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- #ifndef __CCREATURESET_H__
- #define __CCREATURESET_H__
- #include "../global.h"
- #include <map>
- #include "HeroBonus.h"
- class CCreature;
- class CGHeroInstance;
- class CArmedInstance;
- //a few typedefs for CCreatureSet
- typedef si32 TSlot;
- typedef si32 TQuantity;
- typedef ui32 TCreature; //creature id
- const int ARMY_SIZE = 7;
- class DLL_EXPORT CStackInstance : public CBonusSystemNode
- {
- public:
- int idRand; //hlp variable used during loading game -> "id" placeholder for randomization
- const CArmedInstance *armyObj; //stack must be part of some army, army must be part of some object
- const CCreature *type;
- TQuantity count;
- ui32 experience; //TODO: handle
- //TODO: stack artifacts
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CBonusSystemNode&>(*this);
- h & armyObj & type & count & experience;
- }
- //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
- int getQuantityID() const;
- std::string getQuantityTXT(bool capitalized = true) const;
- void init();
- CStackInstance();
- CStackInstance(TCreature id, TQuantity count, const CArmedInstance *ArmyObj = NULL);
- CStackInstance(const CCreature *cre, TQuantity count);
- void setType(int creID);
- };
- typedef std::map<TSlot, CStackInstance> TSlots;
- class DLL_EXPORT CCreatureSet //seven combined creatures
- {
- public:
- TSlots slots; //slots[slot_id]=> pair(creature_id,creature_quantity)
- ui8 formation; //false - wide, true - tight
- const CStackInstance operator[](TSlot slot) const;
- const TSlots &Slots() const {return slots;}
- 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, const CStackInstance &stack, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
- void addStack(TSlot slot, const CStackInstance &stack); //adds new stack to the army, slot must be empty
- bool setCreature (TSlot slot, TCreature type, TQuantity quantity); //slots 0 to 6, if quantity=0, erases stack
- void clear();
- void setFormation(bool tight);
- void setStackCount(TSlot slot, TQuantity count); //stack must exist!
- void eraseStack(TSlot slot);
-
- const CStackInstance& getStack(TSlot slot) const;
- const CCreature* getCreature(TSlot slot) const; //workaround of map issue;
- int getAmount (TSlot slot) const;
- TSlot getSlotFor(TCreature creature, 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 contains(const CStackInstance *stack) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & slots & formation;
- }
- operator bool() const
- {
- return slots.size() > 0;
- }
- void sweep();
- };
- #endif // __CCREATURESET_H__
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