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vcmi/lib/CArtHandler.h

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#pragma once
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#include "../lib/HeroBonus.h"
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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 CGHeroInstance;
struct ArtifactLocation;
class CArtifactSet;
namespace ArtifactPosition
{
enum ArtifactPosition
{
PRE_FIRST = -1,
HEAD, SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, RIGHT_RING, LEFT_RING, FEET, MISC1, MISC2, MISC3, MISC4,
MACH1, MACH2, MACH3, MACH4, SPELLBOOK, MISC5,
AFTER_LAST,
//cres
CREATURE_SLOT = 0,
COMMANDER1 = 0, COMMANDER2, COMMANDER3, COMMANDER4, COMMANDER5, COMMANDER6, COMMANDER_AFTER_LAST
};
}
namespace ArtBearer
{
enum
{
HERO, CREATURE, COMMANDER
};
}
class DLL_LINKAGE 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;
void setDescription (std::string desc);
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;
bmap<ui8, std::vector<ui16> > possibleSlots; //Bearer Type => 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)
{
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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;
};
class DLL_LINKAGE CArtifactInstance : public CBonusSystemNode
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{
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protected:
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void init();
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CArtifactInstance(CArtifact *Art);
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public:
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CArtifactInstance();
ConstTransitivePtr<CArtifact> artType;
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si32 id; //id of the instance
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//CArtifactInstance(int aid);
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std::string nodeName() const OVERRIDE;
void deserializationFix();
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void setType(CArtifact *Art);
int firstAvailableSlot(const CArtifactSet *h) const;
int firstBackpackSlot(const CArtifactSet *h) const;
int getGivenSpellID() const; //to be used with scrolls (and similar arts), -1 if none
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virtual bool canBePutAt(const CArtifactSet *artSet, int slot, bool assumeDestRemoved = false) const;
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bool canBePutAt(const ArtifactLocation al, bool assumeDestRemoved = false) const; //forwards to the above one
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virtual bool canBeDisassembled() const;
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virtual void putAt(ArtifactLocation al);
virtual void removeFrom(ArtifactLocation al);
virtual bool isPart(const CArtifactInstance *supposedPart) const; //checks if this a part of this artifact: artifact instance is a part of itself, additionally truth is returned for consituents of combined arts
std::vector<const CArtifact *> assemblyPossibilities(const CArtifactSet *h) const;
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void move(ArtifactLocation src, ArtifactLocation dst);
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBonusSystemNode&>(*this);
h & artType & id;
BONUS_TREE_DESERIALIZATION_FIX
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}
static CArtifactInstance *createScroll(const CSpell *s);
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static CArtifactInstance *createNewArtifactInstance(CArtifact *Art);
static CArtifactInstance *createNewArtifactInstance(int aid);
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};
class DLL_LINKAGE CCombinedArtifactInstance : public CArtifactInstance
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{
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CCombinedArtifactInstance(CArtifact *Art);
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public:
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struct ConstituentInfo
{
ConstTransitivePtr<CArtifactInstance> art;
si16 slot;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & art & slot;
}
bool operator==(const ConstituentInfo &rhs) const;
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ConstituentInfo(CArtifactInstance *art = NULL, ui16 slot = -1);
};
std::vector<ConstituentInfo> constituentsInfo;
bool canBePutAt(const CArtifactSet *artSet, int slot, bool assumeDestRemoved = false) const OVERRIDE;
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bool canBeDisassembled() const OVERRIDE;
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void putAt(ArtifactLocation al) OVERRIDE;
void removeFrom(ArtifactLocation al) OVERRIDE;
bool isPart(const CArtifactInstance *supposedPart) const OVERRIDE;
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void createConstituents();
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void addAsConstituent(CArtifactInstance *art, int slot);
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CArtifactInstance *figureMainConstituent(const ArtifactLocation al); //main constituent is replcaed with us (combined art), not lock
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CCombinedArtifactInstance();
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void deserializationFix();
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friend class CArtifactInstance;
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friend struct AssembledArtifact;
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArtifactInstance&>(*this);
h & constituentsInfo;
BONUS_TREE_DESERIALIZATION_FIX
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}
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};
class DLL_LINKAGE CArtHandler //handles artifacts
{
void giveArtBonus(int aid, Bonus::BonusType type, int val, int subtype = -1, int valType = Bonus::BASE_NUMBER, ILimiter * limiter = NULL, int additionalinfo = 0);
void giveArtBonus(int aid, Bonus::BonusType type, int val, int subtype, IPropagator* propagator, int additionalinfo = 0);
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);
void makeItCreatureArt (int aid, bool onlyCreature = true);
void makeItCommanderArt (int aid, bool onlyCommander = true);
CArtHandler();
~CArtHandler();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & artifacts & allowedArtifacts & treasures & minors & majors & relics;
//if(!h.saving) sortArts();
}
};
struct DLL_LINKAGE ArtSlotInfo
{
ConstTransitivePtr<CArtifactInstance> artifact;
ui8 locked; //if locked, then artifact points to the combined artifact
ArtSlotInfo()
{
locked = false;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & artifact & locked;
}
};
class DLL_LINKAGE CArtifactSet
{
public:
std::vector<ArtSlotInfo> artifactsInBackpack; //hero's artifacts from bag
bmap<ui16, ArtSlotInfo> artifactsWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
ArtSlotInfo &retreiveNewArtSlot(ui16 slot);
void setNewArtSlot(ui16 slot, CArtifactInstance *art, bool locked);
void eraseArtSlot(ui16 slot);
const ArtSlotInfo *getSlot(ui16 pos) const;
const CArtifactInstance* getArt(ui16 pos, bool excludeLocked = true) const; //NULL - no artifact
CArtifactInstance* getArt(ui16 pos, bool excludeLocked = true); //NULL - no artifact
si32 getArtPos(int aid, bool onlyWorn = true) const; //looks for equipped artifact with given ID and returns its slot ID or -1 if none(if more than one such artifact lower ID is returned)
si32 getArtPos(const CArtifactInstance *art) const;
const CArtifactInstance *getArtByInstanceId(int artInstId) const;
bool hasArt(ui32 aid, bool onlyWorn = false) const; //checks if hero possess artifact of given id (either in backack or worn)
bool isPositionFree(ui16 pos, bool onlyLockCheck = false) const;
si32 getArtTypeId(ui16 pos) const;
virtual ui8 bearerType() const = 0;
virtual ~CArtifactSet();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & artifactsInBackpack & artifactsWorn;
}
void artDeserializationFix(CBonusSystemNode *node);
};