| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526 | #define VCMI_DLL#include "CCreatureSet.h"#include "../hch/CCreatureHandler.h"#include "VCMI_Lib.h"#include <assert.h>#include "../hch/CObjectHandler.h"#include "IGameCallback.h"#include "CGameState.h"#include "../hch/CGeneralTextHandler.h"#include <sstream>const CStackInstance &CCreatureSet::operator[](TSlot slot) const{	TSlots::const_iterator i = slots.find(slot);	if (i != slots.end())		return *i->second;	else		throw std::string("That slot is empty!");}const CCreature* CCreatureSet::getCreature(TSlot slot) const{	TSlots::const_iterator i = slots.find(slot);	if (i != slots.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(vstd::contains(slots, 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=slots.begin(); i!=slots.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(slots.find(i) == slots.end())		{			return i; //return first free slot		}	}	return -1; //no slot available}int CCreatureSet::getStackCount(TSlot slot) const{	TSlots::const_iterator i = slots.find(slot);	if (i != slots.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(slots, preferable))	{		const CCreature *cr = slots.find(preferable)->second->type;		for(TSlots::const_iterator j=slots.begin(); j!=slots.end(); ++j)		{			if(cr == j->second->type && j->first != preferable)			{				out.first = preferable;				out.second = j->first;				return true;			}		}	}	for(TSlots::const_iterator i=slots.begin(); i!=slots.end(); ++i)	{		for(TSlots::const_iterator j=slots.begin(); j!=slots.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=slots.begin(); i!=slots.end(); ++i)	{		if(!i->second->count)		{			slots.erase(i);			sweep();			break;		}	}}void CCreatureSet::addToSlot(TSlot slot, TCreature cre, TQuantity count, bool allowMerging/* = true*/){	const CCreature *c = VLC->creh->creatures[cre];	if(!vstd::contains(slots, 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(!vstd::contains(slots, 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=slots.begin(); i!=slots.end(); ++i)	{		if(!i->second->valid(allowUnrandomized))			return false;	}	return true;}bool CCreatureSet::slotEmpty(TSlot slot) const{	return !vstd::contains(slots, slot);}bool CCreatureSet::needsLastStack() const{	return false;}int CCreatureSet::getArmyStrength() const{	int ret = 0;	for(TSlots::const_iterator i = slots.begin(); i != slots.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 slots.size();}void CCreatureSet::setFormation(bool tight){	formation = tight;}void CCreatureSet::setStackCount(TSlot slot, TQuantity count){	assert(vstd::contains(slots, slot));	assert(count > 0);	slots[slot]->count = count;}void CCreatureSet::clear(){	while(!slots.empty())	{		eraseStack(slots.begin()->first);	}}const CStackInstance& CCreatureSet::getStack(TSlot slot) const{	assert(vstd::contains(slots, slot));	return *slots.find(slot)->second;}void CCreatureSet::eraseStack(TSlot slot){	assert(vstd::contains(slots, slot));	delNull(slots[slot]);	slots.erase(slot);}bool CCreatureSet::contains(const CStackInstance *stack) const{	if(!stack) 		return false;	for(TSlots::const_iterator i = slots.begin(); i != slots.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 = slots.begin(); i != slots.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(!vstd::contains(slots, slot));	slots[slot] = stack;	stack->setArmyObj(castToArmyObj());}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(CCreatureSet &src){	clear();	while(src)	{		TSlots::iterator i = src.slots.begin();		assert(i->second->type);		assert(i->second->valid(false));		assert(i->second->armyObj == NULL);		putStack(i->first, i->second);		src.slots.erase(i);	}}CStackInstance * CCreatureSet::detachStack(TSlot slot){	assert(vstd::contains(slots, slot));	CStackInstance *ret = slots[slot];	if(CArmedInstance *armedObj = castToArmyObj())	{		ret->setArmyObj(NULL); //detaches from current armyobj	}	assert(!ret->armyObj); //we failed detaching?	slots.erase(slot);	return ret;}void CCreatureSet::setStackType(TSlot slot, const CCreature *type){	assert(vstd::contains(slots, slot));	CStackInstance *s = slots[slot];	s->setType(type->idNumber);}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.slots.begin(); i != cs.slots.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.slots.begin(); i != cs.slots.end(); i++)			cres.insert(i->second->type);		for(TSlots::const_iterator i = slots.begin(); i != slots.end(); i++)			cres.insert(i->second->type);		return cres.size() <= ARMY_SIZE;	}}bool CCreatureSet::hasStackAtSlot(TSlot slot) const{	return vstd::contains(slots, slot);}CCreatureSet & CCreatureSet::operator=(const CCreatureSet&cs){	assert(0);	return *this;}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();	type = cre;	count = Count;}void CStackInstance::init(){	experience = 0;	count = 0;	type = NULL;	idRand = -1;	_armyObj = NULL;	nodeType = STACK;}int CStackInstance::getQuantityID() const {	return CCreature::getQuantityID(count);}void CStackInstance::setType(int creID){	setType(VLC->creh->creatures[creID]);}void CStackInstance::setType(const CCreature *c){	if(type)		detachFrom(const_cast<CCreature*>(type));	type = c;	attachTo(const_cast<CCreature*>(type));}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 << " creatures of ";	if(type)		oss << type->namePl;	else if(idRand)		oss << "[no type, idRand=" << idRand << "]";	else		oss << "[UNDEFINED TYPE]";	return oss.str();}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;}
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