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vcmi/lib/CArtHandler.cpp

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/*
* 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
*
*/
#include "StdInc.h"
#include "CArtHandler.h"
#include "filesystem/Filesystem.h"
#include "CGeneralTextHandler.h"
#include "VCMI_Lib.h"
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#include "CModHandler.h"
#include "spells/CSpellHandler.h"
#include "mapObjects/MapObjects.h"
#include "NetPacksBase.h"
#include "GameConstants.h"
#include "CRandomGenerator.h"
#include "mapObjects/CObjectClassesHandler.h"
// Note: list must match entries in ArtTraits.txt
#define ART_POS_LIST \
ART_POS(SPELLBOOK) \
ART_POS(MACH4) \
ART_POS(MACH3) \
ART_POS(MACH2) \
ART_POS(MACH1) \
ART_POS(MISC5) \
ART_POS(MISC4) \
ART_POS(MISC3) \
ART_POS(MISC2) \
ART_POS(MISC1) \
ART_POS(FEET) \
ART_POS(LEFT_RING) \
ART_POS(RIGHT_RING) \
ART_POS(TORSO) \
ART_POS(LEFT_HAND) \
ART_POS(RIGHT_HAND) \
ART_POS(NECK) \
ART_POS(SHOULDERS) \
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ART_POS(HEAD)
const std::string & CArtifact::Name() const
{
return name;
}
const std::string & CArtifact::Description() const
{
return description;
}
const std::string & CArtifact::EventText() const
{
return eventText;
}
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bool CArtifact::isBig () const
{
return VLC->arth->isBigArtifact(id);
}
bool CArtifact::isTradable () const
{
return VLC->arth->isTradableArtifact(id);
}
CArtifact::CArtifact()
{
setNodeType(ARTIFACT);
possibleSlots[ArtBearer::HERO]; //we want to generate map entry even if it will be empty
possibleSlots[ArtBearer::CREATURE]; //we want to generate map entry even if it will be empty
possibleSlots[ArtBearer::COMMANDER];
}
CArtifact::~CArtifact()
{
}
int CArtifact::getArtClassSerial() const
{
if(id == ArtifactID::SPELL_SCROLL)
return 4;
switch(aClass)
{
case ART_TREASURE:
return 0;
case ART_MINOR:
return 1;
case ART_MAJOR:
return 2;
case ART_RELIC:
return 3;
case ART_SPECIAL:
return 5;
}
return -1;
}
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std::string CArtifact::nodeName() const
{
return "Artifact: " + Name();
}
void CArtifact::addNewBonus(Bonus *b)
{
b->source = Bonus::ARTIFACT;
b->duration = Bonus::PERMANENT;
b->description = name;
CBonusSystemNode::addNewBonus(b);
}
void CGrowingArtifact::levelUpArtifact (CArtifactInstance * art)
{
Bonus b;
b.type = Bonus::LEVEL_COUNTER;
b.val = 1;
b.duration = Bonus::COMMANDER_KILLED;
art->accumulateBonus (b);
for (auto bonus : bonusesPerLevel)
{
if (art->valOfBonuses(Bonus::LEVEL_COUNTER) % bonus.first == 0) //every n levels
{
art->accumulateBonus (bonus.second);
}
}
for (auto bonus : thresholdBonuses)
{
if (art->valOfBonuses(Bonus::LEVEL_COUNTER) == bonus.first) //every n levels
{
art->addNewBonus (&bonus.second);
}
}
}
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CArtHandler::CArtHandler()
{
//VLC->arth = this;
// War machines are the default big artifacts.
for (ArtifactID i = ArtifactID::CATAPULT; i <= ArtifactID::FIRST_AID_TENT; i.advance(1))
bigArtifacts.insert(i);
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}
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CArtHandler::~CArtHandler()
{
for(CArtifact * art : artifacts)
delete art;
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}
std::vector<JsonNode> CArtHandler::loadLegacyData(size_t dataSize)
{
artifacts.resize(dataSize);
std::vector<JsonNode> h3Data;
h3Data.reserve(dataSize);
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#define ART_POS(x) #x ,
const std::vector<std::string> artSlots = { ART_POS_LIST };
#undef ART_POS
static std::map<char, std::string> classes =
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{{'S',"SPECIAL"}, {'T',"TREASURE"},{'N',"MINOR"},{'J',"MAJOR"},{'R',"RELIC"},};
CLegacyConfigParser parser("DATA/ARTRAITS.TXT");
CLegacyConfigParser events("DATA/ARTEVENT.TXT");
parser.endLine(); // header
parser.endLine();
for (size_t i = 0; i < dataSize; i++)
{
JsonNode artData;
artData["text"]["name"].String() = parser.readString();
artData["text"]["event"].String() = events.readString();
artData["value"].Float() = parser.readNumber();
for(auto & artSlot : artSlots)
{
if(parser.readString() == "x")
{
artData["slot"].Vector().push_back(JsonNode());
artData["slot"].Vector().back().String() = artSlot;
}
}
artData["class"].String() = classes[parser.readString()[0]];
artData["text"]["description"].String() = parser.readString();
parser.endLine();
events.endLine();
h3Data.push_back(artData);
}
return h3Data;
}
void CArtHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
{
auto object = loadFromJson(data);
object->id = ArtifactID(artifacts.size());
object->iconIndex = object->id + 5;
artifacts.push_back(object);
VLC->modh->identifiers.registerObject(scope, "artifact", name, object->id);
}
void CArtHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
{
auto object = loadFromJson(data);
object->id = ArtifactID(index);
object->iconIndex = object->id;
assert(artifacts[index] == nullptr); // ensure that this id was not loaded before
artifacts[index] = object;
VLC->modh->identifiers.registerObject(scope, "artifact", name, object->id);
}
CArtifact * CArtHandler::loadFromJson(const JsonNode & node)
{
CArtifact * art;
if (!VLC->modh->modules.COMMANDERS || node["growing"].isNull())
art = new CArtifact();
else
{
auto growing = new CGrowingArtifact();
loadGrowingArt(growing, node);
art = growing;
}
const JsonNode & text = node["text"];
art->name = text["name"].String();
art->description = text["description"].String();
art->eventText = text["event"].String();
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const JsonNode & graphics = node["graphics"];
art->image = graphics["image"].String();
if (!graphics["large"].isNull())
art->large = graphics["large"].String();
else
art->large = art->image;
art->advMapDef = graphics["map"].String();
art->price = node["value"].Float();
loadSlots(art, node);
loadClass(art, node);
loadType(art, node);
loadComponents(art, node);
for (auto b : node["bonuses"].Vector())
{
auto bonus = JsonUtils::parseBonus (b);
art->addNewBonus(bonus);
}
return art;
}
ArtifactPosition CArtHandler::stringToSlot(std::string slotName)
{
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#define ART_POS(x) { #x, ArtifactPosition::x },
static const std::map<std::string, ArtifactPosition> artifactPositionMap = { ART_POS_LIST };
#undef ART_POS
auto it = artifactPositionMap.find (slotName);
if (it != artifactPositionMap.end())
return it->second;
logGlobal->warnStream() << "Warning! Artifact slot " << slotName << " not recognized!";
return ArtifactPosition::PRE_FIRST;
}
void CArtHandler::addSlot(CArtifact * art, const std::string & slotID)
{
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static const std::vector<ArtifactPosition> miscSlots =
{
ArtifactPosition::MISC1, ArtifactPosition::MISC2, ArtifactPosition::MISC3, ArtifactPosition::MISC4, ArtifactPosition::MISC5
};
static const std::vector<ArtifactPosition> ringSlots =
{
ArtifactPosition::LEFT_RING, ArtifactPosition::RIGHT_RING
};
if (slotID == "MISC")
{
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vstd::concatenate(art->possibleSlots[ArtBearer::HERO], miscSlots);
}
else if (slotID == "RING")
{
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vstd::concatenate(art->possibleSlots[ArtBearer::HERO], ringSlots);
}
else
{
auto slot = stringToSlot(slotID);
if (slot != ArtifactPosition::PRE_FIRST)
art->possibleSlots[ArtBearer::HERO].push_back (slot);
}
}
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void CArtHandler::loadSlots(CArtifact * art, const JsonNode & node)
{
if (!node["slot"].isNull()) //we assume non-hero slots are irrelevant?
{
if (node["slot"].getType() == JsonNode::DATA_STRING)
addSlot(art, node["slot"].String());
else
{
for (const JsonNode & slot : node["slot"].Vector())
addSlot(art, slot.String());
}
}
}
CArtifact::EartClass CArtHandler::stringToClass(std::string className)
{
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static const std::map<std::string, CArtifact::EartClass> artifactClassMap =
{
{"TREASURE", CArtifact::ART_TREASURE},
{"MINOR", CArtifact::ART_MINOR},
{"MAJOR", CArtifact::ART_MAJOR},
{"RELIC", CArtifact::ART_RELIC},
{"SPECIAL", CArtifact::ART_SPECIAL}
};
auto it = artifactClassMap.find (className);
if (it != artifactClassMap.end())
return it->second;
logGlobal->warnStream() << "Warning! Artifact rarity " << className << " not recognized!";
return CArtifact::ART_SPECIAL;
}
void CArtHandler::loadClass(CArtifact * art, const JsonNode & node)
{
art->aClass = stringToClass(node["class"].String());
}
void CArtHandler::loadType(CArtifact * art, const JsonNode & node)
{
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#define ART_BEARER(x) { #x, ArtBearer::x },
static const std::map<std::string, int> artifactBearerMap = { ART_BEARER_LIST };
#undef ART_BEARER
for (const JsonNode & b : node["type"].Vector())
{
auto it = artifactBearerMap.find (b.String());
if (it != artifactBearerMap.end())
{
int bearerType = it->second;
switch (bearerType)
{
case ArtBearer::HERO://TODO: allow arts having several possible bearers
break;
case ArtBearer::COMMANDER:
makeItCommanderArt (art); //original artifacts should have only one bearer type
break;
case ArtBearer::CREATURE:
makeItCreatureArt (art);
break;
}
}
else
logGlobal->warnStream() << "Warning! Artifact type " << b.String() << " not recognized!";
}
}
void CArtHandler::loadComponents(CArtifact * art, const JsonNode & node)
{
if (!node["components"].isNull())
{
art->constituents.reset(new std::vector<CArtifact *>());
for (auto component : node["components"].Vector())
{
VLC->modh->identifiers.requestIdentifier("artifact", component, [=](si32 id)
{
// when this code is called both combinational art as well as component are loaded
// so it is safe to access any of them
art->constituents->push_back(VLC->arth->artifacts[id]);
VLC->arth->artifacts[id]->constituentOf.push_back(art);
});
}
}
}
void CArtHandler::loadGrowingArt(CGrowingArtifact * art, const JsonNode & node)
{
for (auto b : node["growing"]["bonusesPerLevel"].Vector())
{
art->bonusesPerLevel.push_back (std::pair <ui16, Bonus> (b["level"].Float(), *JsonUtils::parseBonus (b["bonus"])));
}
for (auto b : node["growing"]["thresholdBonuses"].Vector())
{
art->thresholdBonuses.push_back (std::pair <ui16, Bonus> (b["level"].Float(), *JsonUtils::parseBonus (b["bonus"])));
}
}
//TODO: use bimap
ArtifactID CArtHandler::creatureToMachineID(CreatureID id)
{
switch (id)
{
case CreatureID::CATAPULT: //Catapult
return ArtifactID::CATAPULT;
break;
case CreatureID::BALLISTA: //Ballista
return ArtifactID::BALLISTA;
break;
case CreatureID::FIRST_AID_TENT: //First Aid tent
return ArtifactID::FIRST_AID_TENT;
break;
case CreatureID::AMMO_CART: //Ammo cart
return ArtifactID::AMMO_CART;
break;
}
return ArtifactID::NONE; //this creature is not artifact
}
CreatureID CArtHandler::machineIDToCreature(ArtifactID id)
{
switch (id)
{
case ArtifactID::CATAPULT:
return CreatureID::CATAPULT;
break;
case ArtifactID::BALLISTA:
return CreatureID::BALLISTA;
break;
case ArtifactID::FIRST_AID_TENT:
return CreatureID::FIRST_AID_TENT;
break;
case ArtifactID::AMMO_CART:
return CreatureID::AMMO_CART;
break;
}
return CreatureID::NONE; //this artifact is not a creature
}
ArtifactID CArtHandler::pickRandomArtifact(CRandomGenerator & rand, int flags, std::function<bool(ArtifactID)> accepts)
{
auto getAllowedArts = [&](std::vector<ConstTransitivePtr<CArtifact> > &out, std::vector<CArtifact*> *arts, CArtifact::EartClass flag)
{
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if (arts->empty()) //restock available arts
fillList(*arts, flag);
for (auto & arts_i : *arts)
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{
if (accepts(arts_i->id))
{
CArtifact *art = arts_i;
out.push_back(art);
}
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}
};
auto getAllowed = [&](std::vector<ConstTransitivePtr<CArtifact> > &out)
{
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if (flags & CArtifact::ART_TREASURE)
getAllowedArts (out, &treasures, CArtifact::ART_TREASURE);
if (flags & CArtifact::ART_MINOR)
getAllowedArts (out, &minors, CArtifact::ART_MINOR);
if (flags & CArtifact::ART_MAJOR)
getAllowedArts (out, &majors, CArtifact::ART_MAJOR);
if (flags & CArtifact::ART_RELIC)
getAllowedArts (out, &relics, CArtifact::ART_RELIC);
if (!out.size()) //no artifact of specified rarity, we need to take another one
{
getAllowedArts (out, &treasures, CArtifact::ART_TREASURE);
getAllowedArts (out, &minors, CArtifact::ART_MINOR);
getAllowedArts (out, &majors, CArtifact::ART_MAJOR);
getAllowedArts (out, &relics, CArtifact::ART_RELIC);
}
if (!out.size()) //no arts are available at all
{
out.resize (64);
std::fill_n (out.begin(), 64, artifacts[2]); //Give Grail - this can't be banned (hopefully)
}
};
std::vector<ConstTransitivePtr<CArtifact> > out;
getAllowed(out);
ArtifactID artID = (*RandomGeneratorUtil::nextItem(out, rand))->id;
erasePickedArt(artID);
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return artID;
}
ArtifactID CArtHandler::pickRandomArtifact(CRandomGenerator & rand, std::function<bool(ArtifactID)> accepts)
{
return pickRandomArtifact(rand, 0xff, accepts);
}
ArtifactID CArtHandler::pickRandomArtifact(CRandomGenerator & rand, int flags)
{
return pickRandomArtifact(rand, flags, [](ArtifactID){ return true;});
}
Bonus *createBonus(Bonus::BonusType type, int val, int subtype, Bonus::ValueType valType, std::shared_ptr<ILimiter> limiter = std::shared_ptr<ILimiter>(), int additionalInfo = 0)
{
auto added = new Bonus(Bonus::PERMANENT,type,Bonus::ARTIFACT,val,-1,subtype);
added->additionalInfo = additionalInfo;
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added->valType = valType;
added->limiter = limiter;
return added;
}
Bonus *createBonus(Bonus::BonusType type, int val, int subtype, std::shared_ptr<IPropagator> propagator = std::shared_ptr<IPropagator>(), int additionalInfo = 0)
{
auto added = new Bonus(Bonus::PERMANENT,type,Bonus::ARTIFACT,val,-1,subtype);
added->additionalInfo = additionalInfo;
added->valType = Bonus::BASE_NUMBER;
added->propagator = propagator;
return added;
}
void CArtHandler::giveArtBonus( ArtifactID aid, Bonus::BonusType type, int val, int subtype, Bonus::ValueType valType, std::shared_ptr<ILimiter> limiter, int additionalInfo)
{
giveArtBonus(aid, createBonus(type, val, subtype, valType, limiter, additionalInfo));
}
void CArtHandler::giveArtBonus(ArtifactID aid, Bonus::BonusType type, int val, int subtype, std::shared_ptr<IPropagator> propagator /*= nullptr*/, int additionalInfo)
{
giveArtBonus(aid, createBonus(type, val, subtype, propagator, additionalInfo));
}
void CArtHandler::giveArtBonus(ArtifactID aid, Bonus *bonus)
{
bonus->sid = aid;
if(bonus->subtype == Bonus::MORALE || bonus->type == Bonus::LUCK)
bonus->description = artifacts[aid]->Name() + (bonus->val > 0 ? " +" : " ") + boost::lexical_cast<std::string>(bonus->val);
else
bonus->description = artifacts[aid]->Name();
artifacts[aid]->addNewBonus(bonus);
}
void CArtHandler::makeItCreatureArt (CArtifact * a, bool onlyCreature /*=true*/)
{
if (onlyCreature)
{
a->possibleSlots[ArtBearer::HERO].clear();
a->possibleSlots[ArtBearer::COMMANDER].clear();
}
a->possibleSlots[ArtBearer::CREATURE].push_back(ArtifactPosition::CREATURE_SLOT);
}
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void CArtHandler::makeItCreatureArt (ArtifactID aid, bool onlyCreature /*=true*/)
{
CArtifact *a = artifacts[aid];
makeItCreatureArt (a, onlyCreature);
}
void CArtHandler::makeItCommanderArt (CArtifact * a, bool onlyCommander /*= true*/ )
{
if (onlyCommander)
{
a->possibleSlots[ArtBearer::HERO].clear();
a->possibleSlots[ArtBearer::CREATURE].clear();
}
for (int i = ArtifactPosition::COMMANDER1; i <= ArtifactPosition::COMMANDER6; ++i)
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a->possibleSlots[ArtBearer::COMMANDER].push_back(ArtifactPosition(i));
}
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void CArtHandler::makeItCommanderArt( ArtifactID aid, bool onlyCommander /*= true*/ )
{
CArtifact *a = artifacts[aid];
makeItCommanderArt (a, onlyCommander);
}
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bool CArtHandler::legalArtifact(ArtifactID id)
{
auto art = artifacts[id];
//assert ( (!art->constituents) || art->constituents->size() ); //artifacts is not combined or has some components
return ((art->possibleSlots[ArtBearer::HERO].size() ||
(art->possibleSlots[ArtBearer::COMMANDER].size() && VLC->modh->modules.COMMANDERS) ||
(art->possibleSlots[ArtBearer::CREATURE].size() && VLC->modh->modules.STACK_ARTIFACT)) &&
!(art->constituents) && //no combo artifacts spawning
art->aClass >= CArtifact::ART_TREASURE &&
art->aClass <= CArtifact::ART_RELIC);
}
bool CArtHandler::isTradableArtifact(ArtifactID id) const
{
switch (id)
{
case ArtifactID::SPELLBOOK:
case ArtifactID::GRAIL:
case ArtifactID::CATAPULT:
case ArtifactID::BALLISTA:
case ArtifactID::AMMO_CART:
case ArtifactID::FIRST_AID_TENT:
return false;
default:
return true;
}
}
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void CArtHandler::initAllowedArtifactsList(const std::vector<bool> &allowed)
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{
allowedArtifacts.clear();
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treasures.clear();
minors.clear();
majors.clear();
relics.clear();
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for (ArtifactID i=ArtifactID::SPELLBOOK; i<ArtifactID::ART_SELECTION; i.advance(1))
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{
//check artifacts allowed on a map
//TODO: This line will be different when custom map format is implemented
if (allowed[i] && legalArtifact(i))
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allowedArtifacts.push_back(artifacts[i]);
}
for (ArtifactID i = ArtifactID::ART_SELECTION; i<ArtifactID(artifacts.size()); i.advance(1)) //try to allow all artifacts added by mods
{
if (legalArtifact(ArtifactID(i)))
allowedArtifacts.push_back(artifacts[i]);
//keep im mind that artifact can be worn by more than one type of bearer
}
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}
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std::vector<bool> CArtHandler::getDefaultAllowed() const
{
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std::vector<bool> allowedArtifacts;
allowedArtifacts.resize(127, true);
allowedArtifacts.resize(141, false);
allowedArtifacts.resize(GameConstants::ARTIFACTS_QUANTITY, true);
return allowedArtifacts;
}
void CArtHandler::erasePickedArt(ArtifactID id)
{
CArtifact *art = artifacts[id];
if(auto artifactList = listFromClass(art->aClass))
{
if(artifactList->empty())
fillList(*artifactList, art->aClass);
auto itr = vstd::find(*artifactList, art);
if(itr != artifactList->end())
{
artifactList->erase(itr);
}
else
logGlobal->warnStream() << "Problem: cannot erase artifact " << art->Name() << " from list, it was not present";
}
else
logGlobal->warnStream() << "Problem: cannot find list for artifact " << art->Name() << ", strange class. (special?)";
}
boost::optional<std::vector<CArtifact*>&> CArtHandler::listFromClass( CArtifact::EartClass artifactClass )
{
switch(artifactClass)
{
case CArtifact::ART_TREASURE:
return treasures;
case CArtifact::ART_MINOR:
return minors;
case CArtifact::ART_MAJOR:
return majors;
case CArtifact::ART_RELIC:
return relics;
default: //special artifacts should not be erased
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return boost::optional<std::vector<CArtifact*>&>();
}
}
void CArtHandler::fillList( std::vector<CArtifact*> &listToBeFilled, CArtifact::EartClass artifactClass )
{
assert(listToBeFilled.empty());
for (auto & elem : allowedArtifacts)
{
if (elem->aClass == artifactClass)
listToBeFilled.push_back(elem);
}
}
void CArtHandler::afterLoadFinalization()
{
//All artifacts have their id, so we can properly update their bonuses' source ids.
for(auto &art : artifacts)
{
for(auto &bonus : art->getExportedBonusList())
{
assert(art == artifacts[art->id]);
assert(bonus->source == Bonus::ARTIFACT);
bonus->sid = art->id;
}
}
CBonusSystemNode::treeHasChanged();
for (CArtifact * art : artifacts)
{
VLC->objtypeh->loadSubObject(art->Name(), JsonNode(), Obj::ARTIFACT, art->id.num);
if (!art->advMapDef.empty())
{
JsonNode templ;
templ["animation"].String() = art->advMapDef;
// add new template.
// Necessary for objects added via mods that don't have any templates in H3
VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, art->id)->addTemplate(templ);
}
// object does not have any templates - this is not usable object (e.g. pseudo-art like lock)
if (VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, art->id)->getTemplates().empty())
VLC->objtypeh->removeSubObject(Obj::ARTIFACT, art->id);
}
}
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CArtifactInstance::CArtifactInstance()
{
init();
}
CArtifactInstance::CArtifactInstance( CArtifact *Art)
{
init();
setType(Art);
}
void CArtifactInstance::setType( CArtifact *Art )
{
artType = Art;
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attachTo(Art);
}
std::string CArtifactInstance::nodeName() const
{
return "Artifact instance of " + (artType ? artType->Name() : std::string("uninitialized")) + " type";
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}
CArtifactInstance * CArtifactInstance::createScroll( const CSpell *s)
{
auto ret = new CArtifactInstance(VLC->arth->artifacts[ArtifactID::SPELL_SCROLL]);
auto b = new Bonus(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, ArtifactID::SPELL_SCROLL, s->id);
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ret->addNewBonus(b);
return ret;
}
void CArtifactInstance::init()
{
id = ArtifactInstanceID();
id = static_cast<ArtifactInstanceID>(ArtifactID::NONE); //to be randomized
setNodeType(ARTIFACT_INSTANCE);
}
ArtifactPosition CArtifactInstance::firstAvailableSlot(const CArtifactSet *h) const
{
for(auto slot : artType->possibleSlots.at(h->bearerType()))
{
if(canBePutAt(h, slot)) //if(artType->fitsAt(h->artifWorn, slot))
{
//we've found a free suitable slot.
return slot;
}
}
//if haven't find proper slot, use backpack
return firstBackpackSlot(h);
}
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ArtifactPosition CArtifactInstance::firstBackpackSlot(const CArtifactSet *h) const
{
if(!artType->isBig()) //discard big artifact
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return ArtifactPosition(
GameConstants::BACKPACK_START + h->artifactsInBackpack.size());
return ArtifactPosition::PRE_FIRST;
}
bool CArtifactInstance::canBePutAt(const ArtifactLocation & al, bool assumeDestRemoved /*= false*/) const
{
return canBePutAt(al.getHolderArtSet(), al.slot, assumeDestRemoved);
}
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bool CArtifactInstance::canBePutAt(const CArtifactSet *artSet, ArtifactPosition slot, bool assumeDestRemoved /*= false*/) const
{
if(slot >= GameConstants::BACKPACK_START)
{
if(artType->isBig())
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return false;
//TODO backpack limit
return true;
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}
auto possibleSlots = artType->possibleSlots.find(artSet->bearerType());
if(possibleSlots == artType->possibleSlots.end())
{
logGlobal->warnStream() << "Warning: artifact " << artType->Name() << " doesn't have defined allowed slots for bearer of type "
<< artSet->bearerType();
return false;
}
if(!vstd::contains(possibleSlots->second, slot))
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return false;
return artSet->isPositionFree(slot, assumeDestRemoved);
}
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void CArtifactInstance::putAt(ArtifactLocation al)
{
assert(canBePutAt(al));
al.getHolderArtSet()->setNewArtSlot(al.slot, this, false);
if(al.slot < GameConstants::BACKPACK_START)
al.getHolderNode()->attachTo(this);
}
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void CArtifactInstance::removeFrom(ArtifactLocation al)
{
assert(al.getHolderArtSet()->getArt(al.slot) == this);
al.getHolderArtSet()->eraseArtSlot(al.slot);
if(al.slot < GameConstants::BACKPACK_START)
al.getHolderNode()->detachFrom(this);
//TODO delete me?
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}
bool CArtifactInstance::canBeDisassembled() const
{
return bool(artType->constituents);
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}
std::vector<const CArtifact *> CArtifactInstance::assemblyPossibilities(const CArtifactSet *h) const
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{
std::vector<const CArtifact *> ret;
if(artType->constituents) //combined artifact already: no combining of combined artifacts... for now.
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return ret;
for(const CArtifact * artifact : artType->constituentOf)
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{
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assert(artifact->constituents);
bool possible = true;
for(const CArtifact * constituent : *artifact->constituents) //check if all constituents are available
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{
if(!h->hasArt(constituent->id, true)) //constituent must be equipped
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{
possible = false;
break;
}
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}
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if(possible)
ret.push_back(artifact);
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}
return ret;
}
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void CArtifactInstance::move(ArtifactLocation src, ArtifactLocation dst)
{
removeFrom(src);
putAt(dst);
}
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CArtifactInstance * CArtifactInstance::createNewArtifactInstance(CArtifact *Art)
{
if(!Art->constituents)
{
auto ret = new CArtifactInstance(Art);
if (dynamic_cast<CGrowingArtifact *>(Art))
{
auto bonus = new Bonus;
bonus->type = Bonus::LEVEL_COUNTER;
bonus->val = 0;
ret->addNewBonus (bonus);
}
return ret;
}
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else
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{
auto ret = new CCombinedArtifactInstance(Art);
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ret->createConstituents();
return ret;
}
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}
CArtifactInstance * CArtifactInstance::createNewArtifactInstance(int aid)
{
return createNewArtifactInstance(VLC->arth->artifacts[aid]);
}
void CArtifactInstance::deserializationFix()
{
setType(artType);
}
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SpellID CArtifactInstance::getGivenSpellID() const
{
const Bonus * b = getBonusLocalFirst(Selector::type(Bonus::SPELL));
if(!b)
{
logGlobal->warnStream() << "Warning: " << nodeName() << " doesn't bear any spell!";
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return SpellID::NONE;
}
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return SpellID(b->subtype);
}
bool CArtifactInstance::isPart(const CArtifactInstance *supposedPart) const
{
return supposedPart == this;
}
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bool CCombinedArtifactInstance::canBePutAt(const CArtifactSet *artSet, ArtifactPosition slot, bool assumeDestRemoved /*= false*/) const
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{
bool canMainArtifactBePlaced = CArtifactInstance::canBePutAt(artSet, slot, assumeDestRemoved);
if(!canMainArtifactBePlaced)
return false; //no is no...
if(slot >= GameConstants::BACKPACK_START)
return true; //we can always remove combined art to the backapck
assert(artType->constituents);
std::vector<ConstituentInfo> constituentsToBePlaced = constituentsInfo; //we'll remove constituents from that list, as we find a suitable slot for them
//it may be that we picked a combined artifact in hero screen (though technically it's still there) to move it
//so we remove from the list all constituents that are already present on dst hero in the form of locks
for(const ConstituentInfo &constituent : constituentsInfo)
{
if(constituent.art == artSet->getArt(constituent.slot, false)) //no need to worry about locked constituent
constituentsToBePlaced -= constituent;
}
//we iterate over all active slots and check if constituents fits them
for (int i = 0; i < GameConstants::BACKPACK_START; i++)
{
for(auto art = constituentsToBePlaced.begin(); art != constituentsToBePlaced.end(); art++)
{
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if(art->art->canBePutAt(artSet, ArtifactPosition(i), i == slot)) // i == al.slot because we can remove already worn artifact only from that slot that is our main destination
{
constituentsToBePlaced.erase(art);
break;
}
}
}
return constituentsToBePlaced.empty();
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}
bool CCombinedArtifactInstance::canBeDisassembled() const
{
return true;
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}
CCombinedArtifactInstance::CCombinedArtifactInstance(CArtifact *Art)
: CArtifactInstance(Art) //TODO: seems unued, but need to be written
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{
}
CCombinedArtifactInstance::CCombinedArtifactInstance()
{
}
void CCombinedArtifactInstance::createConstituents()
{
assert(artType);
assert(artType->constituents);
for(const CArtifact * art : *artType->constituents)
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{
addAsConstituent(CArtifactInstance::createNewArtifactInstance(art->id), ArtifactPosition::PRE_FIRST);
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}
}
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void CCombinedArtifactInstance::addAsConstituent(CArtifactInstance *art, ArtifactPosition slot)
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{
assert(vstd::contains(*artType->constituents, art->artType.get()));
assert(art->getParentNodes().size() == 1 && art->getParentNodes().front() == art->artType);
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constituentsInfo.push_back(ConstituentInfo(art, slot));
attachTo(art);
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}
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void CCombinedArtifactInstance::putAt(ArtifactLocation al)
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{
if(al.slot >= GameConstants::BACKPACK_START)
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{
CArtifactInstance::putAt(al);
for(ConstituentInfo &ci : constituentsInfo)
ci.slot = ArtifactPosition::PRE_FIRST;
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}
else
{
CArtifactInstance *mainConstituent = figureMainConstituent(al); //it'll be replaced with combined artifact, not a lock
CArtifactInstance::putAt(al); //puts combined art (this)
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for(ConstituentInfo &ci : constituentsInfo)
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{
if(ci.art != mainConstituent)
{
const ArtifactLocation suggestedPos(al.artHolder, ci.slot);
const bool inActiveSlot = vstd::isbetween(ci.slot, 0, GameConstants::BACKPACK_START);
const bool suggestedPosValid = ci.art->canBePutAt(suggestedPos);
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ArtifactPosition pos = ArtifactPosition::PRE_FIRST;
if(inActiveSlot && suggestedPosValid) //there is a valid suggestion where to place lock
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pos = ci.slot;
else
ci.slot = pos = ci.art->firstAvailableSlot(al.getHolderArtSet());
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assert(pos < GameConstants::BACKPACK_START);
al.getHolderArtSet()->setNewArtSlot(pos, ci.art, true); //sets as lock
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}
else
{
ci.slot = ArtifactPosition::PRE_FIRST;
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}
}
}
}
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void CCombinedArtifactInstance::removeFrom(ArtifactLocation al)
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{
if(al.slot >= GameConstants::BACKPACK_START)
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{
CArtifactInstance::removeFrom(al);
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}
else
{
for(ConstituentInfo &ci : constituentsInfo)
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{
if(ci.slot >= 0)
{
al.getHolderArtSet()->eraseArtSlot(ci.slot);
ci.slot = ArtifactPosition::PRE_FIRST;
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}
else
{
//main constituent
CArtifactInstance::removeFrom(al);
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}
}
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}
}
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CArtifactInstance * CCombinedArtifactInstance::figureMainConstituent(const ArtifactLocation al)
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{
CArtifactInstance *mainConstituent = nullptr; //it'll be replaced with combined artifact, not a lock
for(ConstituentInfo &ci : constituentsInfo)
if(ci.slot == al.slot)
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mainConstituent = ci.art;
if(!mainConstituent)
{
for(ConstituentInfo &ci : constituentsInfo)
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{
if(vstd::contains(ci.art->artType->possibleSlots[al.getHolderArtSet()->bearerType()], al.slot))
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{
mainConstituent = ci.art;
}
}
}
return mainConstituent;
}
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void CCombinedArtifactInstance::deserializationFix()
{
for(ConstituentInfo &ci : constituentsInfo)
attachTo(ci.art);
}
bool CCombinedArtifactInstance::isPart(const CArtifactInstance *supposedPart) const
{
bool me = CArtifactInstance::isPart(supposedPart);
if(me)
return true;
//check for constituents
for(const ConstituentInfo &constituent : constituentsInfo)
if(constituent.art == supposedPart)
return true;
return false;
}
CCombinedArtifactInstance::ConstituentInfo::ConstituentInfo(CArtifactInstance *Art /*= nullptr*/, ArtifactPosition Slot /*= -1*/)
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{
art = Art;
slot = Slot;
}
bool CCombinedArtifactInstance::ConstituentInfo::operator==(const ConstituentInfo &rhs) const
{
return art == rhs.art && slot == rhs.slot;
}
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const CArtifactInstance* CArtifactSet::getArt(ArtifactPosition pos, bool excludeLocked /*= true*/) const
{
if(const ArtSlotInfo *si = getSlot(pos))
{
if(si->artifact && (!excludeLocked || !si->locked))
return si->artifact;
}
return nullptr;
}
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CArtifactInstance* CArtifactSet::getArt(ArtifactPosition pos, bool excludeLocked /*= true*/)
{
return const_cast<CArtifactInstance*>((const_cast<const CArtifactSet*>(this))->getArt(pos, excludeLocked));
}
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ArtifactPosition CArtifactSet::getArtPos(int aid, bool onlyWorn /*= true*/) const
{
for(auto i = artifactsWorn.cbegin(); i != artifactsWorn.cend(); i++)
if(i->second.artifact->artType->id == aid)
return i->first;
if(onlyWorn)
return ArtifactPosition::PRE_FIRST;
for(int i = 0; i < artifactsInBackpack.size(); i++)
if(artifactsInBackpack[i].artifact->artType->id == aid)
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return ArtifactPosition(GameConstants::BACKPACK_START + i);
return ArtifactPosition::PRE_FIRST;
}
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ArtifactPosition CArtifactSet::getArtPos(const CArtifactInstance *art) const
{
for(auto i : artifactsWorn)
if(i.second.artifact == art)
return i.first;
for(int i = 0; i < artifactsInBackpack.size(); i++)
if(artifactsInBackpack[i].artifact == art)
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return ArtifactPosition(GameConstants::BACKPACK_START + i);
return ArtifactPosition::PRE_FIRST;
}
const CArtifactInstance * CArtifactSet::getArtByInstanceId( ArtifactInstanceID artInstId ) const
{
for(auto i : artifactsWorn)
if(i.second.artifact->id == artInstId)
return i.second.artifact;
for(auto i : artifactsInBackpack)
if(i.artifact->id == artInstId)
return i.artifact;
return nullptr;
}
bool CArtifactSet::hasArt(ui32 aid, bool onlyWorn /*= false*/) const
{
return getArtPos(aid, onlyWorn) != ArtifactPosition::PRE_FIRST;
}
const ArtSlotInfo * CArtifactSet::getSlot(ArtifactPosition pos) const
{
if(vstd::contains(artifactsWorn, pos))
return &artifactsWorn.at(pos);
if(pos >= ArtifactPosition::AFTER_LAST )
{
int backpackPos = (int)pos - GameConstants::BACKPACK_START;
if(backpackPos < 0 || backpackPos >= artifactsInBackpack.size())
return nullptr;
else
return &artifactsInBackpack[backpackPos];
}
return nullptr;
}
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bool CArtifactSet::isPositionFree(ArtifactPosition pos, bool onlyLockCheck /*= false*/) const
{
if(const ArtSlotInfo *s = getSlot(pos))
return (onlyLockCheck || !s->artifact) && !s->locked;
return true; //no slot means not used
}
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si32 CArtifactSet::getArtTypeId(ArtifactPosition pos) const
{
const CArtifactInstance * const a = getArt(pos);
if(!a)
{
logGlobal->warnStream() << (dynamic_cast<const CGHeroInstance*>(this))->name << " has no artifact at " << pos << " (getArtTypeId)";
return -1;
}
return a->artType->id;
}
CArtifactSet::~CArtifactSet()
{
}
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ArtSlotInfo & CArtifactSet::retreiveNewArtSlot(ArtifactPosition slot)
{
assert(!vstd::contains(artifactsWorn, slot));
ArtSlotInfo &ret = slot < GameConstants::BACKPACK_START
? artifactsWorn[slot]
: *artifactsInBackpack.insert(artifactsInBackpack.begin() + (slot - GameConstants::BACKPACK_START), ArtSlotInfo());
return ret;
}
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void CArtifactSet::setNewArtSlot(ArtifactPosition slot, CArtifactInstance *art, bool locked)
{
ArtSlotInfo &asi = retreiveNewArtSlot(slot);
asi.artifact = art;
asi.locked = locked;
}
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void CArtifactSet::eraseArtSlot(ArtifactPosition slot)
{
if(slot < GameConstants::BACKPACK_START)
{
artifactsWorn.erase(slot);
}
else
{
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slot = ArtifactPosition(slot - GameConstants::BACKPACK_START);
artifactsInBackpack.erase(artifactsInBackpack.begin() + slot);
}
}
void CArtifactSet::artDeserializationFix(CBonusSystemNode *node)
{
for(auto & elem : artifactsWorn)
if(elem.second.artifact && !elem.second.locked)
node->attachTo(elem.second.artifact);
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}