
|
case Bonus::KING1:
|
|
fileName = "E_KING1.bmp"; break;
|
|
case Bonus::KING2:
|
|
fileName = "E_KING2.bmp"; break;
|
|
case Bonus::KING3:
|
|
fileName = "E_KING3.bmp"; break;
|
|
case Bonus::CHANGES_SPELL_COST_FOR_ALLY:
|
|
fileName = "E_MANA.bmp"; break;
|
|
case Bonus::CHANGES_SPELL_COST_FOR_ENEMY:
|
|
fileName = "MagicDamper.bpm"; break;
|
|
case Bonus::NO_MELEE_PENALTY:
|
|
fileName = "E_MELEE.bmp"; break;
|
|
case Bonus::MIND_IMMUNITY:
|
|
fileName = "E_MIND.bmp"; break;
|
|
case Bonus::SELF_MORALE:
|
|
fileName = "E_MINOT.bmp"; break;
|
|
case Bonus::NO_MORALE:
|
|
fileName = "E_MORAL.bmp"; break;
|
|
case Bonus::RECEPTIVE:
|
|
fileName = "E_NOFRIM.bmp"; break;
|
|
case Bonus::NO_WALL_PENALTY:
|
|
fileName = "E_OBST.bmp"; break;
|
|
case Bonus::ENEMY_DEFENCE_REDUCTION:
|
|
fileName = "E_RDEF.bmp"; break;
|
|
case Bonus::REBIRTH:
|
|
fileName = "E_REBIRTH.bmp"; break;
|
|
case Bonus::BLOCKS_RETALIATION:
|
|
fileName = "E_RETAIL.bmp"; break;
|
|
case Bonus::UNLIMITED_RETALIATIONS:
|
|
case Bonus::ADDITIONAL_RETALIATION:
|
|
fileName = "E_RETAIL1.bmp"; break;
|
|
case Bonus::ATTACKS_ALL_ADJACENT:
|
|
fileName = "E_ROUND.bmp"; break;
|
|
//"E_SGNUM.bmp"
|
|
//"E_SGTYPE.bmp"
|
|
case Bonus::SHOOTER:
|
|
fileName = "E_SHOOT.bmp"; break;
|
|
case Bonus::FREE_SHOOTING: //shooter is not blocked by enemy
|
|
fileName = "E_SHOOTA.bmp"; break;
|
|
//"E_SHOOTN.bmp"
|
|
case Bonus::SPELL_IMMUNITY:
|
|
{
|
|
switch (bonus->subtype)
|
|
{
|
|
case 62: //Blind
|
|
fileName = "E_SPBLIND.bmp"; break;
|
|
case 35: // Dispell
|
|
fileName = "E_SPDISP.bmp"; break;
|
|
case 78: // Dispell beneficial spells
|
|
fileName = "E_SPDISB.bmp"; break;
|
|
case 60: //Hypnotize
|
|
fileName = "E_SPHYPN.bmp"; break;
|
|
case 18: //Implosion
|
|
fileName = "E_SPIMP.bmp"; break;
|
|
case 59: //Berserk
|
|
fileName = "E_SPBERS.bmp"; break;
|
|
case 23: //Meteor Shower
|
|
fileName = "E_SPMET.bmp"; break;
|
|
case 26: //Armageddon
|
|
fileName = "E_SPARM.bmp"; break;
|
|
case 54: //Slow
|
|
fileName = "E_SPSLOW.bmp"; break;
|
|
//TODO: some generic spell handling?
|
|
}
|
|
break;
|
|
}
|
|
//"E_SPAWILL.bmp"
|
|
case Bonus::DIRECT_DAMAGE_IMMUNITY:
|
|
fileName = "E_SPDIR.bmp"; break;
|
|
//"E_SPDISB.bmp"
|
|
//"E_SPDISP.bmp"
|
|
//"E_SPEATH.bmp"
|
|
//"E_SPEATH1.bmp"
|
|
case Bonus::FIRE_IMMUNITY:
|
|
switch (bonus->subtype)
|
|
{
|
|
case 0:
|
|
fileName = "E_SPFIRE.bmp"; break; //all
|
|
case 1:
|
|
fileName = "E_SPFIRE1.bmp"; break; //not positive
|
|
case 2:
|
|
fileName = "E_FIRE.bmp"; break; //direct damage
|
|
}
|
|
break;
|
|
case Bonus::WATER_IMMUNITY:
|
|
switch (bonus->subtype)
|
|
{
|
|
case 0:
|
|
fileName = "E_SPWATER.bmp"; break; //all
|
|
case 1:
|
|
fileName = "E_SPWATER1.bmp"; break; //not positive
|
|
case 2:
|
|
fileName = "E_SPCOLD.bmp"; break; //direct damage
|
|
}
|
|
break;
|
|
case Bonus::AIR_IMMUNITY:
|
|
switch (bonus->subtype)
|
|
{
|
|
case 0:
|
|
fileName = "E_SPAIR.bmp"; break; //all
|
|
case 1:
|
|
fileName = "E_SPAIR1.bmp"; break; //not positive
|
|
case 2:
|
|
fileName = "E_LIGHT.bmp"; break;//direct damage
|
|
}
|
|
break;
|
|
case Bonus::EARTH_IMMUNITY:
|
|
switch (bonus->subtype)
|
|
{
|
|
case 0:
|
|
fileName = "E_SPEATH.bmp"; break; //all
|
|
case 1:
|
|
case 2: //no specific icon for direct damage immunity
|
|
fileName = "E_SPEATH1.bmp"; break; //not positive
|
|
}
|
|
break;
|
|
case Bonus::LEVEL_SPELL_IMMUNITY:
|
|
{
|
|
if (vstd::iswithin(bonus->val, 1 , 5))
|
|
{
|
|
fileName = "E_SPLVL" + boost::lexical_cast<std::string>(bonus->val) + ".bmp";
|
|
}
|
|
break;
|
|
}
|
|
//"E_SUMMON.bmp"
|
|
//"E_SUMMON1.bmp"
|
|
//"E_SUMMON2.bmp"
|
|
case Bonus::FULL_HP_REGENERATION:
|
|
case Bonus::HP_REGENERATION:
|
|
fileName = "E_TROLL.bmp"; break;
|
|
case Bonus::UNDEAD:
|
|
fileName = "E_UNDEAD.bmp"; break;
|
|
case Bonus::SPELL_RESISTANCE_AURA:
|
|
fileName = "E_UNIC.bmp"; break;
|
|
case Bonus::THREE_HEADED_ATTACK:
|
|
fileName = "ThreeHeaded.bmp"; break;
|
|
case Bonus::DAEMON_SUMMONING:
|
|
fileName = "RiseDemons.bmp"; break;
|
|
case Bonus::CHARGE_IMMUNITY:
|
|
fileName = "ChargeImmune.bmp"; break;
|
|
case Bonus::HEALER:
|
|
fileName = "Healer.bmp"; break;
|
|
case Bonus::CATAPULT:
|
|
fileName = "Catapult.bmp"; break;
|
|
case Bonus::MANA_CHANNELING:
|
|
fileName = "ManaChannel.bmp"; break;
|
|
case Bonus::MANA_DRAIN:
|
|
fileName = "ManaDrain.bmp"; break;
|
|
}
|
|
if(!fileName.empty())
|
|
fileName = "zvs/Lib1.res/" + fileName;
|
|
return fileName;
|
|
}
|
|
|
|
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)
|
|
oss << "[no type, idRand=" << idRand << "]";
|
|
else
|
|
oss << "[UNDEFINED TYPE]";
|
|
|
|
return oss.str();
|
|
}
|
|
|
|
void CStackInstance::deserializationFix()
|
|
{
|
|
const CCreature *backup = type;
|
|
type = NULL;
|
|
setType(backup);
|
|
const CArmedInstance *armyBackup = _armyObj;
|
|
_armyObj = NULL;
|
|
setArmyObj(armyBackup);
|
|
artDeserializationFix(this);
|
|
}
|
|
|
|
int CStackInstance::getCreatureID() const
|
|
{
|
|
if(type)
|
|
return type->idNumber;
|
|
else
|
|
return -1;
|
|
}
|
|
|
|
std::string CStackInstance::getName() const
|
|
{
|
|
return (count > 1) ? type->namePl : type->nameSing;
|
|
}
|
|
|
|
ui64 CStackInstance::getPower() const
|
|
{
|
|
assert(type);
|
|
return type->AIValue * count;
|
|
}
|
|
|
|
ui8 CStackInstance::bearerType() const
|
|
{
|
|
return ArtBearer::CREATURE;
|
|
}
|
|
|
|
CCommanderInstance::CCommanderInstance()
|
|
{
|
|
init();
|
|
name = "Unnamed";
|
|
}
|
|
|
|
CCommanderInstance::CCommanderInstance (TCreature id)
|
|
{
|
|
init();
|
|
setType(id);
|
|
name = "Commando"; //TODO - parse them
|
|
}
|
|
|
|
void CCommanderInstance::init()
|
|
{
|
|
alive = true;
|
|
experience = 0;
|
|
level = 1;
|
|
count = 1;
|
|
type = NULL;
|
|
idRand = -1;
|
|
_armyObj = NULL;
|
|
setNodeType (Bonus::COMMANDER);
|
|
secondarySkills.resize (ECommander::SPELL_POWER + 1);
|
|
}
|
|
|
|
CCommanderInstance::~CCommanderInstance()
|
|
{
|
|
|
|
}
|
|
|
|
void CCommanderInstance::setAlive (bool Alive)
|
|
{
|
|
//TODO: helm of immortality
|
|
alive = Alive;
|
|
if (!alive)
|
|
{
|
|
//remove all bonuses from artifacts
|
|
}
|
|
}
|
|
|
|
void CCommanderInstance::giveStackExp (expType exp)
|
|
{
|
|
if (alive)
|
|
experience += exp;
|
|
}
|
|
|
|
int CCommanderInstance::getExpRank() const
|
|
{
|
|
return VLC->heroh->level (experience);
|
|
}
|
|
|
|
void CCommanderInstance::levelUp ()
|
|
{
|
|
level++;
|
|
BOOST_FOREACH (auto bonus, VLC->creh->commanderLevelPremy)
|
|
{ //grant all regular level-up bonuses
|
|
accumulateBonus (*bonus);
|
|
}
|
|
}
|
|
|
|
ui8 CCommanderInstance::bearerType() const
|
|
{
|
|
return ArtBearer::COMMANDER;
|
|
}
|
|
|
|
CStackBasicDescriptor::CStackBasicDescriptor()
|
|
{
|
|
type = NULL;
|
|
count = -1;
|
|
}
|
|
|
|
CStackBasicDescriptor::CStackBasicDescriptor(TCreature 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(TSlot slot, TCreature cre, TQuantity count)
|
|
{
|
|
assert(!vstd::contains(army, slot));
|
|
army[slot] = CStackBasicDescriptor(cre, count);
|
|
return true;
|
|
}
|