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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 cf45239332 Fixed #1035.
Support for commander artifacts that accumulate bonus after battle.
2012-07-16 16:18:02 +00:00

1088 lines
27 KiB
C++

#include "StdInc.h"
#include "CCreatureSet.h"
#include "CCreatureHandler.h"
#include "VCMI_Lib.h"
#include "CObjectHandler.h"
#include "IGameCallback.h"
#include "CGameState.h"
#include "CGeneralTextHandler.h"
#include "CSpellHandler.h"
#include "CHeroHandler.h"
const CStackInstance &CCreatureSet::operator[](TSlot slot) const
{
TSlots::const_iterator i = stacks.find(slot);
if (i != stacks.end())
return *i->second;
else
throw std::runtime_error("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
}
TSlot CCreatureSet::getFreeSlot(ui32 slotsAmount/*=ARMY_SIZE*/) const
{
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
}
expType CCreatureSet::getStackExperience(TSlot slot) const
{
TSlots::const_iterator 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<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;
}
ui64 CCreatureSet::getArmyStrength() const
{
ui64 ret = 0;
for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); i++)
ret += i->second->getPower();
return ret;
}
ui64 CCreatureSet::getPower (TSlot slot) const
{
return getStack(slot).getPower();
}
std::string CCreatureSet::getRoughAmount (TSlot 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(TSlot slot, TQuantity count)
{
assert(hasStackAtSlot(slot));
assert(stacks[slot]->count + count > 0);
if (GameConstants::STACK_EXP && count > stacks[slot]->count)
stacks[slot]->experience *= (count / static_cast<double>(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::setStackExp(TSlot slot, expType exp)
{
assert(hasStackAtSlot(slot));
stacks[slot]->experience = exp;
}
void CCreatureSet::clear()
{
while(!stacks.empty())
{
eraseStack(stacks.begin()->first);
}
}
const CStackInstance& CCreatureSet::getStack(TSlot slot) const
{
assert(hasStackAtSlot(slot));
return *getStackPtr(slot);
}
const CStackInstance* CCreatureSet::getStackPtr(TSlot slot) const
{
if(hasStackAtSlot(slot))
return stacks.find(slot)->second;
else return NULL;
}
void CCreatureSet::eraseStack(TSlot slot)
{
assert(hasStackAtSlot(slot));
CStackInstance *toErase = detachStack(slot);
vstd::clear_pointer(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);
vstd::clear_pointer(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() - GameConstants::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
{
CCreatureSet cres;
//get types of creatures that need their own slot
for(TSlots::const_iterator i = cs.stacks.begin(); i != cs.stacks.end(); i++)
cres.addToSlot(i->first, i->second->type->idNumber, 1, true);
TSlot j;
for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); i++)
{
if ((j = cres.getSlotFor(i->second->type)) >= 0)
cres.addToSlot(j, i->second->type->idNumber, 1, true); //merge if possible
else
return false; //no place found
}
return true; //all stacks found their slots
}
}
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;
setNodeType(STACK_INSTANCE);
}
int CStackInstance::getQuantityID() const
{
return CCreature::getQuantityID(count);
}
int CStackInstance::getExpRank() const
{
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;
}
}
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, CGHeroInstance::RESISTANCE);
}
vstd::amin (val, 100);
return val;
}
void CStackInstance::giveStackExp(expType 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, (expType)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(int creID)
{
if(creID >= 0 && creID < VLC->creh->creatures.size())
setType(VLC->creh->creatures[creID]);
else
setType((const CCreature*)NULL);
}
void CStackInstance::setType(const CCreature *c)
{
if(type)
{
detachFrom(const_cast<CCreature*>(type));
if (type->isMyUpgrade(c) && GameConstants::STACK_EXP)
experience *= VLC->creh->expAfterUpgrade / 100.0;
}
type = c;
if(type)
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_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)
{
getBonusList().remove_if (Bonus::UntilCommanderKilled);
}
}
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;
}