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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

Artifacts will now be handled by pointers.

Assembling & disassembling combos may be buggy, but it's already been before.
This commit is contained in:
DjWarmonger 2010-10-03 07:07:53 +00:00
parent 2c43707661
commit 0f314e106c
18 changed files with 183 additions and 144 deletions

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@ -17,6 +17,7 @@
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
#include "hch/CSpellHandler.h"
#include "hch/CArtHandler.h"
#ifdef min
#undef min
#endif

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@ -43,6 +43,7 @@ class CMapHeader;
struct CGPathNode;
struct CGPath;
class CGGarrison;
class CArtifact;
struct InfoAboutTown
{

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@ -784,7 +784,7 @@ void CKingdomInterface::CHeroItem::setHero(const CGHeroInstance * newHero)
for (int i=0; i<artifacts.size(); i++)
{
artifacts[i]->type = hero->getArtAtPos(i);
artifacts[i]->type = hero->getArtAtPos(i)->id;
if (artifacts[i]->type<0 || artifacts[i]->type == 145 )
artifacts[i]->hoverText = CGI->generaltexth->heroscrn[11];
else
@ -796,7 +796,7 @@ void CKingdomInterface::CHeroItem::setHero(const CGHeroInstance * newHero)
for (int i=0; i<backpack.size(); i++)
{
backpack[i]->type = hero->getArtAtPos(19+i);
backpack[i]->type = hero->getArtAtPos(19+i)->id;
if (backpack[i]->type<0)
backpack[i]->hoverText ="";
else
@ -847,7 +847,7 @@ void CKingdomInterface::CHeroItem::scrollArts(int move)
backpackPos = ( backpackPos + move + hero->artifacts.size()) % hero->artifacts.size();
for (int i=0; i<backpack.size(); i++)
{
backpack[i]->type = hero->getArtAtPos(19+(backpackPos + i)%hero->artifacts.size());
backpack[i]->type = hero->getArtAtPos(19+(backpackPos + i)%hero->artifacts.size())->id;
if (backpack[i]->type<0)
backpack[i]->hoverText ="";
else
@ -912,7 +912,7 @@ void CKingdomInterface::CHeroItem::showAll(SDL_Surface * to)
case 0://equipped arts
for (int i = iter ; i<iter+9;i++)
{
int artID = hero->getArtAtPos(i);
int artID = hero->getArtAtPos(i)->id;
if (artID>=0)
blitAt(graphics->artDefs->ourImages[artID].bitmap,pos.x+268+48*(i%9),pos.y+66,to);
}
@ -923,7 +923,7 @@ void CKingdomInterface::CHeroItem::showAll(SDL_Surface * to)
int max = hero->artifacts.size();
iter = std::min(8, max);
for (size_t it = 0 ; it<iter;it++)
blitAt(graphics->artDefs->ourImages[hero->artifacts[(it+backpackPos)%max]].bitmap,pos.x+293+48*it,pos.y+66,to);
blitAt(graphics->artDefs->ourImages[hero->artifacts[(it+backpackPos)%max]->id].bitmap,pos.x+293+48*it,pos.y+66,to);
break;
}
show(to);

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@ -113,7 +113,7 @@ public:
void heroVisitCastle(int obj, int heroID){};
void stopHeroVisitCastle(int obj, int heroID){};
void giveHeroArtifact(int artid, int hid, int position){}; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
bool removeArtifact(int artid, int hid){return false;};
bool removeArtifact(CArtifact* art, int hid){return false;};
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL){}; //use hero=NULL for no hero
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false){}; //if any of armies is hero, hero will be used
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false){}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle

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@ -2639,7 +2639,7 @@ void CTradeWindow::CTradeableItem::clickLeft(tribool down, bool previousState)
movedArt = CGI->arth->artifacts[id];
aw->arts->commonInfo->srcAOH = aw->arts;
aw->arts->commonInfo->srcArtifact = movedArt;
aw->arts->commonInfo->srcSlotID = 19 + vstd::findPos(aw->hero->artifacts, movedArt->id);
aw->arts->commonInfo->srcSlotID = 19 + vstd::findPos(aw->hero->artifacts, const_cast<CArtifact*>(movedArt));
aw->arts->commonInfo->destAOH = aw->arts;
CGI->curh->dragAndDropCursor(graphics->artDefs->ourImages[movedArt->id].bitmap);
@ -3613,10 +3613,10 @@ void CAltarWindow::SacrificeAll()
}
else
{
for(std::map<ui16,ui32>::const_iterator i = hero->artifWorn.begin(); i != hero->artifWorn.end(); i++)
for(std::map<ui16,CArtifact*>::const_iterator i = hero->artifWorn.begin(); i != hero->artifWorn.end(); i++)
{
if(i->second != 145) //ignore locks from assembled artifacts
moveFromSlotToAltar(i->first, NULL, i->second);
if(i->second->id != 145) //ignore locks from assembled artifacts
moveFromSlotToAltar(i->first, NULL, i->second->id);
}
SacrificeBackpack();
@ -3769,13 +3769,13 @@ void CAltarWindow::SacrificeBackpack()
for (int i = 0; i < hero->artifacts.size(); i++)
{
if(vstd::contains(toOmmit, hero->artifacts[i]))
if(vstd::contains(toOmmit, hero->artifacts[i]->id))
{
toOmmit -= hero->artifacts[i];
toOmmit -= hero->artifacts[i]->id;
continue;
}
putOnAltar(NULL, hero->artifacts[i]);
putOnAltar(NULL, hero->artifacts[i]->id);
}
arts->scrollBackpack(0);
calcTotalExp();

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@ -47,25 +47,31 @@ bool CArtifact::isBig () const
return VLC->arth->isBigArtifact(id);
}
bool CArtifact::isModable () const
{
return (bool)dynamic_cast<const IModableArt *>(this);
}
/**
* Checks whether the artifact fits at a given slot.
* @param artifWorn A hero's set of worn artifacts.
*/
bool CArtifact::fitsAt (const std::map<ui16, ui32> &artifWorn, ui16 slotID) const
bool CArtifact::fitsAt (const std::map<ui16, CArtifact*> &artifWorn, ui16 slotID) const
{
if (!vstd::contains(possibleSlots, slotID))
return false;
// Can't put an artifact in a locked slot.
std::map<ui16, ui32>::const_iterator it = artifWorn.find(slotID);
if (it != artifWorn.end() && it->second == 145)
std::map<ui16, 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, ui32> tempArtifWorn = artifWorn;
if (constituents != NULL)
{
std::map<ui16, CArtifact*> tempArtifWorn = artifWorn;
const ui16 ringSlots[] = {6, 7};
const ui16 miscSlots[] = {9, 10, 11, 12, 18};
int rings = 0;
@ -108,7 +114,7 @@ bool CArtifact::fitsAt (const std::map<ui16, ui32> &artifWorn, ui16 slotID) cons
return true;
}
bool CArtifact::canBeAssembledTo (const std::map<ui16, ui32> &artifWorn, ui32 artifactID) const
bool CArtifact::canBeAssembledTo (const std::map<ui16, CArtifact*> &artifWorn, ui32 artifactID) const
{
if (constituentOf == NULL || !vstd::contains(*constituentOf, artifactID))
return false;
@ -119,9 +125,9 @@ bool CArtifact::canBeAssembledTo (const std::map<ui16, ui32> &artifWorn, ui32 ar
BOOST_FOREACH(ui32 constituentID, *artifact.constituents)
{
bool found = false;
for (std::map<ui16, ui32>::const_iterator it = artifWorn.begin(); it != artifWorn.end(); ++it)
for (std::map<ui16, CArtifact*>::const_iterator it = artifWorn.begin(); it != artifWorn.end(); ++it)
{
if (it->second == constituentID)
if (it->second->id == constituentID)
{
found = true;
break;
@ -174,6 +180,11 @@ void CArtifact::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/
}
}
void CScroll::Init()
{
bonuses.push_back (Bonus (Bonus::PERMANENT, Bonus::SPELL,0, id, spellid, Bonus::INDEPENDENT_MAX));
}
CArtHandler::CArtHandler()
{
VLC->arth = this;
@ -185,7 +196,8 @@ CArtHandler::CArtHandler()
CArtHandler::~CArtHandler()
{
for (std::vector<CArtifact*>::iterator it = artifacts.begin(); it != artifacts.end(); ++it) {
for (std::vector<CArtifact*>::iterator it = artifacts.begin(); it != artifacts.end(); ++it)
{
delete (*it)->constituents;
delete (*it)->constituentOf;
}
@ -718,14 +730,14 @@ void CArtHandler::clear()
* @param artifWorn A hero's set of worn artifacts.
* @param bonuses Optional list of bonuses to update.
*/
void CArtHandler::equipArtifact(std::map<ui16, ui32> &artifWorn, ui16 slotID, ui32 artifactID)
void CArtHandler::equipArtifact(std::map<ui16, CArtifact*> &artifWorn, ui16 slotID, const CArtifact* newArtifact)
{
unequipArtifact(artifWorn, slotID);
const CArtifact &artifact = *artifacts[artifactID];
const CArtifact &artifact = *newArtifact;
// Add artifact.
artifWorn[slotID] = artifactID;
artifWorn[slotID] = const_cast<CArtifact*>(newArtifact);
// Add locks, in reverse order of being removed.
if (artifact.constituents != NULL)
@ -746,7 +758,7 @@ void CArtHandler::equipArtifact(std::map<ui16, ui32> &artifWorn, ui16 slotID, ui
{
if (!vstd::contains(artifWorn, slot))
{
artifWorn[slot] = 145;
artifWorn[slot] = VLC->arth->artifacts[145]; //lock
break;
}
}
@ -761,12 +773,12 @@ void CArtHandler::equipArtifact(std::map<ui16, ui32> &artifWorn, ui16 slotID, ui
* @param artifWorn A hero's set of worn artifacts.
* @param bonuses Optional list of bonuses to update.
*/
void CArtHandler::unequipArtifact(std::map<ui16, ui32> &artifWorn, ui16 slotID)
void CArtHandler::unequipArtifact(std::map<ui16, CArtifact*> &artifWorn, ui16 slotID)
{
if (!vstd::contains(artifWorn, slotID))
return;
const CArtifact &artifact = *artifacts[artifWorn[slotID]];
const CArtifact &artifact = *artifWorn[slotID];
// Remove artifact, if it's not already removed.
artifWorn.erase(slotID);
@ -788,7 +800,7 @@ void CArtHandler::unequipArtifact(std::map<ui16, ui32> &artifWorn, ui16 slotID)
{
BOOST_REVERSE_FOREACH(ui16 slot, constituent.possibleSlots)
{
if (vstd::contains(artifWorn, slot) && artifWorn[slot] == 145)
if (vstd::contains(artifWorn, slot) && artifWorn[slot]->id == 145)
{
artifWorn.erase(slot);
break;

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@ -17,6 +17,7 @@
*
*/
class CDefHandler;
class CArtifact;
class DLL_EXPORT CArtifact : public CBonusSystemNode //container for artifacts
{
@ -26,8 +27,9 @@ public:
const std::string &Name() const; //getter
const std::string &Description() const; //getter
bool isBig () const;
bool fitsAt (const std::map<ui16, ui32> &artifWorn, ui16 slot) const;
bool canBeAssembledTo (const std::map<ui16, ui32> &artifWorn, ui32 artifactID) const;
bool isModable () const;
bool fitsAt (const std::map<ui16, CArtifact*> &artifWorn, ui16 slot) const;
bool canBeAssembledTo (const std::map<ui16, CArtifact*> &artifWorn, ui32 artifactID) const;
void addBonusesTo (BonusList *otherBonuses) const;
void removeBonusesFrom (BonusList *otherBonuses) const;
int getArtClassSerial() const; //0 - treasure, 1 - minor, 2 - major, 3 - relic, 4 - spell scroll, 5 - other
@ -61,8 +63,9 @@ public:
class DLL_EXPORT CScroll : public CArtifact, public IModableArt // Spell Scroll
{
public:
CScroll(spelltype sid){spellid = sid;};
spelltype spellid;
void Init(){};
void Init();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArtifact&>(*this);
@ -116,8 +119,8 @@ public:
void getAllowed(std::vector<CArtifact*> &out, int flags);
void erasePickedArt (si32 id);
bool isBigArtifact (ui32 artID) {return bigArtifacts.find(artID) != bigArtifacts.end();}
void equipArtifact (std::map<ui16, ui32> &artifWorn, ui16 slotID, ui32 artifactID);
void unequipArtifact (std::map<ui16, ui32> &artifWorn, ui16 slotID);
void equipArtifact (std::map<ui16, CArtifact*> &artifWorn, ui16 slotID, const CArtifact* art);
void unequipArtifact (std::map<ui16, CArtifact*> &artifWorn, ui16 slotID);
void initAllowedArtifactsList(const std::vector<ui8> &allowed); //allowed[art_id] -> 0 if not allowed, 1 if allowed
static int convertMachineID(int id, bool creToArt);
CArtHandler();

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@ -523,7 +523,7 @@ void CCampaignScenario::prepareCrossoverHeroes( std::vector<CGHeroInstance *> he
{
BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
{
cgh->artifacts -= g;
cgh->artifacts -= VLC->arth->artifacts[g];
}
}
}

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@ -729,27 +729,23 @@ int CGHeroInstance::maxMovePoints(bool onLand) const
return int(base + base*modifier) + bonus;
}
ui32 CGHeroInstance::getArtAtPos(ui16 pos) const
CArtifact* CGHeroInstance::getArtAtPos(ui16 pos) const
{
if(pos<19)
if(vstd::contains(artifWorn,pos))
return artifWorn.find(pos)->second;
else
return -1;
return NULL;
else
if(pos-19 < artifacts.size())
return artifacts[pos-19];
else
return -1;
return NULL;
}
const CArtifact * CGHeroInstance::getArt(int pos) const
{
int id = getArtAtPos(pos);
if(id>=0)
return VLC->arth->artifacts[id];
else
return NULL;
return getArtAtPos(pos);
}
// int CGHeroInstance::getSpellSecLevel(int spell) const
@ -814,9 +810,9 @@ void CGHeroInstance::initHero()
if(!vstd::contains(artifWorn, 16) && type->startingSpell >= 0) //no catapult means we haven't read pre-existant set
{
VLC->arth->equipArtifact(artifWorn, 17, 0); //give spellbook
VLC->arth->equipArtifact(artifWorn, 17, VLC->arth->artifacts[0]); //give spellbook
}
VLC->arth->equipArtifact(artifWorn, 16, 3); //everyone has a catapult
VLC->arth->equipArtifact(artifWorn, 16, VLC->arth->artifacts[3]); //everyone has a catapult
if(portrait < 0 || portrait == 255)
portrait = subID;
@ -886,13 +882,13 @@ void CGHeroInstance::initArmy(CCreatureSet *dst /*= NULL*/)
switch (creID)
{
case 145: //catapult
VLC->arth->equipArtifact(artifWorn, 16, 3);
VLC->arth->equipArtifact(artifWorn, 16, VLC->arth->artifacts[3]);
break;
default:
VLC->arth->equipArtifact(
artifWorn,
9+CArtHandler::convertMachineID(creID,true),
CArtHandler::convertMachineID(creID,true));
VLC->arth->artifacts[CArtHandler::convertMachineID(creID,true)]);
break;
}
}
@ -1421,8 +1417,8 @@ si32 CGHeroInstance::manaRegain() const
si32 CGHeroInstance::getArtPos(int aid) const
{
for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
if(i->second == aid)
for(std::map<ui16,CArtifact*>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
if(i->second->id == aid)
return i->first;
return -1;
}
@ -1431,33 +1427,34 @@ si32 CGHeroInstance::getArtPos(int aid) const
* Places an artifact in hero's backpack. If it's a big artifact equips it
* or discards it if it cannot be equipped.
*/
void CGHeroInstance::giveArtifact (ui32 aid)
void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
{
const CArtifact &artifact = *VLC->arth->artifacts[aid];
CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
if (artifact.isBig())
if (artifact->isBig())
{
for (std::vector<ui16>::const_iterator it = artifact.possibleSlots.begin(); it != artifact.possibleSlots.end(); ++it)
for (std::vector<ui16>::const_iterator it = artifact->possibleSlots.begin(); it != artifact->possibleSlots.end(); ++it)
{
if (!vstd::contains(artifWorn, *it))
{
VLC->arth->equipArtifact(artifWorn, *it, aid);
VLC->arth->equipArtifact(artifWorn, *it, artifact);
break;
}
}
}
else
{
artifacts.push_back(aid);
artifacts.push_back(artifact);
}
}
bool CGHeroInstance::hasArt( ui32 aid ) const
{
if(vstd::contains(artifacts, aid))
return true;
for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
if(i->second == aid)
for(std::vector<CArtifact*>::const_iterator i = artifacts.begin(); i != artifacts.end(); i++)
if((*i)->id == aid)
return true;
for(std::map<ui16,CArtifact*>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
if(i->second->id == aid)
return true;
return false;
@ -1500,8 +1497,8 @@ void CGHeroInstance::getParents(TCNodes &out, const CBonusSystemNode *root /*= N
out.insert(visitedTown);
}
for (std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
out.insert(VLC->arth->artifacts[i->second]);
for (std::map<ui16,CArtifact*>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
out.insert(i->second);
out.insert(&speciality);
}
@ -3634,6 +3631,8 @@ void CGArtifact::pick(const CGHeroInstance * h) const
{
if(ID == 5) //Artifact
{
if (VLC->arth->artifacts[subID]->isModable()) //TODO: create new instance, initialize it
{}
cb->giveHeroArtifact(subID,h->id,-2);
}
else if(ID == 93) // Spell scroll
@ -4373,7 +4372,7 @@ void CGSeerHut::finishQuest (const CGHeroInstance * h, ui32 accept) const
case CQuest::MISSION_ART:
for (std::vector<ui16>::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it)
{
cb->removeArtifact(*it, h->id);
cb->removeArtifact(VLC->arth->artifacts[*it], h->id);
}
break;
case CQuest::MISSION_ARMY:

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@ -266,8 +266,8 @@ public:
ui8 inTownGarrison; // if hero is in town garrison
const CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
const CGBoat *boat; //set to CGBoat when sailing
std::vector<ui32> artifacts; //hero's artifacts from bag
std::map<ui16,ui32> artifWorn; //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
std::vector<CArtifact*> artifacts; //hero's artifacts from bag
std::map<ui16, CArtifact*> artifWorn; //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
std::set<ui32> spells; //known spells (spell IDs)
struct DLL_EXPORT Patrol
@ -337,7 +337,7 @@ public:
int maxMovePoints(bool onLand) const;
ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
CArtifact* getArtAtPos(ui16 pos) const; //NULL - no artifact
const CArtifact * getArt(int pos) const;
si32 getArtPos(int aid) 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)
bool hasArt(ui32 aid) const; //checks if hero possess artifact of given id (either in backack or worn)

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@ -1938,7 +1938,7 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
CGHeroInstance *hero = k->second.heroes[0];
std::vector<ui16>::iterator slot = vstd::findFirstNot (hero->artifWorn, toGive->possibleSlots);
if(slot != toGive->possibleSlots.end())
VLC->arth->equipArtifact(hero->artifWorn, *slot, toGive->id);
VLC->arth->equipArtifact(hero->artifWorn, *slot, toGive);
else
hero->giveArtifact(toGive->id);
}

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@ -93,7 +93,7 @@ public:
virtual void heroVisitCastle(int obj, int heroID)=0;
virtual void stopHeroVisitCastle(int obj, int heroID)=0;
virtual void giveHeroArtifact(int artid, int hid, int position)=0; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
virtual bool removeArtifact(int artid, int hid) = 0;
virtual bool removeArtifact(CArtifact* art, int hid) = 0;
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL)=0; //use hero=NULL for no hero
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false)=0; //if any of armies is hero, hero will be used
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle

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@ -599,18 +599,18 @@ struct SetHeroArtifacts : public CPackForClient //509
SetHeroArtifacts(){type = 509;};
void applyCl(CClient *cl);
DLL_EXPORT void applyGs(CGameState *gs);
DLL_EXPORT void setArtAtPos(ui16 pos, int art);
DLL_EXPORT void setArtAtPos(ui16 pos, const CArtifact* art);
si32 hid;
std::vector<ui32> artifacts; //hero's artifacts from bag
std::map<ui16,ui32> artifWorn; //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
std::vector<CArtifact*> artifacts; //hero's artifacts from bag
std::map<ui16,CArtifact*> artifWorn; //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
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hid & artifacts & artifWorn;
}
std::vector<ui32> equiped, unequiped; //used locally
std::vector<CArtifact*> equiped, unequiped; //used locally
BonusList gained, lost; //used locally as hlp when applying
};

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@ -451,11 +451,11 @@ DLL_EXPORT void SetHeroesInTown::applyGs( CGameState *gs )
DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->getHero(hid);
for(std::map<ui16,ui32>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
for(std::map<ui16,CArtifact*>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
if(!vstd::contains(artifWorn,i->first) || artifWorn[i->first] != i->second)
unequiped.push_back(i->second);
for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
for(std::map<ui16,CArtifact*>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
if(!vstd::contains(h->artifWorn,i->first) || h->artifWorn[i->first] != i->second)
equiped.push_back(i->second);
@ -464,7 +464,7 @@ DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
h->artifWorn = artifWorn;
}
DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art)
DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, const CArtifact* art)
{
if(art < 0)
{
@ -477,14 +477,14 @@ DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art)
{
if (pos < 19)
{
VLC->arth->equipArtifact(artifWorn, pos, (ui32) art);
VLC->arth->equipArtifact(artifWorn, pos, art);
}
else // Goes into the backpack.
{
if(pos - 19 < artifacts.size())
artifacts.insert(artifacts.begin() + (pos - 19), art);
artifacts.insert(artifacts.begin() + (pos - 19), const_cast<CArtifact*>(art));
else
artifacts.push_back(art);
artifacts.push_back(const_cast<CArtifact*>(art));
}
}
}

View File

@ -858,27 +858,27 @@ void Mapa::loadHero( CGObjectInstance * &nobj, const unsigned char * bufor, int
{
int id = readNormalNr(bufor,i, artidlen); i+=artidlen;
if(id != artmask)
VLC->arth->equipArtifact(nhi->artifWorn, pom, id);
VLC->arth->equipArtifact(nhi->artifWorn, pom, VLC->arth->artifacts[id]);
}
//misc5 art //17
if(version>=SoD)
{
int id = readNormalNr(bufor,i, artidlen); i+=artidlen;
if(id!=artmask)
VLC->arth->equipArtifact(nhi->artifWorn, 16, id);
VLC->arth->equipArtifact(nhi->artifWorn, 16, VLC->arth->artifacts[id]);
else
VLC->arth->equipArtifact(nhi->artifWorn, 16, 3); //catapult by default
VLC->arth->equipArtifact(nhi->artifWorn, 16, VLC->arth->artifacts[3]); //catapult by default
}
//spellbook
int id = readNormalNr(bufor,i, artidlen); i+=artidlen;
if(id!=artmask)
VLC->arth->equipArtifact(nhi->artifWorn, 17, id);
VLC->arth->equipArtifact(nhi->artifWorn, 17, VLC->arth->artifacts[id]);
//19 //???what is that? gap in file or what? - it's probably fifth slot..
if(version>RoE)
{
id = readNormalNr(bufor,i, artidlen); i+=artidlen;
if(id!=artmask)
VLC->arth->equipArtifact(nhi->artifWorn, 18, id);
VLC->arth->equipArtifact(nhi->artifWorn, 18, VLC->arth->artifacts[id]);
}
else
i+=1;
@ -1102,7 +1102,7 @@ void Mapa::readPredefinedHeroes( const unsigned char * bufor, int &i)
{
int id = readNormalNr(bufor,i, artidlen); i+=artidlen;
if(id!=artmask)
VLC->arth->equipArtifact(cgh->artifWorn, pom, id);
VLC->arth->equipArtifact(cgh->artifWorn, pom, VLC->arth->artifacts[id]);
}
//misc5 art //17
if(version>=SoD)
@ -1115,13 +1115,13 @@ void Mapa::readPredefinedHeroes( const unsigned char * bufor, int &i)
//spellbook
int id = readNormalNr(bufor,i, artidlen); i+=artidlen;
if(id!=artmask)
VLC->arth->equipArtifact(cgh->artifWorn, 17, id);
VLC->arth->equipArtifact(cgh->artifWorn, 17, VLC->arth->artifacts[id]);
//19 //???what is that? gap in file or what? - it's probably fifth slot..
if(version>RoE)
{
id = readNormalNr(bufor,i, artidlen); i+=artidlen;
if(id!=artmask)
VLC->arth->equipArtifact(cgh->artifWorn, 18, id);
VLC->arth->equipArtifact(cgh->artifWorn, 18, VLC->arth->artifacts[id]);
}
else
i+=1;

View File

@ -2221,7 +2221,7 @@ void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
{
const CGHeroInstance* h = getHero(hid);
const CArtifact &art = *VLC->arth->artifacts[artid];
CArtifact * const art = VLC->arth->artifacts[artid];
SetHeroArtifacts sha;
sha.hid = hid;
@ -2233,38 +2233,38 @@ void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1
if(position == -2)
{
int i;
for(i=0; i<art.possibleSlots.size(); i++) //try to put artifact into first available slot
for(i=0; i<art->possibleSlots.size(); i++) //try to put artifact into first available slot
{
if( !vstd::contains(sha.artifWorn,art.possibleSlots[i]) )
if( !vstd::contains(sha.artifWorn, art->possibleSlots[i]) )
{
//we've found a free suitable slot
VLC->arth->equipArtifact(sha.artifWorn, art.possibleSlots[i], artid);
VLC->arth->equipArtifact(sha.artifWorn, art->possibleSlots[i], VLC->arth->artifacts[artid]);
break;
}
}
if(i == art.possibleSlots.size() && !art.isBig()) //if haven't find proper slot, use backpack or discard big artifact
sha.artifacts.push_back(artid);
if(i == art->possibleSlots.size() && !art->isBig()) //if haven't find proper slot, use backpack or discard big artifact
sha.artifacts.push_back(art);
}
else if (!art.isBig()) //should be -1 => put artifact into backpack
else if (!art->isBig()) //should be -1 => put artifact into backpack
{
sha.artifacts.push_back(artid);
sha.artifacts.push_back(art);
}
}
else
{
if(!vstd::contains(sha.artifWorn,ui16(position)))
{
VLC->arth->equipArtifact(sha.artifWorn, position, artid);
VLC->arth->equipArtifact(sha.artifWorn, position, art);
}
else if (!art.isBig())
else if (!art->isBig())
{
sha.artifacts.push_back(artid);
sha.artifacts.push_back(art);
}
}
sendAndApply(&sha);
}
bool CGameHandler::removeArtifact(int artid, int hid)
bool CGameHandler::removeArtifact(CArtifact* art, int hid)
{
const CGHeroInstance* h = getHero(hid);
@ -2273,15 +2273,15 @@ bool CGameHandler::removeArtifact(int artid, int hid)
sha.artifacts = h->artifacts;
sha.artifWorn = h->artifWorn;
std::vector<ui32>::iterator it;
if ((it = std::find(sha.artifacts.begin(), sha.artifacts.end(), artid)) != sha.artifacts.end()) //it is in backpack
std::vector<CArtifact*>::iterator it;
if ((it = std::find(sha.artifacts.begin(), sha.artifacts.end(), art)) != sha.artifacts.end()) //it is in backpack
sha.artifacts.erase(it);
else //worn
{
std::map<ui16,ui32>::iterator itr;
std::map<ui16,CArtifact*>::iterator itr;
for (itr = sha.artifWorn.begin(); itr != sha.artifWorn.end(); ++itr)
{
if (itr->second == artid)
if (itr->second == art)
{
VLC->arth->unequipArtifact(sha.artifWorn, itr->first);
break;
@ -2756,7 +2756,7 @@ bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
return false;
}
removeArtifact(2, t->visitingHero->id);
removeArtifact(VLC->arth->artifacts[2], t->visitingHero->id);
}
NewStructures ns;
@ -3148,7 +3148,7 @@ bool CGameHandler::swapArtifacts(si32 srcHeroID, si32 destHeroID, ui16 srcSlot,
// Combinational artifacts needs to be removed first so they don't get denied movement because of their own locks.
if (srcHeroID == destHeroID && srcSlot < 19 && destSlot < 19)
{
sha.setArtAtPos(srcSlot, -1);
sha.setArtAtPos(srcSlot, NULL);
if (!vstd::contains(sha.artifWorn, destSlot))
destArtifact = NULL;
}
@ -3182,14 +3182,14 @@ bool CGameHandler::swapArtifacts(si32 srcHeroID, si32 destHeroID, ui16 srcSlot,
// If dest does not fit in src, put it in dest's backpack instead.
if (srcHeroID == destHeroID) // To avoid stumbling on own locks, remove artifact first.
sha.setArtAtPos(destSlot, -1);
sha.setArtAtPos(destSlot, NULL);
const bool destFits = !destArtifact || srcSlot >= 19 || destSlot >= 19 || destArtifact->fitsAt(sha.artifWorn, srcSlot);
if (srcHeroID == destHeroID && destArtifact)
sha.setArtAtPos(destSlot, destArtifact->id);
sha.setArtAtPos(destSlot, destArtifact);
sha.setArtAtPos(srcSlot, -1);
sha.setArtAtPos(srcSlot, NULL);
if (destSlot < 19 && (destArtifact || srcSlot < 19) && destFits)
sha.setArtAtPos(srcSlot, destArtifact ? destArtifact->id : -1);
sha.setArtAtPos(srcSlot, destArtifact ? destArtifact : NULL);
// Internal hero artifact arrangement.
if(srcHero == destHero)
@ -3207,7 +3207,7 @@ bool CGameHandler::swapArtifacts(si32 srcHeroID, si32 destHeroID, ui16 srcSlot,
sha2.hid = destHeroID;
sha2.artifacts = destHero->artifacts;
sha2.artifWorn = destHero->artifWorn;
sha2.setArtAtPos(destSlot, srcArtifact ? srcArtifact->id : -1);
sha2.setArtAtPos(destSlot, srcArtifact ? srcArtifact : NULL);
if (!destFits)
sha2.setArtAtPos(sha2.artifacts.size() + 19, destHero->getArtAtPos(destSlot));
sendAndApply(&sha2);
@ -3239,20 +3239,24 @@ bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assem
sha.artifacts = hero->artifacts;
sha.artifWorn = hero->artifWorn;
if (assemble) {
if (VLC->arth->artifacts.size() < assembleTo) {
if (assemble)
{
if (VLC->arth->artifacts.size() < assembleTo)
{
complain("Illegal artifact to assemble to.");
return false;
}
if (!destArtifact->canBeAssembledTo(hero->artifWorn, assembleTo)) {
if (!destArtifact->canBeAssembledTo(hero->artifWorn, assembleTo))
{
complain("Artifact cannot be assembled.");
return false;
}
const CArtifact &artifact = *VLC->arth->artifacts[assembleTo];
if (artifact.constituents == NULL) {
if (artifact.constituents == NULL)
{
complain("Not a combinational artifact.");
return false;
}
@ -3261,32 +3265,43 @@ bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assem
bool destConsumed = false; // Determines which constituent that will be counted for together with the artifact.
const bool destSpecific = vstd::contains(artifact.possibleSlots, artifactSlot); // Prefer the chosen slot as the location for the assembled artifact.
BOOST_FOREACH(ui32 constituentID, *artifact.constituents) {
if (destSpecific && constituentID == destArtifact->id) {
sha.artifWorn[artifactSlot] = assembleTo;
BOOST_FOREACH(ui32 constituentID, *artifact.constituents)
{
if (destSpecific && constituentID == destArtifact->id)
{
sha.artifWorn[artifactSlot] = VLC->arth->artifacts[assembleTo];
destConsumed = true;
continue;
}
bool found = false;
for (std::map<ui16, ui32>::iterator it = sha.artifWorn.begin(); it != sha.artifWorn.end(); ++it) {
if (it->second == constituentID) { // Found possible constituent to substitute.
if (destSpecific && !destConsumed && it->second == destArtifact->id) {
for (std::map<ui16, CArtifact*>::iterator it = sha.artifWorn.begin(); it != sha.artifWorn.end(); ++it)
{
if (it->second->id == constituentID)
{ // Found possible constituent to substitute.
if (destSpecific && !destConsumed && it->second->id == destArtifact->id)
{
// Find the specified destination for assembled artifact.
if (it->first == artifactSlot) {
it->second = assembleTo;
if (it->first == artifactSlot)
{
it->second = VLC->arth->artifacts[assembleTo];
destConsumed = true;
found = true;
break;
}
} else {
}
else
{
// Either put the assembled artifact in a fitting spot, or put a lock.
if (!destSpecific && !destConsumed && vstd::contains(artifact.possibleSlots, it->first)) {
it->second = assembleTo;
if (!destSpecific && !destConsumed && vstd::contains(artifact.possibleSlots, it->first))
{
it->second = VLC->arth->artifacts[assembleTo];
destConsumed = true;
} else {
it->second = 145;
}
else
{
it->second = VLC->arth->artifacts[145];
}
found = true;
@ -3299,19 +3314,27 @@ bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assem
return false;
}
}
} else {
}
else
{
// Perform disassembly.
bool destConsumed = false; // Determines which constituent that will be counted for together with the artifact.
BOOST_FOREACH(ui32 constituentID, *destArtifact->constituents) {
BOOST_FOREACH(ui32 constituentID, *destArtifact->constituents)
{
const CArtifact &constituent = *VLC->arth->artifacts[constituentID];
if (!destConsumed && vstd::contains(constituent.possibleSlots, artifactSlot)) {
sha.artifWorn[artifactSlot] = constituentID;
if (!destConsumed && vstd::contains(constituent.possibleSlots, artifactSlot))
{
sha.artifWorn[artifactSlot] = VLC->arth->artifacts[constituentID];
destConsumed = true;
} else {
BOOST_REVERSE_FOREACH(ui16 slotID, constituent.possibleSlots) {
if (vstd::contains(sha.artifWorn, slotID) && sha.artifWorn[slotID] == 145) {
sha.artifWorn[slotID] = constituentID;
}
else
{
BOOST_REVERSE_FOREACH(ui16 slotID, constituent.possibleSlots)
{
if (vstd::contains(sha.artifWorn, slotID) && sha.artifWorn[slotID]->id == 145)
{
sha.artifWorn[slotID]->id = constituentID;
break;
}
}
@ -4045,9 +4068,9 @@ void CGameHandler::playerMessage( ui8 player, const std::string &message )
sha.hid = hero->id;
sha.artifacts = hero->artifacts;
sha.artifWorn = hero->artifWorn;
VLC->arth->equipArtifact(sha.artifWorn, 13, 4);
VLC->arth->equipArtifact(sha.artifWorn, 14, 5);
VLC->arth->equipArtifact(sha.artifWorn, 15, 6);
VLC->arth->equipArtifact(sha.artifWorn, 13, VLC->arth->artifacts[4]);
VLC->arth->equipArtifact(sha.artifWorn, 14, VLC->arth->artifacts[5]);
VLC->arth->equipArtifact(sha.artifWorn, 15, VLC->arth->artifacts[6]);
sendAndApply(&sha);
}
else if(message == "vcminahar") //1000000 movement points
@ -4104,10 +4127,10 @@ void CGameHandler::playerMessage( ui8 player, const std::string &message )
sha.hid = hero->id;
sha.artifacts = hero->artifacts;
sha.artifWorn = hero->artifWorn;
sha.artifacts.push_back(2); //grail
sha.artifacts.push_back(VLC->arth->artifacts[2]); //grail
for (int g=7; g<=140; ++g)
{
sha.artifacts.push_back(g);
sha.artifacts.push_back(VLC->arth->artifacts[g]);
}
sendAndApply(&sha);
}
@ -5228,13 +5251,13 @@ bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstanc
return true;
}
bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ui32 artID)
bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, CArtifact* art)
{
if(!removeArtifact(artID, hero->id))
if(!removeArtifact(art, hero->id))
COMPLAIN_RET("Cannot find artifact to sacrifice!");
int dmp, expToGive;
m->getOffer(artID, 0, dmp, expToGive, ARTIFACT_EXP);
m->getOffer(art->id, 0, dmp, expToGive, ARTIFACT_EXP);
changePrimSkill(hero->id, 4, expToGive);
return true;
}

View File

@ -144,7 +144,7 @@ public:
void stopHeroVisitCastle(int obj, int heroID);
void giveHeroArtifact(int artid, int hid, int position); //pos==-1 - first free slot in backpack; pos==-2 - default if available or backpack
void moveArtifact(int hid, int oldPosition, int destPos);
bool removeArtifact(int artid, int hid);
bool removeArtifact(CArtifact* art, int hid);
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL); //use hero=NULL for no hero
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false); //if any of armies is hero, hero will be used
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false); //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle//void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
@ -222,7 +222,7 @@ public:
void run(bool resume, const StartInfo *si = NULL);
void newTurn();
void handleAfterAttackCasting( const BattleAttack & bat );
bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ui32 artID);
bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, CArtifact* art);
friend class CVCMIServer;
friend class CScriptCallback;
};

View File

@ -164,7 +164,7 @@ bool TradeOnMarketplace::applyGh( CGameHandler *gh )
case CREATURE_EXP:
return gh->sacrificeCreatures(m, hero, r1, val);
case ARTIFACT_EXP:
return gh->sacrificeArtifact(m, hero, r1);
return gh->sacrificeArtifact(m, hero, hero->getArtAtPos(r1));
default:
COMPLAIN_AND_RETURN("Unknown exchange mode!");
}