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							- #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"
 
- /*
 
-  * CCreatureSet.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- 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
 
- }
 
- TExpType 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(TExpType exp)
 
- {
 
- 	for(TSlots::const_iterator i = stacks.begin(); i != stacks.end(); i++)
 
- 		i->second->giveStackExp(exp);
 
- }
 
- void CCreatureSet::setStackExp(TSlot slot, TExpType 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
 
- {
 
- 	if (!VLC->modh->modules.STACK_EXP)
 
- 		return 0;
 
- 	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(TExpType 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, (TExpType)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;
 
- 				}
 
- 				case Bonus::SPELL_LIKE_ATTACK:
 
- 				{
 
- 					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:
 
- 				case Bonus::ENCHANTED:
 
- 					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"
 
- 		case Bonus::ENCHANTED:
 
- 			fileName = "E_BLESS.bmp"; break;
 
- 			//"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 (CBonusSystemNode::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 (TExpType 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;
 
- }
 
 
  |