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vcmi/lib/CCreatureSet.h
2011-02-22 09:47:25 +00:00

163 lines
6.1 KiB
C++

#ifndef __CCREATURESET_H__
#define __CCREATURESET_H__
#include "../global.h"
#include <map>
#include "HeroBonus.h"
class CCreature;
class CGHeroInstance;
class CArmedInstance;
class DLL_EXPORT CStackBasicDescriptor
{
public:
const CCreature *type;
TQuantity count;
CStackBasicDescriptor();
CStackBasicDescriptor(TCreature id, TQuantity Count);
CStackBasicDescriptor(const CCreature *c, TQuantity Count);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & type & count;
}
};
class DLL_EXPORT CStackInstance : public CBonusSystemNode, public CStackBasicDescriptor
{
const CArmedInstance *_armyObj; //stack must be part of some army, army must be part of some object
public:
int idRand; //hlp variable used during loading game -> "id" placeholder for randomization
const CArmedInstance * const & armyObj; //stack must be part of some army, army must be part of some object
ui32 experience; //TODO: handle
//TODO: stack artifacts
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBonusSystemNode&>(*this);
h & static_cast<CStackBasicDescriptor&>(*this);
h & _armyObj & experience;
BONUS_TREE_DESERIALIZATION_FIX
}
//overrides CBonusSystemNode
//void getParents(TCNodes &out, const CBonusSystemNode *source = NULL) const; //retrieves list of parent nodes (nodes to inherit bonuses from), source is the prinary asker
std::string bonusToString(Bonus *bonus, bool description) const; // how would bonus description look for this particular type of node
int getQuantityID() const;
std::string getQuantityTXT(bool capitalized = true) const;
int getExpRank() const;
void init();
CStackInstance();
CStackInstance(TCreature id, TQuantity count);
CStackInstance(const CCreature *cre, TQuantity count);
~CStackInstance();
void setType(int creID);
void setType(const CCreature *c);
void setArmyObj(const CArmedInstance *ArmyObj);
void giveStackExp(expType exp);
bool valid(bool allowUnrandomized) const;
virtual std::string nodeName() const OVERRIDE;
void deserializationFix();
};
DLL_EXPORT std::ostream & operator<<(std::ostream & str, const CStackInstance & sth);
typedef std::map<TSlot, CStackInstance*> TSlots;
typedef std::map<TSlot, CStackBasicDescriptor> TSimpleSlots;
class IArmyDescriptor
{
public:
virtual void clear() = 0;
virtual bool setCreature(TSlot slot, TCreature cre, TQuantity count) = 0;
};
//simplified version of CCreatureSet
class DLL_EXPORT CSimpleArmy : public IArmyDescriptor
{
public:
TSimpleSlots army;
void clear() OVERRIDE;
bool setCreature(TSlot slot, TCreature cre, TQuantity count) OVERRIDE;
operator bool() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & army;
}
};
class DLL_EXPORT CCreatureSet : public IArmyDescriptor //seven combined creatures
{
CCreatureSet(const CCreatureSet&);;
CCreatureSet &operator=(const CCreatureSet&);
public:
TSlots stacks; //slots[slot_id]->> pair(creature_id,creature_quantity)
ui8 formation; //false - wide, true - tight
CCreatureSet();
virtual ~CCreatureSet();
virtual void armyChanged();
const CStackInstance &operator[](TSlot slot) const;
const TSlots &Slots() const {return stacks;}
void addToSlot(TSlot slot, TCreature cre, TQuantity count, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
void addToSlot(TSlot slot, CStackInstance *stack, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
void clear() OVERRIDE;
void setFormation(bool tight);
CArmedInstance *castToArmyObj();
//basic operations
void putStack(TSlot slot, CStackInstance *stack); //adds new stack to the army, slot must be empty
void setStackCount(TSlot slot, TQuantity count); //stack must exist!
CStackInstance *detachStack(TSlot slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
void setStackType(TSlot slot, const CCreature *type);
void giveStackExp(expType exp);
//derivative
void eraseStack(TSlot slot); //slot must be occupied
void joinStack(TSlot slot, CStackInstance * stack); //adds new stack to the existing stack of the same type
void changeStackCount(TSlot slot, TQuantity toAdd); //stack must exist!
bool setCreature (TSlot slot, TCreature type, TQuantity quantity) OVERRIDE; //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
void setToArmy(CSimpleArmy &src); //erases all our army and moves stacks from src to us; src MUST NOT be an armed object! WARNING: use it wisely. Or better do not use at all.
const CStackInstance& getStack(TSlot slot) const;
const CCreature* getCreature(TSlot slot) const; //workaround of map issue;
int getStackCount (TSlot slot) const;
TSlot findStack(const CStackInstance *stack) const; //-1 if none
TSlot getSlotFor(TCreature creature, ui32 slotsAmount=ARMY_SIZE) const; //returns -1 if no slot available
TSlot getSlotFor(const CCreature *c, ui32 slotsAmount=ARMY_SIZE) const; //returns -1 if no slot available
bool mergableStacks(std::pair<TSlot, TSlot> &out, TSlot preferable = -1) const; //looks for two same stacks, returns slot positions;
bool validTypes(bool allowUnrandomized = false) const; //checks if all types of creatures are set properly
bool slotEmpty(TSlot slot) const;
int stacksCount() const;
virtual bool needsLastStack() const; //true if last stack cannot be taken
int getArmyStrength() const; //sum of AI values of creatures
ui64 getPower (TSlot slot) const; //value of specific stack
std::string getRoughAmount (TSlot slot) const; //rough size of specific stack
bool hasStackAtSlot(TSlot slot) const;
bool contains(const CStackInstance *stack) const;
bool canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks = true) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stacks & formation;
}
operator bool() const
{
return stacks.size() > 0;
}
void sweep();
};
#endif // __CCREATURESET_H__