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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/lib/CCreatureSet.cpp
DjWarmonger b9f301b600 Better implementation of creature window, minor fixes.
Check forum for new graphics.
2011-03-06 12:12:22 +00:00

708 lines
17 KiB
C++

#define VCMI_DLL
#include "CCreatureSet.h"
#include "CCreatureHandler.h"
#include "VCMI_Lib.h"
#include <assert.h>
#include "CObjectHandler.h"
#include "IGameCallback.h"
#include "CGameState.h"
#include "CGeneralTextHandler.h"
#include <sstream>
#include "CSpellHandler.h"
#include <boost/lexical_cast.hpp>
#include <boost/algorithm/string/replace.hpp>
const CStackInstance &CCreatureSet::operator[](TSlot slot) const
{
TSlots::const_iterator i = stacks.find(slot);
if (i != stacks.end())
return *i->second;
else
throw std::string("That slot is empty!");
}
const CCreature* CCreatureSet::getCreature(TSlot slot) const
{
TSlots::const_iterator i = stacks.find(slot);
if (i != stacks.end())
return i->second->type;
else
return NULL;
}
bool CCreatureSet::setCreature(TSlot slot, TCreature type, TQuantity quantity) /*slots 0 to 6 */
{
if(slot > 6 || slot < 0)
{
tlog1 << "Cannot set slot " << slot << std::endl;
return false;
}
if(!quantity)
{
tlog2 << "Using set creature to delete stack?\n";
eraseStack(slot);
return true;
}
if(hasStackAtSlot(slot)) //remove old creature
eraseStack(slot);
putStack(slot, new CStackInstance(type, quantity));
return true;
}
TSlot CCreatureSet::getSlotFor(TCreature creature, ui32 slotsAmount/*=7*/) const /*returns -1 if no slot available */
{
return getSlotFor(VLC->creh->creatures[creature], slotsAmount);
}
TSlot CCreatureSet::getSlotFor(const CCreature *c, ui32 slotsAmount/*=ARMY_SIZE*/) const
{
assert(c->valid());
for(TSlots::const_iterator i=stacks.begin(); i!=stacks.end(); ++i)
{
assert(i->second->type->valid());
if(i->second->type == c)
{
return i->first; //if there is already such creature we return its slot id
}
}
for(ui32 i=0; i<slotsAmount; i++)
{
if(stacks.find(i) == stacks.end())
{
return i; //return first free slot
}
}
return -1; //no slot available
}
int CCreatureSet::getStackCount(TSlot slot) const
{
TSlots::const_iterator i = stacks.find(slot);
if (i != stacks.end())
return i->second->count;
else
return 0; //TODO? consider issuing a warning
}
bool CCreatureSet::mergableStacks(std::pair<TSlot, TSlot> &out, TSlot preferable /*= -1*/) const /*looks for two same stacks, returns slot positions */
{
//try to match creature to our preferred stack
if(preferable >= 0 && vstd::contains(stacks, preferable))
{
const CCreature *cr = stacks.find(preferable)->second->type;
for(TSlots::const_iterator j=stacks.begin(); j!=stacks.end(); ++j)
{
if(cr == j->second->type && j->first != preferable)
{
out.first = preferable;
out.second = j->first;
return true;
}
}
}
for(TSlots::const_iterator i=stacks.begin(); i!=stacks.end(); ++i)
{
for(TSlots::const_iterator j=stacks.begin(); j!=stacks.end(); ++j)
{
if(i->second->type == j->second->type && i->first != j->first)
{
out.first = i->first;
out.second = j->first;
return true;
}
}
}
return false;
}
void CCreatureSet::sweep()
{
for(TSlots::iterator i=stacks.begin(); i!=stacks.end(); ++i)
{
if(!i->second->count)
{
stacks.erase(i);
sweep();
break;
}
}
}
void CCreatureSet::addToSlot(TSlot slot, TCreature 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
{
tlog1 << "Failed adding to slot!\n";
}
}
void CCreatureSet::addToSlot(TSlot 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
{
tlog1 << "Cannot add to slot " << slot << " stack " << *stack << std::endl;
}
}
bool CCreatureSet::validTypes(bool allowUnrandomized /*= false*/) const
{
for(TSlots::const_iterator i=stacks.begin(); i!=stacks.end(); ++i)
{
if(!i->second->valid(allowUnrandomized))
return false;
}
return true;
}
bool CCreatureSet::slotEmpty(TSlot slot) const
{
return !hasStackAtSlot(slot);
}
bool CCreatureSet::needsLastStack() const
{
return false;
}
int CCreatureSet::getArmyStrength() const
{
int ret = 0;
for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); i++)
ret += i->second->type->AIValue * i->second->count;
return ret;
}
ui64 CCreatureSet::getPower (TSlot slot) const
{
return getCreature(slot)->AIValue * getStackCount(slot);
}
std::string CCreatureSet::getRoughAmount (TSlot slot) const
{
return VLC->generaltexth->arraytxt[174 + 3*CCreature::getQuantityID(getStackCount(slot))];
}
int CCreatureSet::stacksCount() const
{
return stacks.size();
}
void CCreatureSet::setFormation(bool tight)
{
formation = tight;
}
void CCreatureSet::setStackCount(TSlot slot, TQuantity count)
{
assert(hasStackAtSlot(slot));
assert(count > 0);
if (STACK_EXP)
stacks[slot]->experience *= ((stacks[slot]->count + count)/(float)stacks[slot]->count);
stacks[slot]->count = count;
armyChanged();
}
void CCreatureSet::giveStackExp(expType exp)
{
for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); i++)
i->second->giveStackExp(exp);
}
void CCreatureSet::clear()
{
while(!stacks.empty())
{
eraseStack(stacks.begin()->first);
}
}
const CStackInstance& CCreatureSet::getStack(TSlot slot) const
{
assert(hasStackAtSlot(slot));
return *stacks.find(slot)->second;
}
void CCreatureSet::eraseStack(TSlot slot)
{
assert(hasStackAtSlot(slot));
CStackInstance *toErase = detachStack(slot);
delNull(toErase);
}
bool CCreatureSet::contains(const CStackInstance *stack) const
{
if(!stack)
return false;
for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); ++i)
if(i->second == stack)
return true;
return false;
}
TSlot CCreatureSet::findStack(const CStackInstance *stack) const
{
if(!stack)
return -1;
for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); ++i)
if(i->second == stack)
return i->first;
return -1;
}
CArmedInstance * CCreatureSet::castToArmyObj()
{
return dynamic_cast<CArmedInstance *>(this);
}
void CCreatureSet::putStack(TSlot slot, CStackInstance *stack)
{
assert(!hasStackAtSlot(slot));
stacks[slot] = stack;
stack->setArmyObj(castToArmyObj());
armyChanged();
}
void CCreatureSet::joinStack(TSlot slot, CStackInstance * stack)
{
const CCreature *c = getCreature(slot);
assert(c == stack->type);
assert(c);
//TODO move stuff
changeStackCount(slot, stack->count);
delNull(stack);
}
void CCreatureSet::changeStackCount(TSlot 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)
{
TSimpleSlots::iterator 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(TSlot slot)
{
assert(hasStackAtSlot(slot));
CStackInstance *ret = stacks[slot];
//if(CArmedInstance *armedObj = castToArmyObj())
{
ret->setArmyObj(NULL); //detaches from current armyobj
}
assert(!ret->armyObj); //we failed detaching?
stacks.erase(slot);
armyChanged();
return ret;
}
void CCreatureSet::setStackType(TSlot 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() - ARMY_SIZE;
std::set<const CCreature*> cresToAdd;
for(TSlots::const_iterator i = cs.stacks.begin(); i != cs.stacks.end(); i++)
{
TSlot dest = getSlotFor(i->second->type);
if(dest < 0 || hasStackAtSlot(dest))
cresToAdd.insert(i->second->type);
}
return cresToAdd.size() <= freeSlots;
}
else
{
std::set<const CCreature*> cres;
//get types of creatures that need their own slot
for(TSlots::const_iterator i = cs.stacks.begin(); i != cs.stacks.end(); i++)
cres.insert(i->second->type);
for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); i++)
cres.insert(i->second->type);
return cres.size() <= ARMY_SIZE;
}
}
bool CCreatureSet::hasStackAtSlot(TSlot 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(TCreature 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 = NULL;
idRand = -1;
_armyObj = NULL;
nodeType = STACK_INSTANCE;
}
int CStackInstance::getQuantityID() const
{
return CCreature::getQuantityID(count);
}
int CStackInstance::getExpRank() const
{
int tier = type->level;
if (iswith(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;
}
}
void CStackInstance::giveStackExp(expType exp)
{
int level = type->level;
if (!iswith(level, 1, 7))
level = 0;
CCreatureHandler * creh = VLC->creh;
ui32 maxExp = creh->expRanks[level].back();
amin(exp, (expType)maxExp); //prevent exp overflow due to different types
amin(exp, (maxExp * creh->maxExpPerBattle[level])/100);
amin(experience += exp, maxExp); //can't get more exp than this limit
}
void CStackInstance::setType(int creID)
{
setType(VLC->creh->creatures[creID]);
}
void CStackInstance::setType(const CCreature *c)
{
if(type)
{
detachFrom(const_cast<CCreature*>(type));
if (type->isMyUpgrade(c) && STACK_EXP)
experience *= VLC->creh->expAfterUpgrade / 100.0f;
}
type = c;
attachTo(const_cast<CCreature*>(type));
}
std::string CStackInstance::bonusToString(Bonus *bonus, bool description) const
{
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_SHOTING_PENALTY:
case Bonus::NO_MELEE_PENALTY:
case Bonus::NO_DISTANCE_PENALTY:
case Bonus::NO_OBSTACLES_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::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:
break;
//One numeric value
case Bonus::MAGIC_RESISTANCE:
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::DOUBLE_DAMAGE_CHANCE:
case Bonus::DARKNESS: //Darkness Dragons any1?
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(valOfBonuses(Selector::typeSybtype(bonus->type, bonus->subtype))));
break;
//Complex descriptions
case Bonus::HATE:
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(valOfBonuses(Selector::typeSybtype(bonus->type, bonus->subtype))));
boost::algorithm::replace_first(text, "%s", VLC->creh->creatures[bonus->subtype]->namePl);
break;
case Bonus::SPELL_IMMUNITY:
boost::algorithm::replace_first(text, "%s", VLC->spellh->spells[bonus->subtype]->name);
break;
case Bonus::SPELL_AFTER_ATTACK:
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(bonus->additionalInfo));
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:
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(valOfBonuses(Selector::typeSybtype(bonus->type, bonus->subtype))));
break;
case Bonus::HATE:
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:
boost::algorithm::replace_first(text, "%s", VLC->spellh->spells[bonus->subtype]->name);
break;
}
}
return text;
}
else
return "";
}
void CStackInstance::setArmyObj(const CArmedInstance *ArmyObj)
{
if(_armyObj)
detachFrom(const_cast<CArmedInstance*>(_armyObj));
_armyObj = ArmyObj;
if(ArmyObj)
{
attachTo(const_cast<CArmedInstance*>(_armyObj));
}
}
// void CStackInstance::getParents(TCNodes &out, const CBonusSystemNode *source /*= NULL*/) const
// {
// out.insert(type);
//
// if(source && source != this) //we should be root, if not - do not inherit anything
// return;
//
// if(armyObj)
// out.insert(armyObj);
// else
// out.insert(&IObjectInterface::cb->gameState()->globalEffects);
// }
std::string CStackInstance::getQuantityTXT(bool capitalized /*= true*/) const
{
return VLC->generaltexth->arraytxt[174 + getQuantityID()*3 + 2 - capitalized];
}
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);
}
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_EXPORT 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;
}