CCreatureSet.h 8.6 KB

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