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vcmi/lib/CArtHandler.h

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#pragma once
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#include "../lib/HeroBonus.h"
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#include "../lib/ConstTransitivePtr.h"
#include "JsonNode.h"
#include "GameConstants.h"
/*
* CArtHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CArtHandler;
class CDefHandler;
class CArtifact;
class CGHeroInstance;
struct ArtifactLocation;
class CArtifactSet;
class CArtifactInstance;
#define ART_BEARER_LIST \
ART_BEARER(HERO)\
ART_BEARER(CREATURE)\
ART_BEARER(COMMANDER)
namespace ArtBearer
{
enum ArtBearer
{
#define ART_BEARER(x) x,
ART_BEARER_LIST
#undef ART_BEARER
};
}
class DLL_LINKAGE CArtifact : public CBonusSystemNode //container for artifacts
{
protected:
std::string name, description; //set if custom
std::string eventText; //short story displayed upon picking
public:
enum EartClass {ART_SPECIAL=1, ART_TREASURE=2, ART_MINOR=4, ART_MAJOR=8, ART_RELIC=16}; //artifact classes
std::string image;
std::string large; // big image for cutom artifacts, used in drag & drop
std::string advMapDef; //used for adventure map object
si32 iconIndex; //TODO: handle automatically
const std::string &Name() const; //getter
const std::string &Description() const; //getter
const std::string &EventText() const;
bool isBig () const;
void addConstituent (ArtifactID component);
int getArtClassSerial() const; //0 - treasure, 1 - minor, 2 - major, 3 - relic, 4 - spell scroll, 5 - other
std::string nodeName() const override;
void addNewBonus(Bonus *b) override;
virtual void levelUpArtifact (CArtifactInstance * art){};
ui32 price;
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bmap<ArtBearer::ArtBearer, std::vector<ArtifactPosition> > possibleSlots; //Bearer Type => ids of slots where artifact can be placed
std::unique_ptr<std::vector<ArtifactID> > constituents; // Artifacts IDs a combined artifact consists of, or NULL.
std::vector<ArtifactID> constituentOf; // Reverse map of constituents - combined arts that include this art
EartClass aClass;
ArtifactID id;
template <typename Handler> void serialize(Handler &h, const int version)
{
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h & static_cast<CBonusSystemNode&>(*this);
h & name & description & eventText & image & large & advMapDef & iconIndex &
price & possibleSlots & constituents & constituentOf & aClass & id;
}
CArtifact();
~CArtifact();
friend class CArtHandler;
};
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;
}
};
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;
ArtifactInstanceID id;
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//CArtifactInstance(int aid);
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std::string nodeName() const OVERRIDE;
void deserializationFix();
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void setType(CArtifact *Art);
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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);
virtual bool isPart(const CArtifactInstance *supposedPart) const; //checks if this a part of this artifact: artifact instance is a part of itself, additionally truth is returned for consituents of combined arts
std::vector<const CArtifact *> assemblyPossibilities(const CArtifactSet *h) const;
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void move(ArtifactLocation src, ArtifactLocation dst);
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBonusSystemNode&>(*this);
h & artType & id;
BONUS_TREE_DESERIALIZATION_FIX
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}
static CArtifactInstance *createScroll(const CSpell *s);
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static CArtifactInstance *createNewArtifactInstance(CArtifact *Art);
static CArtifactInstance *createNewArtifactInstance(int aid);
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};
class DLL_LINKAGE CCombinedArtifactInstance : public CArtifactInstance
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{
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CCombinedArtifactInstance(CArtifact *Art);
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public:
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struct ConstituentInfo
{
ConstTransitivePtr<CArtifactInstance> art;
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ArtifactPosition slot;
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & art & slot;
}
bool operator==(const ConstituentInfo &rhs) const;
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ConstituentInfo(CArtifactInstance *art = NULL, 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;
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bool canBeDisassembled() const OVERRIDE;
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void putAt(ArtifactLocation al) OVERRIDE;
void removeFrom(ArtifactLocation al) OVERRIDE;
bool isPart(const CArtifactInstance *supposedPart) const OVERRIDE;
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void createConstituents();
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void addAsConstituent(CArtifactInstance *art, 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;
BONUS_TREE_DESERIALIZATION_FIX
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}
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};
class DLL_LINKAGE CArtHandler //handles artifacts
{
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);
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;
std::vector<CArtifact *> allowedArtifacts;
std::set<ArtifactID> bigArtifacts; // Artifacts that cannot be moved to backpack, e.g. war machines.
std::set<ArtifactID> growingArtifacts;
void loadArtifacts(bool onlyTxt);
/// load artifact from json structure
void load(std::string objectID, const JsonNode & node);
/// load one artifact from json config
CArtifact * loadArtifact(const JsonNode & node);
void loadArtifactJson(CArtifact * art, const JsonNode & node);
void addBonuses(CArtifact *art, const JsonNode &bonusList);
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);
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
static ArtifactID creatureToMachineID(CreatureID id);
static CreatureID machineIDToCreature(ArtifactID id);
void makeItCreatureArt (CArtifact * a, bool onlyCreature = true);
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void makeItCreatureArt (ArtifactID aid, bool onlyCreature = true);
void makeItCommanderArt (CArtifact * a, bool onlyCommander = true);
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void makeItCommanderArt (ArtifactID aid, bool onlyCommander = true);
CArtHandler();
~CArtHandler();
/**
* Gets a list of default allowed artifacts.
*
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* @return a list of allowed artifacts, the index is the artifact id
*/
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std::vector<bool> getDefaultAllowedArtifacts() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & artifacts & allowedArtifacts & treasures & minors & majors & relics
& growingArtifacts;
//if(!h.saving) sortArts();
}
};
struct DLL_LINKAGE ArtSlotInfo
{
ConstTransitivePtr<CArtifactInstance> artifact;
ui8 locked; //if locked, then artifact points to the combined artifact
ArtSlotInfo()
{
locked = false;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & artifact & locked;
}
};
class DLL_LINKAGE CArtifactSet
{
public:
std::vector<ArtSlotInfo> artifactsInBackpack; //hero's artifacts from bag
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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;
const CArtifactInstance* getArt(ArtifactPosition pos, bool excludeLocked = true) const; //NULL - no artifact
CArtifactInstance* getArt(ArtifactPosition pos, bool excludeLocked = true); //NULL - no artifact
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;
const CArtifactInstance *getArtByInstanceId(ArtifactInstanceID artInstId) const;
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;
virtual ArtBearer::ArtBearer bearerType() const = 0;
virtual ~CArtifactSet();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & artifactsInBackpack & artifactsWorn;
}
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void artDeserializationFix(CBonusSystemNode *node);
};