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# pragma once
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# include "../lib/HeroBonus.h"
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# include "../lib/ConstTransitivePtr.h"
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# include "JsonNode.h"
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# include "GameConstants.h"
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# include "IHandlerBase.h"
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/*
* 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
*
*/
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class CArtHandler ;
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class CDefHandler ;
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class CArtifact ;
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class CGHeroInstance ;
struct ArtifactLocation ;
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class CArtifactSet ;
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class CArtifactInstance ;
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# define ART_BEARER_LIST \
ART_BEARER ( HERO ) \
ART_BEARER ( CREATURE ) \
ART_BEARER ( COMMANDER )
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namespace ArtBearer
{
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enum ArtBearer
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{
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# define ART_BEARER(x) x,
ART_BEARER_LIST
# undef ART_BEARER
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} ;
}
class DLL_LINKAGE CArtifact : public CBonusSystemNode //container for artifacts
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{
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protected :
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std : : string name , description ; //set if custom
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std : : string eventText ; //short story displayed upon picking
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public :
enum EartClass { ART_SPECIAL = 1 , ART_TREASURE = 2 , ART_MINOR = 4 , ART_MAJOR = 8 , ART_RELIC = 16 } ; //artifact classes
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std : : string image ;
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std : : string large ; // big image for cutom artifacts, used in drag & drop
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std : : string advMapDef ; //used for adventure map object
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si32 iconIndex ;
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const std : : string & Name ( ) const ; //getter
const std : : string & Description ( ) const ; //getter
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const std : : string & EventText ( ) const ;
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bool isBig ( ) const ;
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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 ;
void addNewBonus ( Bonus * b ) override ;
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virtual void levelUpArtifact ( CArtifactInstance * art ) { } ;
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ui32 price ;
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bmap < ArtBearer : : ArtBearer , std : : vector < ArtifactPosition > > possibleSlots ; //Bearer Type => ids of slots where artifact can be placed
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std : : unique_ptr < std : : vector < CArtifact * > > constituents ; // Artifacts IDs a combined artifact consists of, or nullptr.
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std : : vector < CArtifact * > constituentOf ; // Reverse map of constituents - combined arts that include this art
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EartClass aClass ;
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ArtifactID id ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & static_cast < CBonusSystemNode & > ( * this ) ;
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h & name & description & eventText & image & large & advMapDef & iconIndex &
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price & possibleSlots & constituents & constituentOf & aClass & id ;
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}
CArtifact ( ) ;
~ CArtifact ( ) ;
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friend class CArtHandler ;
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} ;
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class DLL_LINKAGE CGrowingArtifact : public CArtifact //for example commander artifacts getting bonuses after battle
{
public :
std : : vector < std : : pair < ui16 , Bonus > > bonusesPerLevel ; //bonus given each n levels
std : : vector < std : : pair < ui16 , Bonus > > thresholdBonuses ; //after certain level they will be added once
void levelUpArtifact ( CArtifactInstance * art ) ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CArtifact & > ( * this ) ;
h & bonusesPerLevel & thresholdBonuses ;
}
} ;
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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 ( ) ;
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ConstTransitivePtr < CArtifact > artType ;
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ArtifactInstanceID id ;
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//CArtifactInstance(int aid);
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std : : string nodeName ( ) const override ;
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void deserializationFix ( ) ;
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void setType ( CArtifact * Art ) ;
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ArtifactPosition firstAvailableSlot ( const CArtifactSet * h ) const ;
ArtifactPosition firstBackpackSlot ( const CArtifactSet * h ) const ;
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SpellID getGivenSpellID ( ) const ; //to be used with scrolls (and similar arts), -1 if none
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virtual bool canBePutAt ( const CArtifactSet * artSet , ArtifactPosition 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 ) ;
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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
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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 ) ;
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h & artType & id ;
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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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} ;
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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 ;
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ArtifactPosition slot ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & art & slot ;
}
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bool operator = = ( const ConstituentInfo & rhs ) const ;
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ConstituentInfo ( CArtifactInstance * art = nullptr , ArtifactPosition slot = ArtifactPosition : : PRE_FIRST ) ;
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} ;
std : : vector < ConstituentInfo > constituentsInfo ;
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bool canBePutAt ( const CArtifactSet * artSet , ArtifactPosition slot , bool assumeDestRemoved = false ) const override ;
bool canBeDisassembled ( ) const override ;
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 , ArtifactPosition 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 ;
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BONUS_TREE_DESERIALIZATION_FIX
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}
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} ;
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class DLL_LINKAGE CArtHandler : public IHandlerBase //handles artifacts
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{
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CArtifact * loadFromJson ( const JsonNode & node ) ;
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void addSlot ( CArtifact * art , const std : : string & slotID ) ;
void loadSlots ( CArtifact * art , const JsonNode & node ) ;
void loadClass ( CArtifact * art , const JsonNode & node ) ;
void loadType ( CArtifact * art , const JsonNode & node ) ;
void loadComponents ( CArtifact * art , const JsonNode & node ) ;
void loadGrowingArt ( CGrowingArtifact * art , const JsonNode & node ) ;
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void giveArtBonus ( ArtifactID aid , Bonus : : BonusType type , int val , int subtype = - 1 , Bonus : : ValueType valType = Bonus : : BASE_NUMBER , shared_ptr < ILimiter > limiter = shared_ptr < ILimiter > ( ) , int additionalinfo = 0 ) ;
void giveArtBonus ( ArtifactID aid , Bonus : : BonusType type , int val , int subtype , shared_ptr < IPropagator > propagator , int additionalinfo = 0 ) ;
void giveArtBonus ( ArtifactID aid , Bonus * bonus ) ;
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public :
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std : : vector < CArtifact * > treasures , minors , majors , relics ; //tmp vectors!!! do not touch if you don't know what you are doing!!!
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std : : vector < ConstTransitivePtr < CArtifact > > artifacts ;
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std : : vector < CArtifact * > allowedArtifacts ;
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std : : set < ArtifactID > bigArtifacts ; // Artifacts that cannot be moved to backpack, e.g. war machines.
std : : set < ArtifactID > growingArtifacts ;
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void addBonuses ( CArtifact * art , const JsonNode & bonusList ) ;
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void fillList ( std : : vector < CArtifact * > & listToBeFilled , CArtifact : : EartClass artifactClass ) ; //fills given empty list with allowed artifacts of gibven class. No side effects
boost : : optional < std : : vector < CArtifact * > & > listFromClass ( CArtifact : : EartClass artifactClass ) ;
void erasePickedArt ( ArtifactID id ) ;
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ArtifactID getRandomArt ( int flags ) ;
ArtifactID getArtSync ( ui32 rand , int flags , bool erasePicked = false ) ;
bool legalArtifact ( ArtifactID id ) ;
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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 ) ;
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bool isBigArtifact ( ArtifactID artID ) const { return bigArtifacts . find ( artID ) ! = bigArtifacts . end ( ) ; }
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void initAllowedArtifactsList ( const std : : vector < bool > & allowed ) ; //allowed[art_id] -> 0 if not allowed, 1 if allowed
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static ArtifactID creatureToMachineID ( CreatureID id ) ;
static CreatureID machineIDToCreature ( ArtifactID id ) ;
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void makeItCreatureArt ( CArtifact * a , bool onlyCreature = true ) ;
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void makeItCreatureArt ( ArtifactID aid , bool onlyCreature = true ) ;
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void makeItCommanderArt ( CArtifact * a , bool onlyCommander = true ) ;
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void makeItCommanderArt ( ArtifactID aid , bool onlyCommander = true ) ;
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CArtHandler ( ) ;
~ CArtHandler ( ) ;
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std : : vector < JsonNode > loadLegacyData ( size_t dataSize ) override ;
void loadObject ( std : : string scope , std : : string name , const JsonNode & data ) override ;
void loadObject ( std : : string scope , std : : string name , const JsonNode & data , size_t index ) override ;
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void afterLoadFinalization ( ) override ;
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std : : vector < bool > getDefaultAllowed ( ) const override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & artifacts & allowedArtifacts & treasures & minors & majors & relics
& growingArtifacts ;
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//if(!h.saving) sortArts();
}
} ;
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struct DLL_LINKAGE ArtSlotInfo
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{
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 ;
}
} ;
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class DLL_LINKAGE CArtifactSet
{
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public :
std : : vector < ArtSlotInfo > artifactsInBackpack ; //hero's artifacts from bag
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bmap < ArtifactPosition , 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
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ArtSlotInfo & retreiveNewArtSlot ( ArtifactPosition slot ) ;
void setNewArtSlot ( ArtifactPosition slot , CArtifactInstance * art , bool locked ) ;
void eraseArtSlot ( ArtifactPosition slot ) ;
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const ArtSlotInfo * getSlot ( ArtifactPosition pos ) const ;
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const CArtifactInstance * getArt ( ArtifactPosition pos , bool excludeLocked = true ) const ; //nullptr - no artifact
CArtifactInstance * getArt ( ArtifactPosition pos , bool excludeLocked = true ) ; //nullptr - no artifact
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ArtifactPosition 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)
ArtifactPosition getArtPos ( const CArtifactInstance * art ) const ;
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const CArtifactInstance * getArtByInstanceId ( ArtifactInstanceID artInstId ) const ;
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bool hasArt ( ui32 aid , bool onlyWorn = false ) const ; //checks if hero possess artifact of given id (either in backack or worn)
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bool isPositionFree ( ArtifactPosition pos , bool onlyLockCheck = false ) const ;
si32 getArtTypeId ( ArtifactPosition pos ) const ;
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virtual ArtBearer : : ArtBearer bearerType ( ) const = 0 ;
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virtual ~ CArtifactSet ( ) ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & artifactsInBackpack & artifactsWorn ;
}
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void artDeserializationFix ( CBonusSystemNode * node ) ;
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} ;