CCreatureSet.h 8.9 KB

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  1. /*
  2. * CCreatureSet.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "HeroBonus.h"
  12. #include "GameConstants.h"
  13. #include "CArtHandler.h"
  14. class JsonNode;
  15. class CCreature;
  16. class CGHeroInstance;
  17. class CArmedInstance;
  18. class CCreatureArtifactSet;
  19. class JsonSerializeFormat;
  20. class DLL_LINKAGE CStackBasicDescriptor
  21. {
  22. public:
  23. const CCreature *type;
  24. TQuantity count;
  25. CStackBasicDescriptor();
  26. CStackBasicDescriptor(CreatureID id, TQuantity Count);
  27. CStackBasicDescriptor(const CCreature *c, TQuantity Count);
  28. virtual ~CStackBasicDescriptor() = default;
  29. virtual void setType(const CCreature * c);
  30. template <typename Handler> void serialize(Handler &h, const int version)
  31. {
  32. h & type;
  33. h & count;
  34. }
  35. void serializeJson(JsonSerializeFormat & handler);
  36. };
  37. class DLL_LINKAGE CStackInstance : public CBonusSystemNode, public CStackBasicDescriptor, public CArtifactSet
  38. {
  39. protected:
  40. const CArmedInstance *_armyObj; //stack must be part of some army, army must be part of some object
  41. public:
  42. // hlp variable used during loading map, when object (hero or town) have creatures that must have same alignment.
  43. // idRand < 0 -> normal, non-random creature
  44. // idRand / 2 -> level
  45. // idRand % 2 -> upgrade number
  46. int idRand;
  47. const CArmedInstance * const & armyObj; //stack must be part of some army, army must be part of some object
  48. TExpType experience;//commander needs same amount of exp as hero
  49. template <typename Handler> void serialize(Handler &h, const int version)
  50. {
  51. h & static_cast<CBonusSystemNode&>(*this);
  52. h & static_cast<CStackBasicDescriptor&>(*this);
  53. h & static_cast<CArtifactSet&>(*this);
  54. h & _armyObj;
  55. h & experience;
  56. BONUS_TREE_DESERIALIZATION_FIX
  57. }
  58. void serializeJson(JsonSerializeFormat & handler);
  59. //overrides CBonusSystemNode
  60. std::string bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const override; // how would bonus description look for this particular type of node
  61. std::string bonusToGraphics(const std::shared_ptr<Bonus>& bonus) const; //file name of graphics from StackSkills , in future possibly others
  62. virtual ui64 getPower() const;
  63. int getQuantityID() const;
  64. std::string getQuantityTXT(bool capitalized = true) const;
  65. virtual int getExpRank() const;
  66. virtual int getLevel() const; //different for regular stack and commander
  67. si32 magicResistance() const override;
  68. CreatureID getCreatureID() const; //-1 if not available
  69. std::string getName() const; //plural or singular
  70. virtual void init();
  71. CStackInstance();
  72. CStackInstance(CreatureID id, TQuantity count);
  73. CStackInstance(const CCreature *cre, TQuantity count);
  74. virtual ~CStackInstance();
  75. void setType(CreatureID creID);
  76. void setType(const CCreature * c) override;
  77. void setArmyObj(const CArmedInstance *ArmyObj);
  78. virtual void giveStackExp(TExpType exp);
  79. bool valid(bool allowUnrandomized) const;
  80. void putArtifact(ArtifactPosition pos, CArtifactInstance * art) override;//from CArtifactSet
  81. ArtBearer::ArtBearer bearerType() const override; //from CArtifactSet
  82. virtual std::string nodeName() const override; //from CBonusSystemnode
  83. void deserializationFix();
  84. };
  85. class DLL_LINKAGE CCommanderInstance : public CStackInstance
  86. {
  87. public:
  88. //TODO: what if Commander is not a part of creature set?
  89. //commander class is determined by its base creature
  90. ui8 alive; //maybe change to bool when breaking save compatibility?
  91. ui8 level; //required only to count callbacks
  92. std::string name; // each Commander has different name
  93. std::vector <ui8> secondarySkills; //ID -> level
  94. std::set <ui8> specialSKills;
  95. //std::vector <CArtifactInstance *> arts;
  96. void init() override;
  97. CCommanderInstance();
  98. CCommanderInstance (CreatureID id);
  99. virtual ~CCommanderInstance();
  100. void setAlive (bool alive);
  101. void giveStackExp (TExpType exp) override;
  102. void levelUp ();
  103. bool gainsLevel() const; //true if commander has lower level than should upon his experience
  104. ui64 getPower() const override {return 0;};
  105. int getExpRank() const override;
  106. int getLevel() const override;
  107. ArtBearer::ArtBearer bearerType() const override; //from CArtifactSet
  108. template <typename Handler> void serialize(Handler &h, const int version)
  109. {
  110. h & static_cast<CStackInstance&>(*this);
  111. h & alive;
  112. h & level;
  113. h & name;
  114. h & secondarySkills;
  115. h & specialSKills;
  116. }
  117. };
  118. typedef std::map<SlotID, CStackInstance*> TSlots;
  119. typedef std::map<SlotID, CStackBasicDescriptor> TSimpleSlots;
  120. class IArmyDescriptor
  121. {
  122. public:
  123. virtual void clear() = 0;
  124. virtual bool setCreature(SlotID slot, CreatureID cre, TQuantity count) = 0;
  125. };
  126. //simplified version of CCreatureSet
  127. class DLL_LINKAGE CSimpleArmy : public IArmyDescriptor
  128. {
  129. public:
  130. TSimpleSlots army;
  131. void clear() override;
  132. bool setCreature(SlotID slot, CreatureID cre, TQuantity count) override;
  133. operator bool() const;
  134. template <typename Handler> void serialize(Handler &h, const int version)
  135. {
  136. h & army;
  137. }
  138. };
  139. class DLL_LINKAGE CCreatureSet : public IArmyDescriptor //seven combined creatures
  140. {
  141. CCreatureSet(const CCreatureSet&);
  142. CCreatureSet &operator=(const CCreatureSet&);
  143. public:
  144. TSlots stacks; //slots[slot_id]->> pair(creature_id,creature_quantity)
  145. ui8 formation; //false - wide, true - tight
  146. CCreatureSet();
  147. virtual ~CCreatureSet();
  148. virtual void armyChanged();
  149. const CStackInstance &operator[](SlotID slot) const;
  150. const TSlots &Slots() const {return stacks;}
  151. void addToSlot(SlotID slot, CreatureID cre, TQuantity count, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
  152. void addToSlot(SlotID slot, CStackInstance *stack, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
  153. void clear() override;
  154. void setFormation(bool tight);
  155. CArmedInstance *castToArmyObj();
  156. //basic operations
  157. void putStack(SlotID slot, CStackInstance *stack); //adds new stack to the army, slot must be empty
  158. void setStackCount(SlotID slot, TQuantity count); //stack must exist!
  159. CStackInstance *detachStack(SlotID slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
  160. void setStackType(SlotID slot, const CCreature *type);
  161. void giveStackExp(TExpType exp);
  162. void setStackExp(SlotID slot, TExpType exp);
  163. //derivative
  164. void eraseStack(SlotID slot); //slot must be occupied
  165. void joinStack(SlotID slot, CStackInstance * stack); //adds new stack to the existing stack of the same type
  166. void changeStackCount(SlotID slot, TQuantity toAdd); //stack must exist!
  167. bool setCreature (SlotID slot, CreatureID type, TQuantity quantity) override; //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
  168. 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.
  169. const CStackInstance& getStack(SlotID slot) const; //stack must exist
  170. const CStackInstance* getStackPtr(SlotID slot) const; //if stack doesn't exist, returns nullptr
  171. const CCreature* getCreature(SlotID slot) const; //workaround of map issue;
  172. int getStackCount (SlotID slot) const;
  173. TExpType getStackExperience(SlotID slot) const;
  174. SlotID findStack(const CStackInstance *stack) const; //-1 if none
  175. SlotID getSlotFor(CreatureID creature, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available
  176. SlotID getSlotFor(const CCreature *c, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available
  177. SlotID getFreeSlot(ui32 slotsAmount = GameConstants::ARMY_SIZE) const;
  178. bool mergableStacks(std::pair<SlotID, SlotID> &out, SlotID preferable = SlotID()) const; //looks for two same stacks, returns slot positions;
  179. bool validTypes(bool allowUnrandomized = false) const; //checks if all types of creatures are set properly
  180. bool slotEmpty(SlotID slot) const;
  181. int stacksCount() const;
  182. virtual bool needsLastStack() const; //true if last stack cannot be taken
  183. ui64 getArmyStrength() const; //sum of AI values of creatures
  184. ui64 getPower (SlotID slot) const; //value of specific stack
  185. std::string getRoughAmount(SlotID slot, int mode = 0) const; //rough size of specific stack
  186. std::string getArmyDescription() const;
  187. bool hasStackAtSlot(SlotID slot) const;
  188. bool contains(const CStackInstance *stack) const;
  189. bool canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks = true) const;
  190. template <typename Handler> void serialize(Handler &h, const int version)
  191. {
  192. h & stacks;
  193. h & formation;
  194. }
  195. void serializeJson(JsonSerializeFormat & handler, const std::string & fieldName, const boost::optional<int> fixedSize = boost::none);
  196. operator bool() const
  197. {
  198. return !stacks.empty();
  199. }
  200. void sweep();
  201. };