| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169 | #ifndef __CCREATURESET_H__#define __CCREATURESET_H__#include "../global.h"#include <map>#include "HeroBonus.h"class CCreature;class CGHeroInstance;class CArmedInstance;class DLL_EXPORT 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_EXPORT CStackInstance : public CBonusSystemNode, public CStackBasicDescriptor{	const CArmedInstance *_armyObj; //stack must be part of some army, army must be part of some objectpublic:	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	ui32 experience; //TODO: handle	//TODO: stack artifacts	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CBonusSystemNode&>(*this);		h & static_cast<CStackBasicDescriptor&>(*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	int getQuantityID() const;	std::string getQuantityTXT(bool capitalized = true) const;	int getExpRank() const;	si32 magicResistance() const;	int getCreatureID() const; //-1 if not available	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);	void giveStackExp(expType exp);	bool valid(bool allowUnrandomized) const;	virtual std::string nodeName() const OVERRIDE;	void deserializationFix();};DLL_EXPORT 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 CCreatureSetclass DLL_EXPORT 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_EXPORT 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=ARMY_SIZE) const; //returns -1 if no slot available	TSlot getSlotFor(const CCreature *c, ui32 slotsAmount=ARMY_SIZE) const; //returns -1 if no slot available	TSlot getFreeSlot(ui32 slotsAmount=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();};#endif // __CCREATURESET_H__
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