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vcmi/lib/CArtHandler.h

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#ifndef __CARTHANDLER_H__
#define __CARTHANDLER_H__
#include "../global.h"
#include "../lib/HeroBonus.h"
#include <set>
#include <list>
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#include "../lib/ConstTransitivePtr.h"
/*
* CArtHandler.h, 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
*
*/
class CDefHandler;
class CArtifact;
class DLL_EXPORT CArtifact : public CBonusSystemNode //container for artifacts
{
protected:
std::string name, description; //set if custom
public:
enum EartClass {ART_SPECIAL=1, ART_TREASURE=2, ART_MINOR=4, ART_MAJOR=8, ART_RELIC=16}; //artifact classes
const std::string &Name() const; //getter
const std::string &Description() const; //getter
bool isBig () const;
bool isModable () const;
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bool fitsAt (const std::map<ui16, const CArtifact*> &artifWorn, ui16 slot) const;
bool canBeAssembledTo (const std::map<ui16, const CArtifact*> &artifWorn, ui32 artifactID) const;
void addBonusesTo (BonusList *otherBonuses) const;
void removeBonusesFrom (BonusList *otherBonuses) const;
virtual void SetProperty (int mod){};
virtual void Init(){};
int getArtClassSerial() const; //0 - treasure, 1 - minor, 2 - major, 3 - relic, 4 - spell scroll, 5 - other
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std::string nodeName() const OVERRIDE;
ui32 price;
std::vector<ui16> possibleSlots; //ids of slots where artifact can be placed
std::vector<ui32> * constituents; // Artifacts IDs a combined artifact consists of, or NULL.
std::vector<ui32> * constituentOf; // Reverse map of constituents.
EartClass aClass;
si32 id;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBonusSystemNode&>(*this);;
h & name & description & price & possibleSlots & constituents & constituentOf & aClass & id;
}
CArtifact();
~CArtifact();
//override
//void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
};
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class DLL_EXPORT CArtifactInstance : public CBonusSystemNode
{
public:
ConstTransitivePtr<CArtifact> art;
si32 id; //id of the instance
CArtifactInstance();
CArtifactInstance(CArtifact *Art);
void init();
std::string nodeName() const OVERRIDE;
void setType(CArtifact *Art);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBonusSystemNode&>(*this);
h & art & id;
}
static CArtifactInstance *createScroll(const CSpell *s);
};
class DLL_EXPORT IModableArt : public CArtifact //artifact which can have different properties, such as scroll or banner
{ //used only for dynamic cast :P
public:
si32 ID; //used for smart serialization
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArtifact&>(*this);
h & ID;
}
};
class DLL_EXPORT CScroll : public IModableArt // Spell Scroll
{
public:
CScroll(){spellid=0;};
CScroll(spelltype sid){spellid = sid;};
spelltype spellid;
void Init();
void SetProperty (int mod){spellid = mod;};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<IModableArt&>(*this);
h & spellid;
}
};
class DLL_EXPORT CCustomizableArt : public IModableArt // Warlord's Banner with multiple options
{
public:
ui8 mode;
CCustomizableArt(){mode=0;};
void Init(){};
void SetProperty (int mod){};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<IModableArt&>(*this);
h & mode;
}
};
class DLL_EXPORT CCommanderArt : public IModableArt // Growing with time
{
public:
ui32 level;
CCommanderArt(){level = 0;};
void Init(){};
void SetProperty (int mod){level = mod;};
void Upgrade(){level++;};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<IModableArt&>(*this);
h & level;
}
};
class DLL_EXPORT CArtHandler //handles artifacts
{
void giveArtBonus(int aid, Bonus::BonusType type, int val, int subtype = -1, int valType = Bonus::BASE_NUMBER, ILimiter * limiter = NULL);
public:
std::vector<CArtifact*> treasures, minors, majors, relics;
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std::vector< ConstTransitivePtr<CArtifact> > artifacts;
std::vector<CArtifact *> allowedArtifacts;
std::set<ui32> bigArtifacts; // Artifacts that cannot be moved to backpack, e.g. war machines.
std::map<ui32, ui8> modableArtifacts; //1-scroll, 2-banner, 3-commander art with progressive bonus
void loadArtifacts(bool onlyTxt);
void sortArts();
void addBonuses();
void clear();
void clearHlpLists();
ui16 getRandomArt (int flags);
ui16 getArtSync (ui32 rand, int flags);
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void getAllowedArts(std::vector<ConstTransitivePtr<CArtifact> > &out, std::vector<CArtifact*> *arts, int flag);
void getAllowed(std::vector<ConstTransitivePtr<CArtifact> > &out, int flags);
void erasePickedArt (si32 id);
bool isBigArtifact (ui32 artID) const {return bigArtifacts.find(artID) != bigArtifacts.end();}
void equipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID, const CArtifact* art) const;
void unequipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID) const;
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void initAllowedArtifactsList(const std::vector<ui8> &allowed); //allowed[art_id] -> 0 if not allowed, 1 if allowed
static int convertMachineID(int id, bool creToArt);
CArtHandler();
~CArtHandler();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & artifacts & allowedArtifacts & treasures & minors & majors & relics;
//if(!h.saving) sortArts();
}
};
#endif // __CARTHANDLER_H__