| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093 | #include "StdInc.h"#include "CCreatureSet.h"#include "CCreatureHandler.h"#include "VCMI_Lib.h"#include "CModHandler.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 (VLC->modh->modules.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{	auto h = dynamic_cast<const CGHeroInstance *>(this);	if (h && h->commander == stack)		return -2;	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(slot < GameConstants::ARMY_SIZE);	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) && VLC->modh->modules.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;}
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