#pragma once #include "../lib/HeroBonus.h" #include "../lib/ConstTransitivePtr.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 CDefHandler; class CArtifact; class CGHeroInstance; struct ArtifactLocation; class CArtifactSet; class CArtifactInstance; namespace ArtifactPosition { enum ArtifactPosition { PRE_FIRST = -1, HEAD, SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, RIGHT_RING, LEFT_RING, FEET, MISC1, MISC2, MISC3, MISC4, MACH1, MACH2, MACH3, MACH4, SPELLBOOK, MISC5, AFTER_LAST, //cres CREATURE_SLOT = 0, COMMANDER1 = 0, COMMANDER2, COMMANDER3, COMMANDER4, COMMANDER5, COMMANDER6, COMMANDER_AFTER_LAST }; } namespace ArtifactID { enum ArtifactID { SPELLBOOK = 0, SPELL_SCROLL = 1, GRAIL = 2, CATAPULT = 3, BALLISTA = 4, AMMO_CART = 5, FIRST_AID_TENT = 6, CENTAUR_AXE = 7, BLACKSHARD_OF_THE_DEAD_KNIGHT = 8, CORNUCOPIA = 140 }; } namespace ArtBearer { enum { HERO, CREATURE, COMMANDER }; } class DLL_LINKAGE CArtifact : public CBonusSystemNode //container for artifacts { protected: std::string name, description; //set if custom public: enum EartClass {ART_SPECIAL=1, ART_TREASURE=2, ART_MINOR=4, ART_MAJOR=8, ART_RELIC=16}; //artifact classes const std::string &Name() const; //getter const std::string &Description() const; //getter bool isBig () const; void setDescription (std::string desc); int getArtClassSerial() const; //0 - treasure, 1 - minor, 2 - major, 3 - relic, 4 - spell scroll, 5 - other std::string nodeName() const OVERRIDE; virtual void levelUpArtifact (CArtifactInstance * art){}; ui32 price; bmap > possibleSlots; //Bearer Type => ids of slots where artifact can be placed std::vector * constituents; // Artifacts IDs a combined artifact consists of, or NULL. std::vector * constituentOf; // Reverse map of constituents. EartClass aClass; si32 id; template void serialize(Handler &h, const int version) { h & static_cast(*this); h & name & description & price & possibleSlots & constituents & constituentOf & aClass & id; } CArtifact(); ~CArtifact(); //override //void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const; }; class DLL_LINKAGE CGrowingArtifact : public CArtifact //for example commander artifacts getting bonuses after battle { public: std::vector > bonusesPerLevel; //bonus given each n levels std::vector > thresholdBonuses; //after certain level they will be added once void levelUpArtifact (CArtifactInstance * art); template void serialize(Handler &h, const int version) { h & static_cast(*this); h & bonusesPerLevel & thresholdBonuses; } }; class DLL_LINKAGE CArtifactInstance : public CBonusSystemNode { protected: void init(); CArtifactInstance(CArtifact *Art); public: CArtifactInstance(); ConstTransitivePtr artType; TArtifactInstanceID id; //CArtifactInstance(int aid); std::string nodeName() const OVERRIDE; void deserializationFix(); void setType(CArtifact *Art); int firstAvailableSlot(const CArtifactSet *h) const; int firstBackpackSlot(const CArtifactSet *h) const; int getGivenSpellID() const; //to be used with scrolls (and similar arts), -1 if none virtual bool canBePutAt(const CArtifactSet *artSet, int slot, bool assumeDestRemoved = false) const; bool canBePutAt(const ArtifactLocation al, bool assumeDestRemoved = false) const; //forwards to the above one virtual bool canBeDisassembled() const; 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 assemblyPossibilities(const CArtifactSet *h) const; void move(ArtifactLocation src, ArtifactLocation dst); template void serialize(Handler &h, const int version) { h & static_cast(*this); h & artType & id; BONUS_TREE_DESERIALIZATION_FIX } static CArtifactInstance *createScroll(const CSpell *s); static CArtifactInstance *createNewArtifactInstance(CArtifact *Art); static CArtifactInstance *createNewArtifactInstance(int aid); }; class DLL_LINKAGE CCombinedArtifactInstance : public CArtifactInstance { CCombinedArtifactInstance(CArtifact *Art); public: struct ConstituentInfo { ConstTransitivePtr art; si16 slot; template void serialize(Handler &h, const int version) { h & art & slot; } bool operator==(const ConstituentInfo &rhs) const; ConstituentInfo(CArtifactInstance *art = NULL, ui16 slot = -1); }; std::vector constituentsInfo; bool canBePutAt(const CArtifactSet *artSet, int slot, bool assumeDestRemoved = false) const OVERRIDE; bool canBeDisassembled() const OVERRIDE; void putAt(ArtifactLocation al) OVERRIDE; void removeFrom(ArtifactLocation al) OVERRIDE; bool isPart(const CArtifactInstance *supposedPart) const OVERRIDE; void createConstituents(); void addAsConstituent(CArtifactInstance *art, int slot); CArtifactInstance *figureMainConstituent(const ArtifactLocation al); //main constituent is replcaed with us (combined art), not lock CCombinedArtifactInstance(); void deserializationFix(); friend class CArtifactInstance; friend struct AssembledArtifact; template void serialize(Handler &h, const int version) { h & static_cast(*this); h & constituentsInfo; BONUS_TREE_DESERIALIZATION_FIX } }; class DLL_LINKAGE CArtHandler //handles artifacts { void giveArtBonus(TArtifactID aid, Bonus::BonusType type, int val, int subtype = -1, int valType = Bonus::BASE_NUMBER, shared_ptr limiter = NULL, int additionalinfo = 0); void giveArtBonus(TArtifactID aid, Bonus::BonusType type, int val, int subtype, shared_ptr propagator, int additionalinfo = 0); void giveArtBonus(TArtifactID aid, Bonus *bonus); public: std::vector treasures, minors, majors, relics; std::vector< ConstTransitivePtr > artifacts; std::vector allowedArtifacts; std::set bigArtifacts; // Artifacts that cannot be moved to backpack, e.g. war machines. std::set growingArtifacts; void loadArtifacts(bool onlyTxt); void sortArts(); void addBonuses(); void clear(); void clearHlpLists(); ui16 getRandomArt (int flags); ui16 getArtSync (ui32 rand, int flags); void getAllowedArts(std::vector > &out, std::vector *arts, int flag); void getAllowed(std::vector > &out, int flags); void erasePickedArt (TArtifactInstanceID id); bool isBigArtifact (TArtifactID artID) const {return bigArtifacts.find(artID) != bigArtifacts.end();} // void equipArtifact (std::map &artifWorn, ui16 slotID, const CArtifact* art) const; // void unequipArtifact (std::map &artifWorn, ui16 slotID) const; void initAllowedArtifactsList(const std::vector &allowed); //allowed[art_id] -> 0 if not allowed, 1 if allowed static int convertMachineID(int id, bool creToArt); void makeItCreatureArt (TArtifactInstanceID aid, bool onlyCreature = true); void makeItCommanderArt (TArtifactInstanceID aid, bool onlyCommander = true); CArtHandler(); ~CArtHandler(); template void serialize(Handler &h, const int version) { h & artifacts & allowedArtifacts & treasures & minors & majors & relics & growingArtifacts; //if(!h.saving) sortArts(); } }; struct DLL_LINKAGE ArtSlotInfo { ConstTransitivePtr artifact; ui8 locked; //if locked, then artifact points to the combined artifact ArtSlotInfo() { locked = false; } template void serialize(Handler &h, const int version) { h & artifact & locked; } }; class DLL_LINKAGE CArtifactSet { public: std::vector artifactsInBackpack; //hero's artifacts from bag bmap 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 &retreiveNewArtSlot(ui16 slot); void setNewArtSlot(ui16 slot, CArtifactInstance *art, bool locked); void eraseArtSlot(ui16 slot); const ArtSlotInfo *getSlot(ui16 pos) const; const CArtifactInstance* getArt(ui16 pos, bool excludeLocked = true) const; //NULL - no artifact CArtifactInstance* getArt(ui16 pos, bool excludeLocked = true); //NULL - no artifact si32 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) si32 getArtPos(const CArtifactInstance *art) const; const CArtifactInstance *getArtByInstanceId(TArtifactInstanceID artInstId) const; bool hasArt(ui32 aid, bool onlyWorn = false) const; //checks if hero possess artifact of given id (either in backack or worn) bool isPositionFree(ui16 pos, bool onlyLockCheck = false) const; si32 getArtTypeId(ui16 pos) const; virtual ui8 bearerType() const = 0; virtual ~CArtifactSet(); template void serialize(Handler &h, const int version) { h & artifactsInBackpack & artifactsWorn; } void artDeserializationFix(CBonusSystemNode *node); };