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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, CreatureID 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(CreatureID 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, CreatureID 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(CreatureID 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, SecondarySkill::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(CreatureID 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::MANA_DRAIN:
- case Bonus::LIFE_DRAIN:
- case Bonus::REBIRTH:
- 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::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:
- case Bonus::LIFE_DRAIN:
- 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;
- bool fullPath = false;
- 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 == SecondarySkill::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:
- {
- fullPath = true;
- const CSpell * sp = SpellID(bonus->subtype).toSpell();
- fileName = sp->getIconImmune();
- 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;
- case Bonus::LIFE_DRAIN:
- fileName = "DrainLife.bmp"; break;
- }
- if(!fileName.empty() && !fullPath)
- 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);
- }
- CreatureID CStackInstance::getCreatureID() const
- {
- if(type)
- return type->idNumber;
- else
- return CreatureID::NONE;
- }
- std::string CStackInstance::getName() const
- {
- return (count > 1) ? type->namePl : type->nameSing;
- }
- ui64 CStackInstance::getPower() const
- {
- assert(type);
- return type->AIValue * count;
- }
- ArtBearer::ArtBearer CStackInstance::bearerType() const
- {
- return ArtBearer::CREATURE;
- }
- CCommanderInstance::CCommanderInstance()
- {
- init();
- name = "Unnamed";
- }
- CCommanderInstance::CCommanderInstance (CreatureID 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);
- }
- }
- ArtBearer::ArtBearer CCommanderInstance::bearerType() const
- {
- return ArtBearer::COMMANDER;
- }
- CStackBasicDescriptor::CStackBasicDescriptor()
- {
- type = NULL;
- count = -1;
- }
- CStackBasicDescriptor::CStackBasicDescriptor(CreatureID 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, CreatureID cre, TQuantity count)
- {
- assert(!vstd::contains(army, slot));
- army[slot] = CStackBasicDescriptor(cre, count);
- return true;
- }
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