/* * 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 * */ #include "StdInc.h" #include "CArtHandler.h" #include "filesystem/Filesystem.h" #include "CGeneralTextHandler.h" #include "VCMI_Lib.h" #include "CModHandler.h" #include "CCreatureHandler.h" #include "spells/CSpellHandler.h" #include "mapObjects/MapObjects.h" #include "NetPacksBase.h" #include "StringConstants.h" #include "CRandomGenerator.h" #include "mapObjects/CObjectClassesHandler.h" #include "mapping/CMap.h" #include "serializer/JsonSerializeFormat.h" // Note: list must match entries in ArtTraits.txt #define ART_POS_LIST \ ART_POS(SPELLBOOK) \ ART_POS(MACH4) \ ART_POS(MACH3) \ ART_POS(MACH2) \ ART_POS(MACH1) \ ART_POS(MISC5) \ ART_POS(MISC4) \ ART_POS(MISC3) \ ART_POS(MISC2) \ ART_POS(MISC1) \ ART_POS(FEET) \ ART_POS(LEFT_RING) \ ART_POS(RIGHT_RING) \ ART_POS(TORSO) \ ART_POS(LEFT_HAND) \ ART_POS(RIGHT_HAND) \ ART_POS(NECK) \ ART_POS(SHOULDERS) \ ART_POS(HEAD) VCMI_LIB_NAMESPACE_BEGIN int32_t CArtifact::getIndex() const { return id.toEnum(); } int32_t CArtifact::getIconIndex() const { return iconIndex; } const std::string & CArtifact::getName() const { return name; } const std::string & CArtifact::getJsonKey() const { return identifier; } void CArtifact::registerIcons(const IconRegistar & cb) const { cb(getIconIndex(), "ARTIFACT", image); cb(getIconIndex(), "ARTIFACTLARGE", large); } ArtifactID CArtifact::getId() const { return id; } const IBonusBearer * CArtifact::accessBonuses() const { return this; } const std::string & CArtifact::getDescription() const { return description; } const std::string & CArtifact::getEventText() const { return eventText; } uint32_t CArtifact::getPrice() const { return price; } CreatureID CArtifact::getWarMachine() const { return warMachine; } bool CArtifact::isBig() const { return warMachine != CreatureID::NONE; } bool CArtifact::isTradable() const { switch(id) { case ArtifactID::SPELLBOOK: case ArtifactID::GRAIL: return false; default: return !isBig(); } } 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]; iconIndex = ArtifactID::NONE; price = 0; aClass = ART_SPECIAL; } CArtifact::~CArtifact() { } int CArtifact::getArtClassSerial() const { if(id == ArtifactID::SPELL_SCROLL) 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; } std::string CArtifact::nodeName() const { return "Artifact: " + getName(); } void CArtifact::addNewBonus(const std::shared_ptr& b) { b->source = Bonus::ARTIFACT; b->duration = Bonus::PERMANENT; b->description = name; CBonusSystemNode::addNewBonus(b); } void CArtifact::updateFrom(const JsonNode& data) { //TODO:CArtifact::updateFrom } void CArtifact::serializeJson(JsonSerializeFormat & handler) { } void CArtifact::fillWarMachine() { switch(id) { case ArtifactID::CATAPULT: warMachine = CreatureID::CATAPULT; break; case ArtifactID::BALLISTA: warMachine = CreatureID::BALLISTA; break; case ArtifactID::FIRST_AID_TENT: warMachine = CreatureID::FIRST_AID_TENT; break; case ArtifactID::AMMO_CART: warMachine = CreatureID::AMMO_CART; break; default: warMachine = CreatureID::NONE; break; } } void CGrowingArtifact::levelUpArtifact (CArtifactInstance * art) { auto b = std::make_shared(); b->type = Bonus::LEVEL_COUNTER; b->val = 1; b->duration = Bonus::COMMANDER_KILLED; art->accumulateBonus(b); for (auto bonus : bonusesPerLevel) { if (art->valOfBonuses(Bonus::LEVEL_COUNTER) % bonus.first == 0) //every n levels { art->accumulateBonus(std::make_shared(bonus.second)); } } for (auto bonus : thresholdBonuses) { if (art->valOfBonuses(Bonus::LEVEL_COUNTER) == bonus.first) //every n levels { art->addNewBonus(std::make_shared(bonus.second)); } } } CArtHandler::CArtHandler() { } CArtHandler::~CArtHandler() = default; std::vector CArtHandler::loadLegacyData(size_t dataSize) { objects.resize(dataSize); std::vector h3Data; h3Data.reserve(dataSize); #define ART_POS(x) #x , const std::vector artSlots = { ART_POS_LIST }; #undef ART_POS static std::map classes = {{'S',"SPECIAL"}, {'T',"TREASURE"},{'N',"MINOR"},{'J',"MAJOR"},{'R',"RELIC"},}; CLegacyConfigParser parser("DATA/ARTRAITS.TXT"); CLegacyConfigParser events("DATA/ARTEVENT.TXT"); parser.endLine(); // header parser.endLine(); for (size_t i = 0; i < dataSize; i++) { JsonNode artData; artData["text"]["name"].String() = parser.readString(); artData["text"]["event"].String() = events.readString(); artData["value"].Float() = parser.readNumber(); for(auto & artSlot : artSlots) { if(parser.readString() == "x") { artData["slot"].Vector().push_back(JsonNode()); artData["slot"].Vector().back().String() = artSlot; } } artData["class"].String() = classes[parser.readString()[0]]; artData["text"]["description"].String() = parser.readString(); parser.endLine(); events.endLine(); h3Data.push_back(artData); } return h3Data; } void CArtHandler::loadObject(std::string scope, std::string name, const JsonNode & data) { auto object = loadFromJson(scope, data, normalizeIdentifier(scope, "core", name), objects.size()); object->iconIndex = object->getIndex() + 5; objects.push_back(object); registerObject(scope, "artifact", name, object->id); } void CArtHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) { auto object = loadFromJson(scope, data, normalizeIdentifier(scope, "core", name), index); object->iconIndex = object->getIndex(); assert(objects[index] == nullptr); // ensure that this id was not loaded before objects[index] = object; registerObject(scope, "artifact", name, object->id); } const std::vector & CArtHandler::getTypeNames() const { static const std::vector typeNames = { "artifact" }; return typeNames; } CArtifact * CArtHandler::loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index) { CArtifact * art; if(!VLC->modh->modules.COMMANDERS || node["growing"].isNull()) { art = new CArtifact(); } else { auto growing = new CGrowingArtifact(); loadGrowingArt(growing, node); art = growing; } art->id = ArtifactID(index); art->identifier = identifier; const JsonNode & text = node["text"]; art->name = text["name"].String(); art->description = text["description"].String(); art->eventText = text["event"].String(); const JsonNode & graphics = node["graphics"]; art->image = graphics["image"].String(); if(!graphics["large"].isNull()) art->large = graphics["large"].String(); else art->large = art->image; art->advMapDef = graphics["map"].String(); art->price = static_cast(node["value"].Float()); loadSlots(art, node); loadClass(art, node); loadType(art, node); loadComponents(art, node); for(auto b : node["bonuses"].Vector()) { auto bonus = JsonUtils::parseBonus(b); art->addNewBonus(bonus); } const JsonNode & warMachine = node["warMachine"]; if(warMachine.getType() == JsonNode::JsonType::DATA_STRING && !warMachine.String().empty()) { VLC->modh->identifiers.requestIdentifier("creature", warMachine, [=](si32 id) { art->warMachine = CreatureID(id); //this assumes that creature object is stored before registration VLC->creh->objects.at(id)->warMachine = art->id; }); } VLC->modh->identifiers.requestIdentifier(scope, "object", "artifact", [=](si32 index) { JsonNode conf; conf.setMeta(scope); VLC->objtypeh->loadSubObject(art->getJsonKey(), conf, Obj::ARTIFACT, art->getIndex()); if(!art->advMapDef.empty()) { JsonNode templ; templ.setMeta(scope); templ["animation"].String() = art->advMapDef; // add new template. // Necessary for objects added via mods that don't have any templates in H3 VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, art->getIndex())->addTemplate(templ); } // object does not have any templates - this is not usable object (e.g. pseudo-art like lock) if(VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, art->getIndex())->getTemplates().empty()) VLC->objtypeh->removeSubObject(Obj::ARTIFACT, art->getIndex()); }); return art; } ArtifactPosition CArtHandler::stringToSlot(std::string slotName) { #define ART_POS(x) { #x, ArtifactPosition::x }, static const std::map artifactPositionMap = { ART_POS_LIST }; #undef ART_POS auto it = artifactPositionMap.find (slotName); if (it != artifactPositionMap.end()) return it->second; logMod->warn("Warning! Artifact slot %s not recognized!", slotName); return ArtifactPosition::PRE_FIRST; } void CArtHandler::addSlot(CArtifact * art, const std::string & slotID) { static const std::vector miscSlots = { ArtifactPosition::MISC1, ArtifactPosition::MISC2, ArtifactPosition::MISC3, ArtifactPosition::MISC4, ArtifactPosition::MISC5 }; static const std::vector ringSlots = { ArtifactPosition::LEFT_RING, ArtifactPosition::RIGHT_RING }; if (slotID == "MISC") { vstd::concatenate(art->possibleSlots[ArtBearer::HERO], miscSlots); } else if (slotID == "RING") { vstd::concatenate(art->possibleSlots[ArtBearer::HERO], ringSlots); } else { auto slot = stringToSlot(slotID); if (slot != ArtifactPosition::PRE_FIRST) art->possibleSlots[ArtBearer::HERO].push_back (slot); } } void CArtHandler::loadSlots(CArtifact * art, const JsonNode & node) { if (!node["slot"].isNull()) //we assume non-hero slots are irrelevant? { if (node["slot"].getType() == JsonNode::JsonType::DATA_STRING) addSlot(art, node["slot"].String()); else { for (const JsonNode & slot : node["slot"].Vector()) addSlot(art, slot.String()); } } } CArtifact::EartClass CArtHandler::stringToClass(std::string className) { static const std::map artifactClassMap = { {"TREASURE", CArtifact::ART_TREASURE}, {"MINOR", CArtifact::ART_MINOR}, {"MAJOR", CArtifact::ART_MAJOR}, {"RELIC", CArtifact::ART_RELIC}, {"SPECIAL", CArtifact::ART_SPECIAL} }; auto it = artifactClassMap.find (className); if (it != artifactClassMap.end()) return it->second; logMod->warn("Warning! Artifact rarity %s not recognized!", className); return CArtifact::ART_SPECIAL; } void CArtHandler::loadClass(CArtifact * art, const JsonNode & node) { art->aClass = stringToClass(node["class"].String()); } void CArtHandler::loadType(CArtifact * art, const JsonNode & node) { #define ART_BEARER(x) { #x, ArtBearer::x }, static const std::map artifactBearerMap = { ART_BEARER_LIST }; #undef ART_BEARER for (const JsonNode & b : node["type"].Vector()) { auto it = artifactBearerMap.find (b.String()); if (it != artifactBearerMap.end()) { int bearerType = it->second; switch (bearerType) { case ArtBearer::HERO://TODO: allow arts having several possible bearers break; case ArtBearer::COMMANDER: makeItCommanderArt (art); //original artifacts should have only one bearer type break; case ArtBearer::CREATURE: makeItCreatureArt (art); break; } } else logMod->warn("Warning! Artifact type %s not recognized!", b.String()); } } void CArtHandler::loadComponents(CArtifact * art, const JsonNode & node) { if (!node["components"].isNull()) { art->constituents.reset(new std::vector()); for (auto component : node["components"].Vector()) { VLC->modh->identifiers.requestIdentifier("artifact", component, [=](si32 id) { // when this code is called both combinational art as well as component are loaded // so it is safe to access any of them art->constituents->push_back(objects[id]); objects[id]->constituentOf.push_back(art); }); } } } void CArtHandler::loadGrowingArt(CGrowingArtifact * art, const JsonNode & node) { for (auto b : node["growing"]["bonusesPerLevel"].Vector()) { art->bonusesPerLevel.push_back(std::pair ((ui16)b["level"].Float(), Bonus())); JsonUtils::parseBonus(b["bonus"], &art->bonusesPerLevel.back().second); } for (auto b : node["growing"]["thresholdBonuses"].Vector()) { art->thresholdBonuses.push_back(std::pair ((ui16)b["level"].Float(), Bonus())); JsonUtils::parseBonus(b["bonus"], &art->thresholdBonuses.back().second); } } ArtifactID CArtHandler::pickRandomArtifact(CRandomGenerator & rand, int flags, std::function accepts) { auto getAllowedArts = [&](std::vector > &out, std::vector *arts, CArtifact::EartClass flag) { if (arts->empty()) //restock available arts fillList(*arts, flag); for (auto & arts_i : *arts) { if (accepts(arts_i->id)) { CArtifact *art = arts_i; out.push_back(art); } } }; auto getAllowed = [&](std::vector > &out) { 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); 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); std::fill_n (out.begin(), 64, objects[2]); //Give Grail - this can't be banned (hopefully) } }; std::vector > out; getAllowed(out); ArtifactID artID = (*RandomGeneratorUtil::nextItem(out, rand))->id; erasePickedArt(artID); return artID; } ArtifactID CArtHandler::pickRandomArtifact(CRandomGenerator & rand, std::function accepts) { return pickRandomArtifact(rand, 0xff, accepts); } ArtifactID CArtHandler::pickRandomArtifact(CRandomGenerator & rand, int flags) { return pickRandomArtifact(rand, flags, [](ArtifactID){ return true;}); } void CArtHandler::makeItCreatureArt(CArtifact * a, bool onlyCreature) { if (onlyCreature) { a->possibleSlots[ArtBearer::HERO].clear(); a->possibleSlots[ArtBearer::COMMANDER].clear(); } a->possibleSlots[ArtBearer::CREATURE].push_back(ArtifactPosition::CREATURE_SLOT); } void CArtHandler::makeItCommanderArt(CArtifact * a, bool onlyCommander) { 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(ArtifactPosition(i)); } bool CArtHandler::legalArtifact(ArtifactID id) { auto art = objects[id]; //assert ( (!art->constituents) || art->constituents->size() ); //artifacts is not combined or has some components return ((art->possibleSlots[ArtBearer::HERO].size() || (art->possibleSlots[ArtBearer::COMMANDER].size() && VLC->modh->modules.COMMANDERS) || (art->possibleSlots[ArtBearer::CREATURE].size() && VLC->modh->modules.STACK_ARTIFACT)) && !(art->constituents) && //no combo artifacts spawning art->aClass >= CArtifact::ART_TREASURE && art->aClass <= CArtifact::ART_RELIC); } void CArtHandler::initAllowedArtifactsList(const std::vector &allowed) { allowedArtifacts.clear(); treasures.clear(); minors.clear(); majors.clear(); relics.clear(); for (ArtifactID i=ArtifactID::SPELLBOOK; i CArtHandler::getDefaultAllowed() const { std::vector allowedArtifacts; allowedArtifacts.resize(127, true); allowedArtifacts.resize(141, false); allowedArtifacts.resize(size(), true); return allowedArtifacts; } void CArtHandler::erasePickedArt(ArtifactID id) { CArtifact *art = objects[id]; if(auto artifactList = listFromClass(art->aClass)) { if(artifactList->empty()) fillList(*artifactList, art->aClass); auto itr = vstd::find(*artifactList, art); if(itr != artifactList->end()) { artifactList->erase(itr); } else logMod->warn("Problem: cannot erase artifact %s from list, it was not present", art->getName()); } else logMod->warn("Problem: cannot find list for artifact %s, strange class. (special?)", art->getName()); } boost::optional&> CArtHandler::listFromClass( CArtifact::EartClass artifactClass ) { switch(artifactClass) { case CArtifact::ART_TREASURE: return treasures; case CArtifact::ART_MINOR: return minors; case CArtifact::ART_MAJOR: return majors; case CArtifact::ART_RELIC: return relics; default: //special artifacts should not be erased return boost::optional&>(); } } void CArtHandler::fillList( std::vector &listToBeFilled, CArtifact::EartClass artifactClass ) { assert(listToBeFilled.empty()); for (auto & elem : allowedArtifacts) { if (elem->aClass == artifactClass) listToBeFilled.push_back(elem); } } void CArtHandler::afterLoadFinalization() { //All artifacts have their id, so we can properly update their bonuses' source ids. for(auto &art : objects) { for(auto &bonus : art->getExportedBonusList()) { assert(art == objects[art->id]); assert(bonus->source == Bonus::ARTIFACT); bonus->sid = art->id; } } CBonusSystemNode::treeHasChanged(); } CArtifactInstance::CArtifactInstance() { init(); } CArtifactInstance::CArtifactInstance( CArtifact *Art) { init(); setType(Art); } void CArtifactInstance::setType( CArtifact *Art ) { artType = Art; attachTo(*Art); } std::string CArtifactInstance::nodeName() const { return "Artifact instance of " + (artType ? artType->getName() : std::string("uninitialized")) + " type"; } CArtifactInstance *CArtifactInstance::createScroll(SpellID sid) { auto ret = new CArtifactInstance(VLC->arth->objects[ArtifactID::SPELL_SCROLL]); auto b = std::make_shared(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, ArtifactID::SPELL_SCROLL, sid); ret->addNewBonus(b); return ret; } void CArtifactInstance::init() { id = ArtifactInstanceID(); id = static_cast(ArtifactID::NONE); //to be randomized setNodeType(ARTIFACT_INSTANCE); } std::string CArtifactInstance::getEffectiveDescription(const CGHeroInstance * hero) const { std::string text = artType->getDescription(); if (!vstd::contains(text, '{')) text = '{' + artType->getName() + "}\n\n" + text; //workaround for new artifacts with single name, turns it to H3-style if(artType->id == ArtifactID::SPELL_SCROLL) { // we expect scroll description to be like this: This scroll contains the [spell name] spell which is added into your spell book for as long as you carry the scroll. // so we want to replace text in [...] with a spell name // however other language versions don't have name placeholder at all, so we have to be careful SpellID spellID = getGivenSpellID(); size_t nameStart = text.find_first_of('['); size_t nameEnd = text.find_first_of(']', nameStart); if(spellID.getNum() >= 0) { if(nameStart != std::string::npos && nameEnd != std::string::npos) text = text.replace(nameStart, nameEnd - nameStart + 1, spellID.toSpell(VLC->spells())->getName()); } } else if(hero && artType->constituentOf.size()) //display info about set { std::string artList; auto combinedArt = artType->constituentOf[0]; text += "\n\n"; text += "{" + combinedArt->getName() + "}"; int wornArtifacts = 0; for(auto a : *combinedArt->constituents) //TODO: can the artifact be a part of more than one set? { artList += "\n" + a->getName(); if (hero->hasArt(a->id, true)) wornArtifacts++; } text += " (" + boost::str(boost::format("%d") % wornArtifacts) + " / " + boost::str(boost::format("%d") % combinedArt->constituents->size()) + ")" + artList; //TODO: fancy colors and fonts for this text } return text; } ArtifactPosition CArtifactInstance::firstAvailableSlot(const CArtifactSet *h) const { for(auto slot : artType->possibleSlots.at(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); } ArtifactPosition CArtifactInstance::firstBackpackSlot(const CArtifactSet *h) const { if(!artType->isBig()) //discard big artifact return ArtifactPosition( GameConstants::BACKPACK_START + (si32)h->artifactsInBackpack.size()); return ArtifactPosition::PRE_FIRST; } bool CArtifactInstance::canBePutAt(const ArtifactLocation & al, bool assumeDestRemoved) const { return canBePutAt(al.getHolderArtSet(), al.slot, assumeDestRemoved); } bool CArtifactInstance::canBePutAt(const CArtifactSet *artSet, ArtifactPosition slot, bool assumeDestRemoved) const { if(slot >= GameConstants::BACKPACK_START) { if(artType->isBig()) return false; //TODO backpack limit return true; } auto possibleSlots = artType->possibleSlots.find(artSet->bearerType()); if(possibleSlots == artType->possibleSlots.end()) { logMod->warn("Warning: artifact %s doesn't have defined allowed slots for bearer of type %s", artType->getName(), artSet->bearerType()); return false; } if(!vstd::contains(possibleSlots->second, slot)) return false; return artSet->isPositionFree(slot, assumeDestRemoved); } 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); } 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? } bool CArtifactInstance::canBeDisassembled() const { return bool(artType->constituents); } std::vector CArtifactInstance::assemblyPossibilities(const CArtifactSet * h, bool equipped) const { std::vector ret; if(artType->constituents) //combined artifact already: no combining of combined artifacts... for now. return ret; for(const auto * artifact : artType->constituentOf) { assert(artifact->constituents); bool possible = true; for(const auto * constituent : *artifact->constituents) //check if all constituents are available { if(equipped) { // Search for equipped arts if (!h->hasArt(constituent->id, true, false, false)) { possible = false; break; } } else { // Search in backpack if(!h->hasArtBackpack(constituent->id)) { possible = false; break; } } } if(possible) ret.push_back(artifact); } return ret; } void CArtifactInstance::move(ArtifactLocation src, ArtifactLocation dst) { removeFrom(src); putAt(dst); } CArtifactInstance * CArtifactInstance::createNewArtifactInstance(CArtifact *Art) { if(!Art->constituents) { auto ret = new CArtifactInstance(Art); if (dynamic_cast(Art)) { auto bonus = std::make_shared(); bonus->type = Bonus::LEVEL_COUNTER; bonus->val = 0; ret->addNewBonus (bonus); } return ret; } else { auto ret = new CCombinedArtifactInstance(Art); ret->createConstituents(); return ret; } } CArtifactInstance * CArtifactInstance::createNewArtifactInstance(int aid) { return createNewArtifactInstance(VLC->arth->objects[aid]); } CArtifactInstance * CArtifactInstance::createArtifact(CMap * map, int aid, int spellID) { CArtifactInstance * a = nullptr; if(aid >= 0) { if(spellID < 0) { a = CArtifactInstance::createNewArtifactInstance(aid); } else { a = CArtifactInstance::createScroll(SpellID(spellID)); } } else //FIXME: create combined artifact instance for random combined artifacts, just in case { a = new CArtifactInstance(); //random, empty } map->addNewArtifactInstance(a); //TODO make it nicer if(a->artType && (!!a->artType->constituents)) { CCombinedArtifactInstance * comb = dynamic_cast(a); for(CCombinedArtifactInstance::ConstituentInfo & ci : comb->constituentsInfo) { map->addNewArtifactInstance(ci.art); } } return a; } void CArtifactInstance::deserializationFix() { setType(artType); } SpellID CArtifactInstance::getGivenSpellID() const { const auto b = getBonusLocalFirst(Selector::type()(Bonus::SPELL)); if(!b) { logMod->warn("Warning: %s doesn't bear any spell!", nodeName()); return SpellID::NONE; } return SpellID(b->subtype); } bool CArtifactInstance::isPart(const CArtifactInstance *supposedPart) const { return supposedPart == this; } bool CCombinedArtifactInstance::canBePutAt(const CArtifactSet *artSet, ArtifactPosition slot, bool assumeDestRemoved) const { 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 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 for(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(auto art = constituentsToBePlaced.begin(); art != constituentsToBePlaced.end(); art++) { if(art->art->canBePutAt(artSet, ArtifactPosition(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(); } bool CCombinedArtifactInstance::canBeDisassembled() const { return true; } CCombinedArtifactInstance::CCombinedArtifactInstance(CArtifact *Art) : CArtifactInstance(Art) //TODO: seems unused, but need to be written { } CCombinedArtifactInstance::CCombinedArtifactInstance() { } void CCombinedArtifactInstance::createConstituents() { assert(artType); assert(artType->constituents); for(const CArtifact * art : *artType->constituents) { addAsConstituent(CArtifactInstance::createNewArtifactInstance(art->id), ArtifactPosition::PRE_FIRST); } } void CCombinedArtifactInstance::addAsConstituent(CArtifactInstance *art, ArtifactPosition slot) { assert(vstd::contains(*artType->constituents, art->artType.get())); assert(art->getParentNodes().size() == 1 && art->getParentNodes().front() == art->artType); constituentsInfo.push_back(ConstituentInfo(art, slot)); attachTo(*art); } void CCombinedArtifactInstance::putAt(ArtifactLocation al) { if(al.slot >= GameConstants::BACKPACK_START) { CArtifactInstance::putAt(al); for(ConstituentInfo &ci : constituentsInfo) ci.slot = ArtifactPosition::PRE_FIRST; } else { CArtifactInstance *mainConstituent = figureMainConstituent(al); //it'll be replaced with combined artifact, not a lock CArtifactInstance::putAt(al); //puts combined art (this) for(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); ArtifactPosition pos = ArtifactPosition::PRE_FIRST; if(inActiveSlot && suggestedPosValid) //there is a valid suggestion where to place lock pos = ci.slot; else ci.slot = pos = ci.art->firstAvailableSlot(al.getHolderArtSet()); assert(pos < GameConstants::BACKPACK_START); al.getHolderArtSet()->setNewArtSlot(pos, ci.art, true); //sets as lock } else { ci.slot = ArtifactPosition::PRE_FIRST; } } } } void CCombinedArtifactInstance::removeFrom(ArtifactLocation al) { if(al.slot >= GameConstants::BACKPACK_START) { CArtifactInstance::removeFrom(al); } else { for(ConstituentInfo &ci : constituentsInfo) { if(ci.slot >= 0) { al.getHolderArtSet()->eraseArtSlot(ci.slot); ci.slot = ArtifactPosition::PRE_FIRST; } else { //main constituent CArtifactInstance::removeFrom(al); } } } } CArtifactInstance * CCombinedArtifactInstance::figureMainConstituent(const ArtifactLocation al) { CArtifactInstance *mainConstituent = nullptr; //it'll be replaced with combined artifact, not a lock for(ConstituentInfo &ci : constituentsInfo) if(ci.slot == al.slot) mainConstituent = ci.art; if(!mainConstituent) { for(ConstituentInfo &ci : constituentsInfo) { if(vstd::contains(ci.art->artType->possibleSlots[al.getHolderArtSet()->bearerType()], al.slot)) { mainConstituent = ci.art; } } } return mainConstituent; } void CCombinedArtifactInstance::deserializationFix() { for(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 for(const ConstituentInfo &constituent : constituentsInfo) if(constituent.art == supposedPart) return true; return false; } CCombinedArtifactInstance::ConstituentInfo::ConstituentInfo(CArtifactInstance *Art, ArtifactPosition Slot) { art = Art; slot = Slot; } bool CCombinedArtifactInstance::ConstituentInfo::operator==(const ConstituentInfo &rhs) const { return art == rhs.art && slot == rhs.slot; } CArtifactSet::~CArtifactSet() = default; const CArtifactInstance* CArtifactSet::getArt(ArtifactPosition pos, bool excludeLocked) const { if(const ArtSlotInfo *si = getSlot(pos)) { if(si->artifact && (!excludeLocked || !si->locked)) return si->artifact; } return nullptr; } CArtifactInstance* CArtifactSet::getArt(ArtifactPosition pos, bool excludeLocked) { return const_cast((const_cast(this))->getArt(pos, excludeLocked)); } ArtifactPosition CArtifactSet::getArtPos(int aid, bool onlyWorn, bool allowLocked) const { const auto result = getAllArtPositions(aid, onlyWorn, allowLocked, false); return result.empty() ? ArtifactPosition{ArtifactPosition::PRE_FIRST} : result[0]; } ArtifactPosition CArtifactSet::getArtBackpackPos(int aid) const { const auto result = getBackpackArtPositions(aid); return result.empty() ? ArtifactPosition{ArtifactPosition::PRE_FIRST} : result[0]; } std::vector CArtifactSet::getAllArtPositions(int aid, bool onlyWorn, bool allowLocked, bool getAll) const { std::vector result; for(auto & slotInfo : artifactsWorn) if(slotInfo.second.artifact->artType->id == aid && (allowLocked || !slotInfo.second.locked)) result.push_back(slotInfo.first); if(onlyWorn) return result; if(!getAll && !result.empty()) return result; auto backpackPositions = getBackpackArtPositions(aid); result.insert(result.end(), backpackPositions.begin(), backpackPositions.end()); return result; } std::vector CArtifactSet::getBackpackArtPositions(int aid) const { std::vector result; si32 backpackPosition = GameConstants::BACKPACK_START; for(auto & artInfo : artifactsInBackpack) { auto * art = artInfo.getArt(); if (art && art->artType->id == aid) result.emplace_back(backpackPosition); backpackPosition++; } return result; } ArtifactPosition CArtifactSet::getArtPos(const CArtifactInstance *art) const { for(auto i : artifactsWorn) if(i.second.artifact == art) return i.first; for(int i = 0; i < artifactsInBackpack.size(); i++) if(artifactsInBackpack[i].artifact == art) return ArtifactPosition(GameConstants::BACKPACK_START + i); return ArtifactPosition::PRE_FIRST; } const CArtifactInstance * CArtifactSet::getArtByInstanceId( ArtifactInstanceID artInstId ) const { for(auto i : artifactsWorn) if(i.second.artifact->id == artInstId) return i.second.artifact; for(auto i : artifactsInBackpack) if(i.artifact->id == artInstId) return i.artifact; return nullptr; } bool CArtifactSet::hasArt( ui32 aid, bool onlyWorn, bool searchBackpackAssemblies, bool allowLocked) const { return getArtPosCount(aid, onlyWorn, searchBackpackAssemblies, allowLocked) > 0; } bool CArtifactSet::hasArtBackpack(ui32 aid) const { return getBackpackArtPositions(aid).size() > 0; } unsigned CArtifactSet::getArtPosCount(int aid, bool onlyWorn, bool searchBackpackAssemblies, bool allowLocked) const { const auto allPositions = getAllArtPositions(aid, onlyWorn, allowLocked, true); if(!allPositions.empty()) return allPositions.size(); if(searchBackpackAssemblies && getHiddenArt(aid)) return 1; return 0; } std::pair CArtifactSet::searchForConstituent(int aid) const { for(auto & slot : artifactsInBackpack) { auto art = slot.artifact; if(art->canBeDisassembled()) { auto ass = static_cast(art.get()); for(auto& ci : ass->constituentsInfo) { if(ci.art->artType->id == aid) { return {ass, ci.art}; } } } } return {nullptr, nullptr}; } const CArtifactInstance *CArtifactSet::getHiddenArt(int aid) const { return searchForConstituent(aid).second; } const CCombinedArtifactInstance *CArtifactSet::getAssemblyByConstituent(int aid) const { return searchForConstituent(aid).first; } const ArtSlotInfo * CArtifactSet::getSlot(ArtifactPosition pos) const { if(vstd::contains(artifactsWorn, pos)) return &artifactsWorn.at(pos); if(pos >= ArtifactPosition::AFTER_LAST ) { int backpackPos = (int)pos - GameConstants::BACKPACK_START; if(backpackPos < 0 || backpackPos >= artifactsInBackpack.size()) return nullptr; else return &artifactsInBackpack[backpackPos]; } return nullptr; } bool CArtifactSet::isPositionFree(ArtifactPosition pos, bool onlyLockCheck) const { if(const ArtSlotInfo *s = getSlot(pos)) return (onlyLockCheck || !s->artifact) && !s->locked; return true; //no slot means not used } ArtSlotInfo & CArtifactSet::retrieveNewArtSlot(ArtifactPosition 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(ArtifactPosition slot, CArtifactInstance *art, bool locked) { ArtSlotInfo & asi = retrieveNewArtSlot(slot); asi.artifact = art; asi.locked = locked; } void CArtifactSet::eraseArtSlot(ArtifactPosition slot) { if(slot < GameConstants::BACKPACK_START) { artifactsWorn.erase(slot); } else { slot = ArtifactPosition(slot - GameConstants::BACKPACK_START); artifactsInBackpack.erase(artifactsInBackpack.begin() + slot); } } void CArtifactSet::artDeserializationFix(CBonusSystemNode *node) { for(auto & elem : artifactsWorn) if(elem.second.artifact && !elem.second.locked) node->attachTo(*elem.second.artifact); } void CArtifactSet::serializeJsonArtifacts(JsonSerializeFormat & handler, const std::string & fieldName, CMap * map) { //todo: creature and commander artifacts if(handler.saving && artifactsInBackpack.empty() && artifactsWorn.empty()) return; if(!handler.saving) { assert(map); artifactsInBackpack.clear(); artifactsWorn.clear(); } auto s = handler.enterStruct(fieldName); switch(bearerType()) { case ArtBearer::HERO: serializeJsonHero(handler, map); break; case ArtBearer::CREATURE: serializeJsonCreature(handler, map); break; case ArtBearer::COMMANDER: serializeJsonCommander(handler, map); break; default: assert(false); break; } } void CArtifactSet::serializeJsonHero(JsonSerializeFormat & handler, CMap * map) { for(ArtifactPosition ap = ArtifactPosition::HEAD; ap < ArtifactPosition::AFTER_LAST; ap.advance(1)) { serializeJsonSlot(handler, ap, map); } std::vector backpackTemp; if(handler.saving) { backpackTemp.reserve(artifactsInBackpack.size()); for(const ArtSlotInfo & info : artifactsInBackpack) backpackTemp.push_back(info.artifact->artType->id); } handler.serializeIdArray(NArtifactPosition::backpack, backpackTemp); if(!handler.saving) { for(const ArtifactID & artifactID : backpackTemp) { auto artifact = CArtifactInstance::createArtifact(map, artifactID.toEnum()); auto slot = ArtifactPosition(GameConstants::BACKPACK_START + (si32)artifactsInBackpack.size()); if(artifact->canBePutAt(this, slot)) putArtifact(slot, artifact); } } } void CArtifactSet::serializeJsonCreature(JsonSerializeFormat & handler, CMap * map) { logGlobal->error("CArtifactSet::serializeJsonCreature not implemented"); } void CArtifactSet::serializeJsonCommander(JsonSerializeFormat & handler, CMap * map) { logGlobal->error("CArtifactSet::serializeJsonCommander not implemented"); } void CArtifactSet::serializeJsonSlot(JsonSerializeFormat & handler, const ArtifactPosition & slot, CMap * map) { ArtifactID artifactID; if(handler.saving) { const ArtSlotInfo * info = getSlot(slot); if(info != nullptr && !info->locked) { artifactID = info->artifact->artType->id; handler.serializeId(NArtifactPosition::namesHero[slot.num], artifactID, ArtifactID::NONE); } } else { handler.serializeId(NArtifactPosition::namesHero[slot.num], artifactID, ArtifactID::NONE); if(artifactID != ArtifactID::NONE) { auto artifact = CArtifactInstance::createArtifact(map, artifactID.toEnum()); if(artifact->canBePutAt(this, slot)) { putArtifact(slot, artifact); } else { logGlobal->debug("Artifact can't be put at the specified location."); //TODO add more debugging information } } } } CArtifactFittingSet::CArtifactFittingSet(ArtBearer::ArtBearer Bearer) { this->Bearer = Bearer; } void CArtifactFittingSet::setNewArtSlot(ArtifactPosition slot, CArtifactInstance * art, bool locked) { ArtSlotInfo & asi = retrieveNewArtSlot(slot); asi.artifact = art; asi.locked = locked; } void CArtifactFittingSet::putArtifact(ArtifactPosition pos, CArtifactInstance * art) { if(art && art->canBeDisassembled() && (pos < ArtifactPosition::AFTER_LAST)) { for(auto & part : dynamic_cast(art)->constituentsInfo) { // For the ArtFittingSet is no needed to do figureMainConstituent, just lock slots this->setNewArtSlot(part.art->firstAvailableSlot(this), part.art, true); } } else { this->setNewArtSlot(pos, art, false); } } ArtBearer::ArtBearer CArtifactFittingSet::bearerType() const { return this->Bearer; } DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtifactDstPosition( const CArtifactInstance * artifact, const CArtifactSet * target, ArtBearer::ArtBearer bearer) { for(auto slot : artifact->artType->possibleSlots.at(bearer)) { auto existingArtifact = target->getArt(slot); auto existingArtInfo = target->getSlot(slot); if(!existingArtifact && (!existingArtInfo || !existingArtInfo->locked) && artifact->canBePutAt(target, slot)) { return slot; } } return ArtifactPosition(GameConstants::BACKPACK_START); } DLL_LINKAGE std::vector ArtifactUtils::unmovablePositions() { return { ArtifactPosition::SPELLBOOK, ArtifactPosition::MACH4 }; } DLL_LINKAGE bool ArtifactUtils::isArtRemovable(const std::pair & slot) { return slot.second.artifact && !slot.second.locked && !vstd::contains(unmovablePositions(), slot.first); } DLL_LINKAGE bool ArtifactUtils::checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, ArtifactID artID, ArtifactPosition slot) { // TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game? // Titan's Thunder creates new spellbook on equip if(artID == ArtifactID::TITANS_THUNDER && slot == ArtifactPosition::RIGHT_HAND) { if(heroPtr) { if(heroPtr && !heroPtr->hasSpellbook()) return true; } } return false; } DLL_LINKAGE bool ArtifactUtils::isSlotBackpack(ArtifactPosition slot) { return slot >= GameConstants::BACKPACK_START; } VCMI_LIB_NAMESPACE_END