/* * CArtifactSet.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 * */ #pragma once #include "ArtBearer.h" #include "ArtSlotInfo.h" #include "../../serializer/Serializeable.h" VCMI_LIB_NAMESPACE_BEGIN class CArtifactInstance; class CMap; class DLL_LINKAGE CArtifactSet : public virtual Serializeable { public: using ArtPlacementMap = std::map; std::vector artifactsInBackpack; //hero's artifacts from bag std::map artifactsWorn; //map; 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 ArtSlotInfo artifactsTransitionPos; // Used as transition position for dragAndDrop artifact exchange const ArtSlotInfo * getSlot(const ArtifactPosition & pos) const; void lockSlot(const ArtifactPosition & pos); const CArtifactInstance * getArt(const ArtifactPosition & pos, bool excludeLocked = true) const; ArtifactInstanceID getArtID(const ArtifactPosition & pos, bool excludeLocked = true) const; /// Looks for first artifact with given ID ArtifactPosition getArtPos(const ArtifactID & aid, bool onlyWorn = true, bool allowLocked = true) const; ArtifactPosition getScrollPos(const SpellID & aid, bool onlyWorn = true) const; ArtifactPosition getArtPos(const CArtifactInstance * art) const; const CArtifactInstance * getArtByInstanceId(const ArtifactInstanceID & artInstId) const; bool hasArt(const ArtifactID & aid, bool onlyWorn = false, bool searchCombinedParts = false) const; bool hasScroll(const SpellID & aid, bool onlyWorn = false) const; bool isPositionFree(const ArtifactPosition & pos, bool onlyLockCheck = false) const; virtual IGameInfoCallback * getCallback() const = 0; virtual ArtBearer bearerType() const = 0; virtual ArtPlacementMap putArtifact(const ArtifactPosition & slot, const CArtifactInstance * art); virtual void removeArtifact(const ArtifactPosition & slot); CArtifactSet(IGameInfoCallback * cb); virtual ~CArtifactSet() = default; template void serialize(Handler &h) { h & artifactsInBackpack; h & artifactsWorn; } void artDeserializationFix(CGameState & gs, CBonusSystemNode *node); void serializeJsonArtifacts(JsonSerializeFormat & handler, const std::string & fieldName, CMap * map); const CArtifactInstance * getCombinedArtWithPart(const ArtifactID & partId) const; private: void serializeJsonHero(JsonSerializeFormat & handler, CMap * map); void serializeJsonCreature(JsonSerializeFormat & handler); void serializeJsonCommander(JsonSerializeFormat & handler); void serializeJsonSlot(JsonSerializeFormat & handler, const ArtifactPosition & slot, CMap * map);//normal slots }; VCMI_LIB_NAMESPACE_END