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vcmi/lib/CArtHandler.cpp

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#include "StdInc.h"
#include "CArtHandler.h"
#include "Filesystem/CResourceLoader.h"
#include "CGeneralTextHandler.h"
#include <boost/random/linear_congruential.hpp>
#include "VCMI_Lib.h"
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#include "CModHandler.h"
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#include "CSpellHandler.h"
#include "CObjectHandler.h"
#include "NetPacks.h"
#include "GameConstants.h"
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
*
*/
extern boost::rand48 ran;
const std::map<std::string, CArtifact::EartClass> artifactClassMap = boost::assign::map_list_of
("TREASURE", CArtifact::ART_TREASURE)
("MINOR", CArtifact::ART_MINOR)
("MAJOR", CArtifact::ART_MAJOR)
("RELIC", CArtifact::ART_RELIC)
("SPECIAL", CArtifact::ART_SPECIAL);
#define ART_BEARER(x) ( #x, ArtBearer::x )
const std::map<std::string, int> artifactBearerMap = boost::assign::map_list_of ART_BEARER_LIST;
#undef ART_BEARER
#define ART_POS(x) ( #x, ArtifactPosition::x )
const std::map<std::string, int> artifactPositionMap = boost::assign::map_list_of
ART_POS(HEAD)
ART_POS(SHOULDERS)
ART_POS(NECK)
ART_POS(RIGHT_HAND)
ART_POS(LEFT_HAND)
ART_POS(TORSO)
ART_POS(RIGHT_RING)
ART_POS(LEFT_RING)
ART_POS(FEET)
ART_POS(MISC1)
ART_POS(MISC2)
ART_POS(MISC3)
ART_POS(MISC4)
ART_POS(MISC5)
ART_POS(MACH1)
ART_POS(MACH2)
ART_POS(MACH3)
ART_POS(MACH4)
ART_POS(SPELLBOOK); //no need to specify commander / stack position?
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);
}
// /**
// * 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, const CArtifact*> &artifWorn, ui16 slotID) const
// {
// if (!vstd::contains(possibleSlots, slotID))
// return false;
//
// // Can't put an artifact in a locked slot.
// std::map<ui16, const CArtifact*>::const_iterator it = artifWorn.find(slotID);
// if (it != artifWorn.end() && it->second->id == 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, const CArtifact*> 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, const CArtifact*> &artifWorn, ui32 artifactID) const
// {
// if (constituentOf == NULL || !vstd::contains(*constituentOf, artifactID))
// return false;
//
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// const CArtifact &artifact = *VLC->arth->artifacts[artifactID];
// assert(artifact.constituents);
//
// BOOST_FOREACH(ui32 constituentID, *artifact.constituents)
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// {
// bool found = false;
// for (std::map<ui16, const CArtifact*>::const_iterator it = artifWorn.begin(); it != artifWorn.end(); ++it)
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// {
// if (it->second->id == constituentID)
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// {
// found = true;
// break;
// }
// }
// if (!found)
// return false;
// }
//
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// return true;
// }
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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];
constituents = NULL; //default pointer to zero
constituentOf = NULL;
}
CArtifact::~CArtifact()
{
}
int CArtifact::getArtClassSerial() const
{
if(id == 1)
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::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
// {
// //combined artifact carries bonuses from its parts
// if(constituents)
// {
// BOOST_FOREACH(ui32 id, *constituents)
// out.insert(VLC->arth->artifacts[id]);
// }
// }
// void CScroll::Init()
// {
// // addNewBonus (Bonus (Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT, 1, id, spellid, Bonus::INDEPENDENT_MAX));
// // //boost::algorithm::replace_first(description, "[spell name]", VLC->spellh->spells[spellid].name);
// }
void CArtifact::addNewBonus(Bonus *b)
{
b->source = Bonus::ARTIFACT;
b->duration = Bonus::PERMANENT;
b->description = name;
CBonusSystemNode::addNewBonus(b);
}
void CArtifact::setName (std::string desc)
{
name = desc;
}
void CArtifact::setDescription (std::string desc)
{
description = desc;
}
void CArtifact::setEventText (std::string desc)
{
eventText = desc;
}
void CGrowingArtifact::levelUpArtifact (CArtifactInstance * art)
{
Bonus b;
b.type = Bonus::LEVEL_COUNTER;
b.val = 1;
b.duration = Bonus::COMMANDER_KILLED;
art->accumulateBonus (b);
BOOST_FOREACH (auto bonus, bonusesPerLevel)
{
if (art->valOfBonuses(Bonus::LEVEL_COUNTER) % bonus.first == 0) //every n levels
{
art->accumulateBonus (bonus.second);
}
}
BOOST_FOREACH (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 (ui32 i = 3; i <= 6; i++)
bigArtifacts.insert(i);
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}
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CArtHandler::~CArtHandler()
{
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for (std::vector< ConstTransitivePtr<CArtifact> >::iterator it = artifacts.begin(); it != artifacts.end(); ++it)
{
delete (*it)->constituents;
delete (*it)->constituentOf;
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}
}
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;
growingArtifacts += 146, 147, 148, 150, 151, 152, 153;
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);
CLegacyConfigParser parser("DATA/ARTRAITS.TXT");
CLegacyConfigParser events("DATA/ARTEVENT.TXT");
parser.endLine(); // header
parser.endLine();
std::map<ui32,ui8>::iterator itr;
for (int i=0; i<GameConstants::ARTIFACTS_QUANTITY; i++)
{
CArtifact *art;
if (vstd::contains (growingArtifacts, i))
{
art = new CGrowingArtifact();
}
else
{
art = new CArtifact();
}
CArtifact &nart = *art;
nart.id=i;
nart.iconIndex=i;
nart.setName (parser.readString());
nart.setEventText (events.readString());
events.endLine();
nart.price= parser.readNumber();
for(int j=0;j<slots.size();j++)
{
if(parser.readString() == "x")
nart.possibleSlots[ArtBearer::HERO].push_back(slots[j]);
}
nart.aClass = classes[parser.readString()[0]];
//load description and remove quotation marks
nart.setDescription (parser.readString());
parser.endLine();
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if(onlyTxt)
continue;
artifacts.push_back(&nart);
}
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if (VLC->modh->modules.COMMANDERS)
{ //TODO: move all artifacts config to separate json file
const JsonNode config(ResourceID("config/commanders.json"));
BOOST_FOREACH(const JsonNode &artifact, config["artifacts"].Vector())
{
auto ga = dynamic_cast <CGrowingArtifact *>(artifacts[artifact["id"].Float()].get());
BOOST_FOREACH (auto b, artifact["bonusesPerLevel"].Vector())
{
ga->bonusesPerLevel.push_back (std::pair <ui16, Bonus> (b["level"].Float(), *JsonUtils::parseBonus (b["bonus"].Vector())));
}
BOOST_FOREACH (auto b, artifact["thresholdBonuses"].Vector())
{
ga->thresholdBonuses.push_back (std::pair <ui16, Bonus> (b["level"].Float(), *JsonUtils::parseBonus (b["bonus"].Vector())));
}
}
}
sortArts();
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if(onlyTxt)
return;
addBonuses();
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// Populate reverse mappings of combinational artifacts.
//TODO: do that also for new artifacts read from mods
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);
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}
}
}
}
void CArtHandler::load(const JsonNode & node)
{
BOOST_FOREACH(auto & entry, node.Struct())
{
if (!entry.second.isNull()) // may happens if mod removed creature by setting json entry to null
{
CArtifact * art = loadArtifact(entry.second);
art->id = artifacts.size();
artifacts.push_back(art);
tlog5 << "Added artifact: " << entry.first << "\n";
VLC->modh->identifiers.registerObject (std::string("artifact.") + entry.first, art->id);
}
}
}
CArtifact * CArtHandler::loadArtifact(const JsonNode & node)
{
CArtifact * art = new CArtifact;
const JsonNode *value;
const JsonNode & text = node["text"];
art->setName (text["name"].String());
art->setDescription (text["description"].String());
art->setEventText (text["event"].String());
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const JsonNode & graphics = node["graphics"];
art->iconIndex = graphics["iconIndex"].Float();
art->image = graphics["image"].String();
value = &graphics["large"];
if (!value->isNull())
art->large = value->String();
art->advMapDef = graphics["map"].String();
art->price = node["value"].Float();
{
auto it = artifactClassMap.find (node["class"].String());
if (it != artifactClassMap.end())
{
art->aClass = it->second;
}
else
{
tlog2 << "Warning! Artifact rarity " << value->String() << " not recognized!";
art->aClass = CArtifact::ART_SPECIAL;
}
}
int bearerType = -1;
bool heroArt = false;
{
const JsonNode & bearer = node["type"];
BOOST_FOREACH (const JsonNode & b, bearer.Vector())
{
auto it = artifactBearerMap.find (b.String());
if (it != artifactBearerMap.end())
{
bearerType = it->second;
switch (bearerType)
{
case ArtBearer::HERO: //TODO: allow arts having several possible bearers
heroArt = true;
break;
case ArtBearer::COMMANDER:
makeItCommanderArt (art, false); //do not erase already existing slots
break;
case ArtBearer::CREATURE:
makeItCreatureArt (art, false);
break;
}
}
else
tlog2 << "Warning! Artifact type " << b.String() << " not recognized!";
}
}
value = &node["slot"];
if (!value->isNull() && heroArt) //we assume non-hero slots are irrelevant?
{
std::string slotName = value->String();
if (slotName == "MISC")
{
//unfortunatelly slot ids aare not continuous
art->possibleSlots[ArtBearer::HERO] += ArtifactPosition::MISC1, ArtifactPosition::MISC2, ArtifactPosition::MISC3, ArtifactPosition::MISC4, ArtifactPosition::MISC5;
}
else if (slotName == "RING")
{
art->possibleSlots[ArtBearer::HERO] += ArtifactPosition::LEFT_RING, ArtifactPosition::RIGHT_RING;
}
else
{
auto it = artifactPositionMap.find (slotName);
if (it != artifactPositionMap.end())
{
auto slot = it->second;
art->possibleSlots[ArtBearer::HERO].push_back (slot);
}
else
tlog2 << "Warning! Artifact slot " << value->String() << " not recognized!";
}
}
readComponents (node, art);
BOOST_FOREACH (const JsonNode &bonus, node["bonuses"].Vector())
{
auto b = JsonUtils::parseBonus(bonus);
//TODO: bonus->sid = art->id;
art->addNewBonus(b);
}
return art;
}
void CArtifact::addConstituent (ui32 component)
{
assert (constituents);
constituents->push_back (component);
}
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()
{
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//for (int i=0; i<allowedArtifacts.size(); ++i) //do 144, bo nie chcemy bzdurek
//{
// switch (allowedArtifacts[i]->aClass)
// {
// case CArtifact::ART_TREASURE:
// treasures.push_back(allowedArtifacts[i]);
// break;
// case CArtifact::ART_MINOR:
// minors.push_back(allowedArtifacts[i]);
// break;
// case CArtifact::ART_MAJOR:
// majors.push_back(allowedArtifacts[i]);
// break;
// case CArtifact::ART_RELIC:
// relics.push_back(allowedArtifacts[i]);
// break;
// }
//}
}
void CArtHandler::erasePickedArt( TArtifactInstanceID id )
{
std::vector<CArtifact*>* ptr;
CArtifact *art = artifacts[id];
switch (art->aClass)
{
case CArtifact::ART_TREASURE:
ptr = &treasures;
break;
case CArtifact::ART_MINOR:
ptr = &minors;
break;
case CArtifact::ART_MAJOR:
ptr = &majors;
break;
case CArtifact::ART_RELIC:
ptr = &relics;
break;
default: //special artifacts should not be erased
return;
}
ptr->erase (std::find(ptr->begin(), ptr->end(), art)); //remove the artifact from available list
}
ui16 CArtHandler::getRandomArt(int flags)
{
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std::vector<ConstTransitivePtr<CArtifact> > out;
getAllowed(out, flags);
ui16 id = out[ran() % out.size()]->id;
erasePickedArt (id);
return id;
}
ui16 CArtHandler::getArtSync (ui32 rand, int flags)
{
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std::vector<ConstTransitivePtr<CArtifact> > out;
getAllowed(out, flags);
CArtifact *art = out[rand % out.size()];
return art->id;
}
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void CArtHandler::getAllowed(std::vector<ConstTransitivePtr<CArtifact> > &out, int flags)
{
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);
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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);
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std::fill_n (out.begin(), 64, artifacts[2]); //Give Grail - this can't be banned (hopefully)
}
}
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void CArtHandler::getAllowedArts(std::vector<ConstTransitivePtr<CArtifact> > &out, std::vector<CArtifact*> *arts, int flag)
{
if (arts->empty()) //restock available arts
{
for (int i = 0; i < allowedArtifacts.size(); ++i)
{
if (allowedArtifacts[i]->aClass == flag)
arts->push_back(allowedArtifacts[i]);
}
}
for (int i = 0; i < arts->size(); ++i)
{
CArtifact *art = (*arts)[i];
out.push_back(art);
}
}
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Bonus *createBonus(Bonus::BonusType type, int val, int subtype, int valType, shared_ptr<ILimiter> limiter = shared_ptr<ILimiter>(), int additionalInfo = 0)
{
Bonus *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;
}
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Bonus *createBonus(Bonus::BonusType type, int val, int subtype, shared_ptr<IPropagator> propagator = shared_ptr<IPropagator>(), int additionalInfo = 0)
{
Bonus *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( TArtifactID aid, Bonus::BonusType type, int val, int subtype, int valType, shared_ptr<ILimiter> limiter, int additionalInfo)
{
giveArtBonus(aid, createBonus(type, val, subtype, valType, limiter, additionalInfo));
}
void CArtHandler::giveArtBonus(TArtifactID aid, Bonus::BonusType type, int val, int subtype, shared_ptr<IPropagator> propagator /*= NULL*/, int additionalInfo)
{
giveArtBonus(aid, createBonus(type, val, subtype, propagator, additionalInfo));
}
void CArtHandler::giveArtBonus(TArtifactID 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);
}
void CArtHandler::makeItCreatureArt (TArtifactInstanceID 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)
a->possibleSlots[ArtBearer::COMMANDER].push_back(i);
}
void CArtHandler::makeItCommanderArt( TArtifactInstanceID aid, bool onlyCommander /*= true*/ )
{
CArtifact *a = artifacts[aid];
makeItCommanderArt (a, onlyCommander);
}
void CArtHandler::addBonuses()
{
const JsonNode config(ResourceID("config/artifacts.json"));
BOOST_FOREACH (auto & artifact, config["artifacts"].Struct()) //pair <string, JsonNode> (id, properties)
{
auto ga = artifacts[artifact.second["id"].Float()].get();
BOOST_FOREACH (auto b, artifact.second["bonuses"].Vector())
{
auto bonus = JsonUtils::parseBonus (b);
bonus->sid = ga->id;
ga->addNewBonus (bonus);
}
BOOST_FOREACH (const JsonNode & b, artifact.second["type"].Vector()) //TODO: remove duplicate code
{
auto it = artifactBearerMap.find (b.String());
if (it != artifactBearerMap.end())
{
int bearerType = it->second;
switch (bearerType)
{
case ArtBearer::HERO:
break;
case ArtBearer::COMMANDER:
makeItCommanderArt (ga); //original artifacts should have only one bearer type
break;
case ArtBearer::CREATURE:
makeItCreatureArt (ga);
break;
}
}
else
tlog2 << "Warning! Artifact type " << b.String() << " not recognized!";
}
readComponents (artifact.second, ga);
VLC->modh->identifiers.registerObject ("artifact." + artifact.first, ga->id);
}
}
void CArtHandler::readComponents (const JsonNode & node, CArtifact * art)
{
const JsonNode *value;
value = &node["components"];
if (!value->isNull())
{
art->constituents = new std::vector<ui32>();
BOOST_FOREACH (auto component, value->Vector())
{
VLC->modh->identifiers.requestIdentifier(std::string("artifact.") + component.String(),
boost::bind (&CArtifact::addConstituent, art, _1)
);
}
}
}
void CArtHandler::clear()
{
BOOST_FOREACH(CArtifact *art, artifacts)
delete art;
artifacts.clear();
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clearHlpLists();
}
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void CArtHandler::clearHlpLists()
{
treasures.clear();
minors.clear();
majors.clear();
relics.clear();
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}
bool CArtHandler::legalArtifact(int id)
{
return (artifacts[id]->possibleSlots[ArtBearer::HERO].size() ||
(artifacts[id]->possibleSlots[ArtBearer::COMMANDER].size() && VLC->modh->modules.COMMANDERS)) ||
(artifacts[id]->possibleSlots[ArtBearer::CREATURE].size() && VLC->modh->modules.STACK_ARTIFACT);
}
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void CArtHandler::initAllowedArtifactsList(const std::vector<ui8> &allowed)
{
allowedArtifacts.clear();
clearHlpLists();
for (int i=0; i<144; ++i) //yes, 144
{
if (allowed[i] && legalArtifact(i))
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allowedArtifacts.push_back(artifacts[i]);
}
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if (VLC->modh->modules.COMMANDERS) //allow all commander artifacts for testing
{
for (int i = 146; i <= 155; ++i)
{
allowedArtifacts.push_back(artifacts[i]);
}
}
for (int i = GameConstants::ARTIFACTS_QUANTITY; i < artifacts.size(); ++i) //allow all new artifacts by default
{
if (artifacts[i]->possibleSlots[ArtBearer::HERO].size())
allowedArtifacts.push_back(artifacts[i]);
else //check if active modules allow artifact to be every used
{
if (legalArtifact(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<ui8> CArtHandler::getDefaultAllowedArtifacts() const
{
std::vector<ui8> allowedArtifacts;
allowedArtifacts.resize(127, 1);
allowedArtifacts.resize(141, 0);
allowedArtifacts.resize(GameConstants::ARTIFACTS_QUANTITY, 1);
return allowedArtifacts;
}
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CArtifactInstance::CArtifactInstance()
{
init();
}
CArtifactInstance::CArtifactInstance( CArtifact *Art)
{
init();
setType(Art);
}
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// CArtifactInstance::CArtifactInstance(int aid)
// {
// init();
// setType(VLC->arth->artifacts[aid]);
// }
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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)
{
CArtifactInstance *ret = new CArtifactInstance(VLC->arth->artifacts[1]);
Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, 1, s->id);
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ret->addNewBonus(b);
return ret;
}
void CArtifactInstance::init()
{
id = -1;
setNodeType(ARTIFACT_INSTANCE);
}
int CArtifactInstance::firstAvailableSlot(const CArtifactSet *h) const
{
BOOST_FOREACH(ui16 slot, artType->possibleSlots[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);
}
int CArtifactInstance::firstBackpackSlot(const CArtifactSet *h) const
{
if(!artType->isBig()) //discard big artifact
return GameConstants::BACKPACK_START + h->artifactsInBackpack.size();
return -1;
}
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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, int 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())
{
tlog3 << "Warning: arrtifact " << artType->Name() << " doesn't have defined allowed slots for bearer of type "
<< artSet->bearerType() << std::endl;
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 artType->constituents && artType->constituentOf->size();
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}
std::vector<const CArtifact *> CArtifactInstance::assemblyPossibilities(const CArtifactSet *h) const
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{
std::vector<const CArtifact *> ret;
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if(!artType->constituentOf //not a part of combined artifact
|| artType->constituents) //combined artifact already: no combining of combined artifacts... for now.
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return ret;
BOOST_FOREACH(ui32 possibleCombinedArt, *artType->constituentOf)
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{
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const CArtifact * const artifact = VLC->arth->artifacts[possibleCombinedArt];
assert(artifact->constituents);
bool possible = true;
BOOST_FOREACH(ui32 constituentID, *artifact->constituents) //check if all constituents are available
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{
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if(!h->hasArt(constituentID, true)) //constituent must be equipped
{
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))
{
Bonus * 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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{
CCombinedArtifactInstance * ret = new CCombinedArtifactInstance(Art);
ret->createConstituents();
return ret;
}
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}
CArtifactInstance * CArtifactInstance::createNewArtifactInstance(int aid)
{
return createNewArtifactInstance(VLC->arth->artifacts[aid]);
}
void CArtifactInstance::deserializationFix()
{
setType(artType);
}
int CArtifactInstance::getGivenSpellID() const
{
const Bonus * b = getBonusLocalFirst(Selector::type(Bonus::SPELL));
if(!b)
{
tlog3 << "Warning: " << nodeName() << " doesn't bear any spell!\n";
return -1;
}
return b->subtype;
}
bool CArtifactInstance::isPart(const CArtifactInstance *supposedPart) const
{
return supposedPart == this;
}
bool CCombinedArtifactInstance::canBePutAt(const CArtifactSet *artSet, int 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
BOOST_FOREACH(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(std::vector<ConstituentInfo>::iterator art = constituentsToBePlaced.begin(); art != constituentsToBePlaced.end(); art++)
{
if(art->art->canBePutAt(artSet, 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);
BOOST_FOREACH(ui32 a, *artType->constituents)
{
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addAsConstituent(CArtifactInstance::createNewArtifactInstance(a), -1);
}
}
void CCombinedArtifactInstance::addAsConstituent(CArtifactInstance *art, int slot)
{
assert(vstd::contains(*artType->constituents, art->artType->id));
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);
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BOOST_FOREACH(ConstituentInfo &ci, constituentsInfo)
ci.slot = -1;
}
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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BOOST_FOREACH(ConstituentInfo &ci, constituentsInfo)
{
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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int pos = -1;
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 = -1;
}
}
}
}
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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
{
BOOST_FOREACH(ConstituentInfo &ci, constituentsInfo)
{
if(ci.slot >= 0)
{
al.getHolderArtSet()->eraseArtSlot(ci.slot);
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ci.slot = -1;
}
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 = NULL; //it'll be replaced with combined artifact, not a lock
BOOST_FOREACH(ConstituentInfo &ci, constituentsInfo)
if(ci.slot == al.slot)
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mainConstituent = ci.art;
if(!mainConstituent)
{
BOOST_FOREACH(ConstituentInfo &ci, constituentsInfo)
{
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()
{
BOOST_FOREACH(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
BOOST_FOREACH(const ConstituentInfo &constituent, constituentsInfo)
if(constituent.art == supposedPart)
return true;
return false;
}
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CCombinedArtifactInstance::ConstituentInfo::ConstituentInfo(CArtifactInstance *Art /*= NULL*/, ui16 Slot /*= -1*/)
{
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(ui16 pos, bool excludeLocked /*= true*/) const
{
if(const ArtSlotInfo *si = getSlot(pos))
{
if(si->artifact && (!excludeLocked || !si->locked))
return si->artifact;
}
return NULL;
}
CArtifactInstance* CArtifactSet::getArt(ui16 pos, bool excludeLocked /*= true*/)
{
return const_cast<CArtifactInstance*>((const_cast<const CArtifactSet*>(this))->getArt(pos, excludeLocked));
}
si32 CArtifactSet::getArtPos(int aid, bool onlyWorn /*= true*/) const
{
for(std::map<ui16, ArtSlotInfo>::const_iterator i = artifactsWorn.begin(); i != artifactsWorn.end(); i++)
if(i->second.artifact->artType->id == aid)
return i->first;
if(onlyWorn)
return -1;
for(int i = 0; i < artifactsInBackpack.size(); i++)
if(artifactsInBackpack[i].artifact->artType->id == aid)
return GameConstants::BACKPACK_START + i;
return -1;
}
si32 CArtifactSet::getArtPos(const CArtifactInstance *art) const
{
for(std::map<ui16, ArtSlotInfo>::const_iterator i = artifactsWorn.begin(); i != artifactsWorn.end(); i++)
if(i->second.artifact == art)
return i->first;
for(int i = 0; i < artifactsInBackpack.size(); i++)
if(artifactsInBackpack[i].artifact == art)
return GameConstants::BACKPACK_START + i;
return -1;
}
const CArtifactInstance * CArtifactSet::getArtByInstanceId( TArtifactInstanceID artInstId ) const
{
for(std::map<ui16, ArtSlotInfo>::const_iterator i = artifactsWorn.begin(); i != artifactsWorn.end(); i++)
if(i->second.artifact->id == artInstId)
return i->second.artifact;
for(int i = 0; i < artifactsInBackpack.size(); i++)
if(artifactsInBackpack[i].artifact->id == artInstId)
return artifactsInBackpack[i].artifact;
return NULL;
}
bool CArtifactSet::hasArt(ui32 aid, bool onlyWorn /*= false*/) const
{
return getArtPos(aid, onlyWorn) != -1;
}
const ArtSlotInfo * CArtifactSet::getSlot(ui16 pos) const
{
if(vstd::contains(artifactsWorn, pos))
return &artifactsWorn[pos];
if(pos >= ArtifactPosition::AFTER_LAST )
{
int backpackPos = (int)pos - GameConstants::BACKPACK_START;
if(backpackPos < 0 || backpackPos >= artifactsInBackpack.size())
return NULL;
else
return &artifactsInBackpack[backpackPos];
}
return NULL;
}
bool CArtifactSet::isPositionFree(ui16 pos, bool onlyLockCheck /*= false*/) const
{
if(const ArtSlotInfo *s = getSlot(pos))
return (onlyLockCheck || !s->artifact) && !s->locked;
return true; //no slot means not used
}
si32 CArtifactSet::getArtTypeId(ui16 pos) const
{
const CArtifactInstance * const a = getArt(pos);
if(!a)
{
tlog2 << (dynamic_cast<const CGHeroInstance*>(this))->name << " has no artifact at " << pos << " (getArtTypeId)\n";
return -1;
}
return a->artType->id;
}
CArtifactSet::~CArtifactSet()
{
}
ArtSlotInfo & CArtifactSet::retreiveNewArtSlot(ui16 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;
}
void CArtifactSet::setNewArtSlot(ui16 slot, CArtifactInstance *art, bool locked)
{
ArtSlotInfo &asi = retreiveNewArtSlot(slot);
asi.artifact = art;
asi.locked = locked;
}
void CArtifactSet::eraseArtSlot(ui16 slot)
{
if(slot < GameConstants::BACKPACK_START)
{
artifactsWorn.erase(slot);
}
else
{
slot -= GameConstants::BACKPACK_START;
artifactsInBackpack.erase(artifactsInBackpack.begin() + slot);
}
}
void CArtifactSet::artDeserializationFix(CBonusSystemNode *node)
{
for(bmap<ui16, ArtSlotInfo>::iterator i = artifactsWorn.begin(); i != artifactsWorn.end(); i++)
if(i->second.artifact && !i->second.locked)
node->attachTo(i->second.artifact);
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}