| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701 | #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 (isbetw(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[tier].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;	amin(exp, (expType)creh->expRanks[level].back()); //prevent exp overflow due to different types	amin(exp, (exp * creh->maxExpPerBattle[level])/100);	amin(experience += exp, creh->expRanks[level].back()); //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::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::STACKS_SPEED: //Do we need description for creature stats?				//case Bonus::STACK_HEALTH:				case Bonus::MAGIC_RESISTANCE:				case Bonus::SPELL_DAMAGE_REDUCTION:				case Bonus::LEVEL_SPELL_IMMUNITY:				case Bonus::CHANGES_SPELL_COST_FOR_ALLY:				case Bonus::CHANGES_SPELL_COST_FOR_ENEMY:				case Bonus::MANA_CHANNELING:				case Bonus::MANA_DRAIN:				case Bonus::HP_REGENERATION:				case Bonus::ADDITIONAL_RETALIATION:				case Bonus::DOUBLE_DAMAGE_CHANCE:				case Bonus::ENEMY_DEFENCE_REDUCTION:				case Bonus::MAGIC_MIRROR:				case Bonus::DARKNESS: //Darkness Dragons any1?					boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(bonus->val));					break;				//Complex descriptions				case Bonus::HATE:					boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(bonus->val));					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 % 100));					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::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_IMMUNITY:				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(){	setType(type);	setArmyObj(armyObj);}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;}
 |