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							- #pragma once
 
- #include "HeroBonus.h"
 
- #include "GameConstants.h"
 
- #include "CArtHandler.h"
 
- class CCreature;
 
- class CGHeroInstance;
 
- class CArmedInstance;
 
- class CCreatureArtifactSet;
 
- class DLL_LINKAGE CStackBasicDescriptor
 
- {
 
- public:
 
- 	const CCreature *type;
 
- 	TQuantity count;
 
- 	CStackBasicDescriptor();
 
- 	CStackBasicDescriptor(TCreature id, TQuantity Count);
 
- 	CStackBasicDescriptor(const CCreature *c, TQuantity Count);
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & type & count;
 
- 	}
 
- };
 
- class DLL_LINKAGE CStackInstance : public CBonusSystemNode, public CStackBasicDescriptor, public CArtifactSet
 
- {
 
- protected:
 
- 	const CArmedInstance *_armyObj; //stack must be part of some army, army must be part of some object
 
- public:
 
- 	int idRand; //hlp variable used during loading game -> "id" placeholder for randomization
 
- 	const CArmedInstance * const & armyObj; //stack must be part of some army, army must be part of some object
 
- 	expType experience;//commander needs same amount of exp as hero
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CBonusSystemNode&>(*this);
 
- 		h & static_cast<CStackBasicDescriptor&>(*this);
 
- 		h & static_cast<CArtifactSet&>(*this);
 
- 		h & _armyObj & experience;
 
- 		BONUS_TREE_DESERIALIZATION_FIX
 
- 	}
 
- 	//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
 
- 	std::string bonusToString(Bonus *bonus, bool description) const; // how would bonus description look for this particular type of node
 
- 	std::string bonusToGraphics(Bonus *bonus) const; //file name of graphics from StackSkills , in future possibly others
 
- 	virtual ui64 getPower() const;
 
- 	int getQuantityID() const;
 
- 	std::string getQuantityTXT(bool capitalized = true) const;
 
- 	virtual int getExpRank() const;
 
- 	si32 magicResistance() const;
 
- 	int getCreatureID() const; //-1 if not available
 
- 	std::string getName() const; //plural or singular
 
- 	virtual void init();
 
- 	CStackInstance();
 
- 	CStackInstance(TCreature id, TQuantity count);
 
- 	CStackInstance(const CCreature *cre, TQuantity count);
 
- 	~CStackInstance();
 
- 	void setType(int creID);
 
- 	void setType(const CCreature *c);
 
- 	void setArmyObj(const CArmedInstance *ArmyObj);
 
- 	virtual void giveStackExp(expType exp);
 
- 	bool valid(bool allowUnrandomized) const;
 
- 	ui8 bearerType() const OVERRIDE; //from CArtifactSet
 
- 	virtual std::string nodeName() const OVERRIDE; //from CBonusSystemnode
 
- 	void deserializationFix();
 
- };
 
- class DLL_LINKAGE CCommanderInstance : public CStackInstance
 
- {
 
- public:
 
- 	//TODO: what if Commander is not a part of creature set?
 
- 	//commander class is determined by its base creature
 
- 	ui8 alive;
 
- 	ui8 level; //required only to count callbacks
 
- 	std::string name; // each Commander has different name
 
- 	std::vector <ui8> secondarySkills; //ID -> level
 
- 	std::set <ui8> specialSKills;
 
- 	//std::vector <CArtifactInstance *> arts;
 
- 	void init() OVERRIDE;
 
- 	CCommanderInstance();
 
- 	CCommanderInstance (TCreature id);
 
- 	~CCommanderInstance();
 
- 	void setAlive (bool alive);
 
- 	void giveStackExp (expType exp);
 
- 	void levelUp ();
 
- 	ui64 getPower() const {return 0;};
 
- 	int getExpRank() const;
 
- 	ui8 bearerType() const OVERRIDE; //from CArtifactSet
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CStackInstance&>(*this);
 
- 		h & alive & level & name & secondarySkills & specialSKills;
 
- 	}
 
- };
 
- DLL_LINKAGE std::ostream & operator<<(std::ostream & str, const CStackInstance & sth);
 
- typedef std::map<TSlot, CStackInstance*> TSlots;
 
- typedef std::map<TSlot, CStackBasicDescriptor> TSimpleSlots;
 
- class IArmyDescriptor
 
- {
 
- public:
 
- 	virtual void clear() = 0;
 
- 	virtual bool setCreature(TSlot slot, TCreature cre, TQuantity count) = 0;
 
- };
 
- //simplified version of CCreatureSet
 
- class DLL_LINKAGE CSimpleArmy : public IArmyDescriptor
 
- {
 
- public:
 
- 	TSimpleSlots army;
 
- 	void clear() OVERRIDE;
 
- 	bool setCreature(TSlot slot, TCreature cre, TQuantity count) OVERRIDE;
 
- 	operator bool() const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & army;
 
- 	}
 
- };
 
- class DLL_LINKAGE CCreatureSet : public IArmyDescriptor //seven combined creatures
 
- {
 
- 	CCreatureSet(const CCreatureSet&);;
 
- 	CCreatureSet &operator=(const CCreatureSet&);
 
- public:
 
- 	TSlots stacks; //slots[slot_id]->> pair(creature_id,creature_quantity)
 
- 	ui8 formation; //false - wide, true - tight
 
- 	CCreatureSet();
 
- 	virtual ~CCreatureSet();
 
- 	virtual void armyChanged();
 
- 	const CStackInstance &operator[](TSlot slot) const; 
 
- 	const TSlots &Slots() const {return stacks;}
 
- 	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, CStackInstance *stack, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
 
- 	void clear() OVERRIDE;
 
- 	void setFormation(bool tight);
 
- 	CArmedInstance *castToArmyObj();
 
- 	//basic operations
 
- 	void putStack(TSlot slot, CStackInstance *stack); //adds new stack to the army, slot must be empty
 
- 	void setStackCount(TSlot slot, TQuantity count); //stack must exist!
 
- 	CStackInstance *detachStack(TSlot slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
 
- 	void setStackType(TSlot slot, const CCreature *type);
 
- 	void giveStackExp(expType exp);
 
- 	void setStackExp(TSlot slot, expType exp);
 
- 	//derivative 
 
- 	void eraseStack(TSlot slot); //slot must be occupied
 
- 	void joinStack(TSlot slot, CStackInstance * stack); //adds new stack to the existing stack of the same type
 
- 	void changeStackCount(TSlot slot, TQuantity toAdd); //stack must exist!
 
- 	bool setCreature (TSlot slot, TCreature type, TQuantity quantity) OVERRIDE; //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
 
- 	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.
 
- 	
 
- 	const CStackInstance& getStack(TSlot slot) const; //stack must exist
 
- 	const CStackInstance* getStackPtr(TSlot slot) const; //if stack doesn't exist, returns NULL
 
- 	const CCreature* getCreature(TSlot slot) const; //workaround of map issue;
 
- 	int getStackCount (TSlot slot) const;
 
- 	expType getStackExperience(TSlot slot) const;
 
- 	TSlot findStack(const CStackInstance *stack) const; //-1 if none
 
- 	TSlot getSlotFor(TCreature creature, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available
 
- 	TSlot getSlotFor(const CCreature *c, ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns -1 if no slot available
 
- 	TSlot getFreeSlot(ui32 slotsAmount = GameConstants::ARMY_SIZE) const;
 
- 	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
 
- 	ui64 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 hasStackAtSlot(TSlot slot) const;
 
- 	
 
- 	bool contains(const CStackInstance *stack) const;
 
- 	bool canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks = true) const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & stacks & formation;
 
- 	}
 
- 	operator bool() const
 
- 	{
 
- 		return stacks.size() > 0;
 
- 	}
 
- 	void sweep();
 
- };
 
 
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