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vcmi/hch/CArtHandler.cpp

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#define VCMI_DLL
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#include "../stdafx.h"
#include "CArtHandler.h"
#include "CLodHandler.h"
#include "CGeneralTextHandler.h"
#include <boost/assign/std/vector.hpp>
#include <boost/assign/list_of.hpp>
#include <boost/lexical_cast.hpp>
#include <boost/foreach.hpp>
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#include "../lib/VCMI_Lib.h"
extern CLodHandler *bitmaph;
using namespace boost::assign;
/*
* CArtHandler.cpp, 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
*
*/
const std::string & CArtifact::Name() const
{
if(name.size())
return name;
else
return VLC->generaltexth->artifNames[id];
}
const std::string & CArtifact::Description() const
{
if(description.size())
return description;
else
return VLC->generaltexth->artifDescriptions[id];
}
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bool CArtifact::isBig () const
{
return VLC->arth->isBigArtifact(id);
}
/**
* Checks whether the artifact fits at a given slot.
* @param artifWorn A hero's set of worn artifacts.
*/
bool CArtifact::fitsAt (const std::map<ui16, ui32> &artifWorn, ui16 slotID) const
{
if (!vstd::contains(possibleSlots, slotID))
return false;
// Can't put an artifact in a locked slot.
std::map<ui16, ui32>::const_iterator it = artifWorn.find(slotID);
if (it != artifWorn.end() && it->second == 145)
return false;
// Check if a combination artifact fits.
// TODO: Might want a more general algorithm?
// Assumes that misc & rings fits only in their slots, and others in only one slot and no duplicates.
if (constituents != NULL) {
std::map<ui16, ui32> tempArtifWorn = artifWorn;
const ui16 ringSlots[] = {6, 7};
const ui16 miscSlots[] = {9, 10, 11, 12, 18};
int rings = 0;
int misc = 0;
VLC->arth->unequipArtifact(tempArtifWorn, slotID);
BOOST_FOREACH(ui32 constituentID, *constituents) {
const CArtifact& constituent = VLC->arth->artifacts[constituentID];
const int slot = constituent.possibleSlots[0];
if (slot == 6 || slot == 7)
rings++;
else if (slot >= 9 && slot <= 12 || slot == 18)
misc++;
else if (tempArtifWorn.find(slot) != tempArtifWorn.end())
return false;
}
// Ensure enough ring slots are free
for (int i = 0; i < sizeof(ringSlots)/sizeof(*ringSlots); i++) {
if (tempArtifWorn.find(ringSlots[i]) == tempArtifWorn.end() || ringSlots[i] == slotID)
rings--;
}
if (rings > 0)
return false;
// Ensure enough misc slots are free.
for (int i = 0; i < sizeof(miscSlots)/sizeof(*miscSlots); i++) {
if (tempArtifWorn.find(miscSlots[i]) == tempArtifWorn.end() || miscSlots[i] == slotID)
misc--;
}
if (misc > 0)
return false;
}
return true;
}
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bool CArtifact::canBeAssembledTo (const std::map<ui16, ui32> &artifWorn, ui32 artifactID) const
{
if (constituentOf == NULL || !vstd::contains(*constituentOf, artifactID))
return false;
const CArtifact &artifact = VLC->arth->artifacts[artifactID];
assert(artifact.constituents);
BOOST_FOREACH(ui32 constituentID, *artifact.constituents) {
bool found = false;
for (std::map<ui16, ui32>::const_iterator it = artifWorn.begin(); it != artifWorn.end(); ++it) {
if (it->second == constituentID) {
found = true;
break;
}
}
if (!found)
return false;
}
return true;
}
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CArtHandler::CArtHandler()
{
VLC->arth = this;
// War machines are the default big artifacts.
for (ui32 i = 3; i <= 6; i++)
bigArtifacts.insert(i);
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}
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CArtHandler::~CArtHandler()
{
for (std::vector<CArtifact>::iterator it = artifacts.begin(); it != artifacts.end(); ++it) {
delete it->constituents;
delete it->constituentOf;
}
}
void CArtHandler::loadArtifacts(bool onlyTxt)
{
std::vector<ui16> slots;
slots += 17, 16, 15, 14, 13, 18, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0;
static std::map<char, CArtifact::EartClass> classes =
map_list_of('S',CArtifact::ART_SPECIAL)('T',CArtifact::ART_TREASURE)('N',CArtifact::ART_MINOR)('J',CArtifact::ART_MAJOR)('R',CArtifact::ART_RELIC);
std::string buf = bitmaph->getTextFile("ARTRAITS.TXT"), dump, pom;
int it=0;
for(int i=0; i<2; ++i)
{
loadToIt(dump,buf,it,3);
}
VLC->generaltexth->artifNames.resize(ARTIFACTS_QUANTITY);
VLC->generaltexth->artifDescriptions.resize(ARTIFACTS_QUANTITY);
for (int i=0; i<ARTIFACTS_QUANTITY; i++)
{
CArtifact nart;
nart.id=i;
loadToIt(VLC->generaltexth->artifNames[i],buf,it,4);
loadToIt(pom,buf,it,4);
nart.price=atoi(pom.c_str());
for(int j=0;j<slots.size();j++)
{
loadToIt(pom,buf,it,4);
if(pom.size() && pom[0]=='x')
nart.possibleSlots.push_back(slots[j]);
}
loadToIt(pom,buf,it,4);
nart.aClass = classes[pom[0]];
//load description and remove quotation marks
std::string &desc = VLC->generaltexth->artifDescriptions[i];
loadToIt(desc,buf,it,3);
if(desc[0] == '\"' && desc[desc.size()-1] == '\"')
desc = desc.substr(1,desc.size()-2);
// Fill in information about combined artifacts. Should perhaps be moved to a config file?
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nart.constituentOf = NULL;
switch (nart.id) {
case 129: // Angelic Alliance
nart.constituents = new std::vector<ui32>();
*nart.constituents += 31, 32, 33, 34, 35, 36;
break;
case 130: // Cloak of the Undead King
nart.constituents = new std::vector<ui32>();
*nart.constituents += 54, 55, 56;
break;
case 131: // Elixir of Life
nart.constituents = new std::vector<ui32>();
*nart.constituents += 94, 95, 96;
break;
case 132: // Armor of the Damned
nart.constituents = new std::vector<ui32>();
*nart.constituents += 8, 14, 20, 26;
break;
case 133: // Statue of Legion
nart.constituents = new std::vector<ui32>();
*nart.constituents += 118, 119, 120, 121, 122;
break;
case 134: // Power of the Dragon Father
nart.constituents = new std::vector<ui32>();
*nart.constituents += 37, 38, 39, 40, 41, 42, 43, 44, 45;
break;
case 135: // Titan's Thunder
nart.constituents = new std::vector<ui32>();
*nart.constituents += 12, 18, 24, 30;
break;
case 136: // Admiral's Hat
nart.constituents = new std::vector<ui32>();
*nart.constituents += 71, 123;
break;
case 137: // Bow of the Sharpshooter
nart.constituents = new std::vector<ui32>();
*nart.constituents += 60, 61, 62;
break;
case 138: // Wizards' Well
nart.constituents = new std::vector<ui32>();
*nart.constituents += 73, 74, 75;
break;
case 139: // Ring of the Magi
nart.constituents = new std::vector<ui32>();
*nart.constituents += 76, 77, 78;
break;
case 140: // Cornucopia
nart.constituents = new std::vector<ui32>();
*nart.constituents += 109, 110, 111, 113;
break;
// TODO: WoG combinationals
default:
nart.constituents = NULL;
break;
}
if(!onlyTxt)
artifacts.push_back(nart);
}
sortArts();
if(!onlyTxt)
addBonuses();
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// Populate reverse mappings of combinational artifacts.
BOOST_FOREACH(CArtifact artifact, artifacts) {
if (artifact.constituents != NULL) {
BOOST_FOREACH(ui32 constituentID, *artifact.constituents) {
if (artifacts[constituentID].constituentOf == NULL)
artifacts[constituentID].constituentOf = new std::vector<ui32>();
artifacts[constituentID].constituentOf->push_back(artifact.id);
}
}
}
}
int CArtHandler::convertMachineID(int id, bool creToArt )
{
int dif = 142;
if(creToArt)
{
switch (id)
{
case 147:
dif--;
break;
case 148:
dif++;
break;
}
dif = -dif;
}
else
{
switch (id)
{
case 6:
dif--;
break;
case 5:
dif++;
break;
}
}
return id + dif;
}
void CArtHandler::sortArts()
{
for(int i=0;i<144;i++) //do 144, bo nie chcemy bzdurek
{
switch (artifacts[i].aClass)
{
case CArtifact::ART_TREASURE:
treasures.push_back(&(artifacts[i]));
break;
case CArtifact::ART_MINOR:
minors.push_back(&(artifacts[i]));
break;
case CArtifact::ART_MAJOR:
majors.push_back(&(artifacts[i]));
break;
case CArtifact::ART_RELIC:
relics.push_back(&(artifacts[i]));
break;
}
}
}
void CArtHandler::giveArtBonus( int aid, Bonus::BonusType type, int val, int subtype, int valType )
{
Bonus added(Bonus::PERMANENT,type,Bonus::ARTIFACT,val,aid,subtype);
added.valType = valType;
if(type == Bonus::MORALE || Bonus::LUCK)
added.description = "\n" + artifacts[aid].Name() + (val > 0 ? " +" : " ") + boost::lexical_cast<std::string>(val);
artifacts[aid].bonuses.push_back(added);
}
void CArtHandler::addBonuses()
{
#define ART_PRIM_SKILL(ID, whichSkill, val) giveArtBonus(ID,Bonus::PRIMARY_SKILL,val,whichSkill)
#define ART_MORALE(ID, val) giveArtBonus(ID,Bonus::MORALE,val)
#define ART_LUCK(ID, val) giveArtBonus(ID,Bonus::LUCK,val)
#define ART_MORALE_AND_LUCK(ID, val) giveArtBonus(ID,Bonus::MORALE_AND_LUCK,val)
#define ART_ALL_PRIM_SKILLS(ID, val) ART_PRIM_SKILL(ID,0,val); ART_PRIM_SKILL(ID,1,val); ART_PRIM_SKILL(ID,2,val); ART_PRIM_SKILL(ID,3,val)
#define ART_ATTACK_AND_DEFENSE(ID, val) ART_PRIM_SKILL(ID,0,val); ART_PRIM_SKILL(ID,1,val)
#define ART_POWER_AND_KNOWLEDGE(ID, val) ART_PRIM_SKILL(ID,2,val); ART_PRIM_SKILL(ID,3,val)
//Attack bonus artifacts (Weapons)
ART_PRIM_SKILL(7,0,+2); //Centaur Axe
ART_PRIM_SKILL(8,0,+3); //Blackshard of the Dead Knight
ART_PRIM_SKILL(9,0,+4); //Greater Gnoll's Flail
ART_PRIM_SKILL(10,0,+5); //Ogre's Club of Havoc
ART_PRIM_SKILL(11,0,+6); //Sword of Hellfire
ART_PRIM_SKILL(12,0,+12); //Titan's Gladius
ART_PRIM_SKILL(12,1,-3); //Titan's Gladius
//Defense bonus artifacts (Shields)
ART_PRIM_SKILL(13,1,+2); //Shield of the Dwarven Lords
ART_PRIM_SKILL(14,1,+3); //Shield of the Yawning Dead
ART_PRIM_SKILL(15,1,+4); //Buckler of the Gnoll King
ART_PRIM_SKILL(16,1,+5); //Targ of the Rampaging Ogre
ART_PRIM_SKILL(17,1,+6); //Shield of the Damned
ART_PRIM_SKILL(18,1,+12); //Sentinel's Shield
ART_PRIM_SKILL(18,0,-3); //Sentinel's Shield
//Knowledge bonus artifacts (Helmets)
ART_PRIM_SKILL(19,3,+1); //Helm of the Alabaster Unicorn
ART_PRIM_SKILL(20,3,+2); //Skull Helmet
ART_PRIM_SKILL(21,3,+3); //Helm of Chaos
ART_PRIM_SKILL(22,3,+4); //Crown of the Supreme Magi
ART_PRIM_SKILL(23,3,+5); //Hellstorm Helmet
ART_PRIM_SKILL(24,3,+10); //Thunder Helmet
ART_PRIM_SKILL(24,2,-2); //Thunder Helmet
//Spell power bonus artifacts (Armours)
ART_PRIM_SKILL(25,2,+1); //Breastplate of Petrified Wood
ART_PRIM_SKILL(26,2,+2); //Rib Cage
ART_PRIM_SKILL(27,2,+3); //Scales of the Greater Basilisk
ART_PRIM_SKILL(28,2,+4); //Tunic of the Cyclops King
ART_PRIM_SKILL(29,2,+5); //Breastplate of Brimstone
ART_PRIM_SKILL(30,2,+10); //Titan's Cuirass
ART_PRIM_SKILL(30,3,-2); //Titan's Cuirass
//All primary skills (various)
ART_ALL_PRIM_SKILLS(31,+1); //Armor of Wonder
ART_ALL_PRIM_SKILLS(32,+2); //Sandals of the Saint
ART_ALL_PRIM_SKILLS(33,+3); //Celestial Necklace of Bliss
ART_ALL_PRIM_SKILLS(34,+4); //Lion's Shield of Courage
ART_ALL_PRIM_SKILLS(35,+5); //Sword of Judgement
ART_ALL_PRIM_SKILLS(36,+6); //Helm of Heavenly Enlightenment
//Attack and Defense (various)
ART_ATTACK_AND_DEFENSE(37,+1); //Quiet Eye of the Dragon
ART_ATTACK_AND_DEFENSE(38,+2); //Red Dragon Flame Tongue
ART_ATTACK_AND_DEFENSE(39,+3); //Dragon Scale Shield
ART_ATTACK_AND_DEFENSE(40,+4); //Dragon Scale Armor
//Spell power and Knowledge (various)
ART_POWER_AND_KNOWLEDGE(41,+1); //Dragonbone Greaves
ART_POWER_AND_KNOWLEDGE(42,+2); //Dragon Wing Tabard
ART_POWER_AND_KNOWLEDGE(43,+3); //Necklace of Dragonteeth
ART_POWER_AND_KNOWLEDGE(44,+4); //Crown of Dragontooth
//Luck and morale
ART_MORALE(45,+1); //Still Eye of the Dragon
ART_LUCK(45,+1); //Still Eye of the Dragon
ART_LUCK(46,+1); //Clover of Fortune
ART_LUCK(47,+1); //Cards of Prophecy
ART_LUCK(48,+1); //Ladybird of Luck
ART_MORALE(49,+1); //Badge of Courage -> +1 morale and immunity to hostile mind spells:
giveArtBonus(49,Bonus::SPELL_IMMUNITY,50);//sorrow
giveArtBonus(49,Bonus::SPELL_IMMUNITY,59);//berserk
giveArtBonus(49,Bonus::SPELL_IMMUNITY,60);//hypnotize
giveArtBonus(49,Bonus::SPELL_IMMUNITY,61);//forgetfulness
giveArtBonus(49,Bonus::SPELL_IMMUNITY,62);//blind
ART_MORALE(50,+1); //Crest of Valor
ART_MORALE(51,+1); //Glyph of Gallantry
giveArtBonus(52,Bonus::SIGHT_RADIOUS,+1);//Speculum
giveArtBonus(53,Bonus::SIGHT_RADIOUS,+1);//Spyglass
//necromancy bonus
giveArtBonus(54,Bonus::SECONDARY_SKILL_PREMY,+5,12);//Amulet of the Undertaker
giveArtBonus(55,Bonus::SECONDARY_SKILL_PREMY,+10,12);//Vampire's Cowl
giveArtBonus(56,Bonus::SECONDARY_SKILL_PREMY,+15,12);//Dead Man's Boots
giveArtBonus(57,Bonus::MAGIC_RESISTANCE,+5);//Garniture of Interference
giveArtBonus(58,Bonus::MAGIC_RESISTANCE,+10);//Surcoat of Counterpoise
giveArtBonus(59,Bonus::MAGIC_RESISTANCE,+15);//Boots of Polarity
//archery bonus
giveArtBonus(60,Bonus::SECONDARY_SKILL_PREMY,+5,1);//Bow of Elven Cherrywood
giveArtBonus(61,Bonus::SECONDARY_SKILL_PREMY,+10,1);//Bowstring of the Unicorn's Mane
giveArtBonus(62,Bonus::SECONDARY_SKILL_PREMY,+15,1);//Angel Feather Arrows
//eagle eye bonus
giveArtBonus(63,Bonus::SECONDARY_SKILL_PREMY,+5,11);//Bird of Perception
giveArtBonus(64,Bonus::SECONDARY_SKILL_PREMY,+10,11);//Stoic Watchman
giveArtBonus(65,Bonus::SECONDARY_SKILL_PREMY,+15,11);//Emblem of Cognizance
//reducing cost of surrendering
giveArtBonus(66,Bonus::SURRENDER_DISCOUNT,+10);//Statesman's Medal
giveArtBonus(67,Bonus::SURRENDER_DISCOUNT,+10);//Diplomat's Ring
giveArtBonus(68,Bonus::SURRENDER_DISCOUNT,+10);//Ambassador's Sash
giveArtBonus(69,Bonus::STACKS_SPEED,+1);//Ring of the Wayfarer
giveArtBonus(70,Bonus::LAND_MOVEMENT,+300);//Equestrian's Gloves
giveArtBonus(71,Bonus::SEA_MOVEMENT,+1000);//Necklace of Ocean Guidance
giveArtBonus(72,Bonus::FLYING_MOVEMENT,+1);//Angel Wings
giveArtBonus(73,Bonus::MANA_REGENERATION,+1);//Charm of Mana
giveArtBonus(74,Bonus::MANA_REGENERATION,+2);//Talisman of Mana
giveArtBonus(75,Bonus::MANA_REGENERATION,+3);//Mystic Orb of Mana
giveArtBonus(76,Bonus::SPELL_DURATION,+1);//Collar of Conjuring
giveArtBonus(77,Bonus::SPELL_DURATION,+2);//Ring of Conjuring
giveArtBonus(78,Bonus::SPELL_DURATION,+3);//Cape of Conjuring
giveArtBonus(79,Bonus::AIR_SPELL_DMG_PREMY,+50);//Orb of the Firmament
giveArtBonus(80,Bonus::EARTH_SPELL_DMG_PREMY,+50);//Orb of Silt
giveArtBonus(81,Bonus::FIRE_SPELL_DMG_PREMY,+50);//Orb of Tempestuous Fire
giveArtBonus(82,Bonus::WATER_SPELL_DMG_PREMY,+50);//Orb of Driving Rain
giveArtBonus(83,Bonus::BLOCK_SPELLS_ABOVE_LEVEL,3);//Recanter's Cloak
giveArtBonus(84,Bonus::BLOCK_MORALE,0);//Spirit of Oppression
giveArtBonus(85,Bonus::BLOCK_LUCK,0);//Hourglass of the Evil Hour
giveArtBonus(86,Bonus::FIRE_SPELLS,0);//Tome of Fire Magic
giveArtBonus(87,Bonus::AIR_SPELLS,0);//Tome of Air Magic
giveArtBonus(88,Bonus::WATER_SPELLS,0);//Tome of Water Magic
giveArtBonus(89,Bonus::EARTH_SPELLS,0);//Tome of Earth Magic
giveArtBonus(90,Bonus::WATER_WALKING,0);//Boots of Levitation
giveArtBonus(91,Bonus::NO_SHOTING_PENALTY,0);//Golden Bow
giveArtBonus(92,Bonus::SPELL_IMMUNITY,35);//Sphere of Permanence
giveArtBonus(93,Bonus::NEGATE_ALL_NATURAL_IMMUNITIES,0);//Orb of Vulnerability
giveArtBonus(94,Bonus::STACK_HEALTH,+1);//Ring of Vitality
giveArtBonus(95,Bonus::STACK_HEALTH,+1);//Ring of Life
giveArtBonus(96,Bonus::STACK_HEALTH,+2);//Vial of Lifeblood
giveArtBonus(97,Bonus::STACKS_SPEED,+1);//Necklace of Swiftness
giveArtBonus(98,Bonus::LAND_MOVEMENT,+600);//Boots of Speed
giveArtBonus(99,Bonus::STACKS_SPEED,+2);//Cape of Velocity
giveArtBonus(100,Bonus::SPELL_IMMUNITY,59);//Pendant of Dispassion
giveArtBonus(101,Bonus::SPELL_IMMUNITY,62);//Pendant of Second Sight
giveArtBonus(102,Bonus::SPELL_IMMUNITY,42);//Pendant of Holiness
giveArtBonus(103,Bonus::SPELL_IMMUNITY,24);//Pendant of Life
giveArtBonus(104,Bonus::SPELL_IMMUNITY,25);//Pendant of Death
giveArtBonus(105,Bonus::SPELL_IMMUNITY,60);//Pendant of Free Will
giveArtBonus(106,Bonus::SPELL_IMMUNITY,17);//Pendant of Negativity
giveArtBonus(107,Bonus::SPELL_IMMUNITY,61);//Pendant of Total Recall
giveArtBonus(108,Bonus::MORALE,+3);//Pendant of Courage
giveArtBonus(108,Bonus::LUCK,+3);//Pendant of Courage
giveArtBonus(109,Bonus::GENERATE_RESOURCE,+1,4); //Everflowing Crystal Cloak
giveArtBonus(110,Bonus::GENERATE_RESOURCE,+1,5); //Ring of Infinite Gems
giveArtBonus(111,Bonus::GENERATE_RESOURCE,+1,1); //Everpouring Vial of Mercury
giveArtBonus(112,Bonus::GENERATE_RESOURCE,+1,2); //Inexhaustible Cart of Ore
giveArtBonus(113,Bonus::GENERATE_RESOURCE,+1,3); //Eversmoking Ring of Sulfur
giveArtBonus(114,Bonus::GENERATE_RESOURCE,+1,0); //Inexhaustible Cart of Lumber
giveArtBonus(115,Bonus::GENERATE_RESOURCE,+1000,6); //Endless Sack of Gold
giveArtBonus(116,Bonus::GENERATE_RESOURCE,+750,6); //Endless Bag of Gold
giveArtBonus(117,Bonus::GENERATE_RESOURCE,+500,6); //Endless Purse of Gold
giveArtBonus(118,Bonus::CREATURE_GROWTH,+5,1); //Legs of Legion
giveArtBonus(119,Bonus::CREATURE_GROWTH,+4,2); //Loins of Legion
giveArtBonus(120,Bonus::CREATURE_GROWTH,+3,3); //Torso of Legion
giveArtBonus(121,Bonus::CREATURE_GROWTH,+2,4); //Arms of Legion
giveArtBonus(122,Bonus::CREATURE_GROWTH,+1,5); //Head of Legion
//Sea Captain's Hat
giveArtBonus(123,Bonus::WHIRLPOOL_PROTECTION,0);
giveArtBonus(123,Bonus::SEA_MOVEMENT,+500);
giveArtBonus(123,Bonus::SPELL,3,0);
giveArtBonus(123,Bonus::SPELL,3,1);
giveArtBonus(124,Bonus::SPELLS_OF_LEVEL,3,1); //Spellbinder's Hat
giveArtBonus(125,Bonus::ENEMY_CANT_ESCAPE,0); //Shackles of War
giveArtBonus(126,Bonus::BLOCK_SPELLS_ABOVE_LEVEL,0);//Orb of Inhibition
//Armageddon's Blade
giveArtBonus(128, Bonus::SPELL, 3, 26);
giveArtBonus(128, Bonus::SPELL_IMMUNITY, 26);
ART_ATTACK_AND_DEFENSE(128, +3);
ART_PRIM_SKILL(128, 2, +3);
ART_PRIM_SKILL(128, 3, +6);
//Angelic Alliance
ART_ALL_PRIM_SKILLS(129, +21);
giveArtBonus(129, Bonus::NONEVIL_ALIGNMENT_MIX, 0);
giveArtBonus(129, Bonus::OPENING_BATTLE_SPELL, 10, 29); // Prayer
//Cloak of the Undead King
giveArtBonus(130, Bonus::SECONDARY_SKILL_PREMY, +30, 12);
giveArtBonus(130, Bonus::SECONDARY_SKILL_PREMY, +30, 12);
giveArtBonus(130, Bonus::IMPROVED_NECROMANCY, 0);
//Elixir of Life
giveArtBonus(131, Bonus::STACK_HEALTH, +4);
giveArtBonus(131, Bonus::STACK_HEALTH, +25, -1, Bonus::PERCENT_TO_BASE);
giveArtBonus(131, Bonus::HP_REGENERATION, +50);
//Armor of the Damned
ART_ATTACK_AND_DEFENSE(132, +3);
ART_POWER_AND_KNOWLEDGE(132, +2);
giveArtBonus(132, Bonus::OPENING_BATTLE_SPELL, 50, 54); // Slow
giveArtBonus(132, Bonus::OPENING_BATTLE_SPELL, 50, 47); // Disrupting Ray
giveArtBonus(132, Bonus::OPENING_BATTLE_SPELL, 50, 45); // Weakness
giveArtBonus(132, Bonus::OPENING_BATTLE_SPELL, 50, 52); // Misfortune
// Statue of Legion - gives only 50% growth
giveArtBonus(133, Bonus::CREATURE_GROWTH_PERCENT, 50);
//Power of the Dragon Father
ART_ALL_PRIM_SKILLS(134, +16);
giveArtBonus(134, Bonus::MORALE, +1);
giveArtBonus(134, Bonus::LUCK, +1);
giveArtBonus(134, Bonus::LEVEL_SPELL_IMMUNITY, 4);
//Titan's Thunder
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// should also add a permanent spell book, somehow.
ART_ATTACK_AND_DEFENSE(135, +9);
ART_POWER_AND_KNOWLEDGE(135, +8);
giveArtBonus(135, Bonus::SPELL, 3, 57);
//Admiral's Hat
giveArtBonus(136, Bonus::SEA_MOVEMENT, +1500);
giveArtBonus(136, Bonus::WHIRLPOOL_PROTECTION, 0);
giveArtBonus(136, Bonus::SPELL, 3, 0);
giveArtBonus(136, Bonus::SPELL, 3, 1);
giveArtBonus(136, Bonus::FREE_SHIP_BOARDING, 0);
//Bow of the Sharpshooter
giveArtBonus(137, Bonus::SECONDARY_SKILL_PREMY, +30, 1);
giveArtBonus(137, Bonus::NO_SHOTING_PENALTY, 0);
giveArtBonus(137, Bonus::FREE_SHOOTING, 0);
//Wizard's Well
giveArtBonus(138, Bonus::FULL_MANA_REGENERATION, 0);
//Ring of the Magi
giveArtBonus(139, Bonus::SPELL_DURATION, +56);
//Cornucopia
giveArtBonus(140, Bonus::GENERATE_RESOURCE, +5, 1);
giveArtBonus(140, Bonus::GENERATE_RESOURCE, +5, 3);
giveArtBonus(140, Bonus::GENERATE_RESOURCE, +5, 4);
giveArtBonus(140, Bonus::GENERATE_RESOURCE, +5, 5);
}
void CArtHandler::clear()
{
artifacts.clear();
treasures.clear();
minors.clear();
majors.clear();
relics.clear();
}
/**
* Locally equips an artifact to a hero's worn slots. Unequips an already present artifact.
* Does not test if the operation is legal.
* @param artifWorn A hero's set of worn artifacts.
*/
void CArtHandler::equipArtifact (std::map<ui16, ui32> &artifWorn, ui16 slotID, ui32 artifactID)
{
unequipArtifact(artifWorn, slotID);
const CArtifact &artifact = artifacts[artifactID];
// Add artifact.
artifWorn[slotID] = artifactID;
// Add locks, in reverse order of being removed.
if (artifact.constituents != NULL) {
bool destConsumed = false; // Determines which constituent that will be counted for together with the artifact.
BOOST_FOREACH(ui32 constituentID, *artifact.constituents) {
const CArtifact &constituent = artifacts[constituentID];
if (!destConsumed && vstd::contains(constituent.possibleSlots, slotID)) {
destConsumed = true;
} else {
BOOST_FOREACH(ui16 slot, constituent.possibleSlots) {
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if (!vstd::contains(artifWorn, slot)) {
artifWorn[slot] = 145;
break;
}
}
}
}
}
}
/**
* Locally unequips an artifact from a hero's worn slots.
* Does not test if the operation is legal.
* @param artifWorn A hero's set of worn artifacts.
*/
void CArtHandler::unequipArtifact (std::map<ui16, ui32> &artifWorn, ui16 slotID)
{
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if (!vstd::contains(artifWorn, slotID))
return;
const CArtifact &artifact = artifacts[artifWorn[slotID]];
// Remove artifact, if it's not already removed.
artifWorn.erase(slotID);
// Remove locks, in reverse order of being added.
if (artifact.constituents != NULL) {
bool destConsumed = false;
BOOST_FOREACH(ui32 constituentID, *artifact.constituents) {
const CArtifact &constituent = artifacts[constituentID];
if (!destConsumed && vstd::contains(constituent.possibleSlots, slotID)) {
destConsumed = true;
} else {
BOOST_REVERSE_FOREACH(ui16 slot, constituent.possibleSlots) {
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if (vstd::contains(artifWorn, slot) && artifWorn[slot] == 145) {
artifWorn.erase(slot);
break;
}
}
}
}
}
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}