#pragma once #include "../lib/HeroBonus.h" //#include "../lib/ConstTransitivePtr.h" //#include "JsonNode.h" #include "GameConstants.h" #include "IHandlerBase.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; class CRandomGenerator; #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; const std::string &Name() const; //getter const std::string &Description() const; //getter const std::string &EventText() const; bool isBig () const; bool isTradable () const; 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; std::map > possibleSlots; //Bearer Type => ids of slots where artifact can be placed std::unique_ptr > constituents; // Artifacts IDs a combined artifact consists of, or nullptr. std::vector constituentOf; // Reverse map of constituents - combined arts that include this art EartClass aClass; ArtifactID id; template void serialize(Handler &h, const int version) { h & static_cast(*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 > 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; ArtifactInstanceID id; //CArtifactInstance(int aid); std::string nodeName() const override; void deserializationFix(); void setType(CArtifact *Art); ArtifactPosition firstAvailableSlot(const CArtifactSet *h) const; ArtifactPosition firstBackpackSlot(const CArtifactSet *h) const; SpellID getGivenSpellID() const; //to be used with scrolls (and similar arts), -1 if none virtual bool canBePutAt(const CArtifactSet *artSet, ArtifactPosition 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; ArtifactPosition slot; template void serialize(Handler &h, const int version) { h & art & slot; } bool operator==(const ConstituentInfo &rhs) const; ConstituentInfo(CArtifactInstance *art = nullptr, ArtifactPosition slot = ArtifactPosition::PRE_FIRST); }; std::vector constituentsInfo; bool canBePutAt(const CArtifactSet *artSet, ArtifactPosition 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, ArtifactPosition 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 : public IHandlerBase //handles artifacts { public: std::vector treasures, minors, majors, relics; //tmp vectors!!! do not touch if you don't know what you are doing!!! 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 addBonuses(CArtifact *art, const JsonNode &bonusList); void fillList(std::vector &listToBeFilled, CArtifact::EartClass artifactClass); //fills given empty list with allowed artifacts of gibven class. No side effects boost::optional&> listFromClass(CArtifact::EartClass artifactClass); ArtifactPosition stringToSlot(std::string slotName); CArtifact::EartClass stringToClass(std::string className); /// Gets a artifact ID randomly and removes the selected artifact from this handler. ArtifactID pickRandomArtifact(CRandomGenerator & rand, int flags); ArtifactID pickRandomArtifact(CRandomGenerator & rand, std::function accepts); ArtifactID pickRandomArtifact(CRandomGenerator & rand, int flags, std::function accepts); bool legalArtifact(ArtifactID id); //void getAllowedArts(std::vector > &out, std::vector *arts, int flag); //void getAllowed(std::vector > &out, int flags); bool isBigArtifact (ArtifactID artID) const {return bigArtifacts.find(artID) != bigArtifacts.end();} bool isTradableArtifact (ArtifactID id) const; void initAllowedArtifactsList(const std::vector &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); void makeItCreatureArt (ArtifactID aid, bool onlyCreature = true); void makeItCommanderArt (CArtifact * a, bool onlyCommander = true); void makeItCommanderArt (ArtifactID aid, bool onlyCommander = true); CArtHandler(); ~CArtHandler(); std::vector loadLegacyData(size_t dataSize) override; void loadObject(std::string scope, std::string name, const JsonNode & data) override; void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override; void afterLoadFinalization() override; std::vector getDefaultAllowed() const override; template void serialize(Handler &h, const int version) { h & artifacts & allowedArtifacts & treasures & minors & majors & relics & growingArtifacts; //if(!h.saving) sortArts(); } private: CArtifact * loadFromJson(const JsonNode & node); void addSlot(CArtifact * art, const std::string & slotID); void loadSlots(CArtifact * art, const JsonNode & node); void loadClass(CArtifact * art, const JsonNode & node); void loadType(CArtifact * art, const JsonNode & node); void loadComponents(CArtifact * art, const JsonNode & node); void loadGrowingArt(CGrowingArtifact * art, const JsonNode & node); void giveArtBonus(ArtifactID aid, Bonus::BonusType type, int val, int subtype = -1, Bonus::ValueType valType = Bonus::BASE_NUMBER, shared_ptr limiter = shared_ptr(), int additionalinfo = 0); void giveArtBonus(ArtifactID aid, Bonus::BonusType type, int val, int subtype, shared_ptr propagator, int additionalinfo = 0); void giveArtBonus(ArtifactID aid, Bonus *bonus); void erasePickedArt(ArtifactID id); }; 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 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 &retreiveNewArtSlot(ArtifactPosition slot); void setNewArtSlot(ArtifactPosition slot, CArtifactInstance *art, bool locked); void eraseArtSlot(ArtifactPosition slot); const ArtSlotInfo *getSlot(ArtifactPosition pos) const; const CArtifactInstance* getArt(ArtifactPosition pos, bool excludeLocked = true) const; //nullptr - no artifact CArtifactInstance* getArt(ArtifactPosition pos, bool excludeLocked = true); //nullptr - 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) bool isPositionFree(ArtifactPosition pos, bool onlyLockCheck = false) const; si32 getArtTypeId(ArtifactPosition pos) const; virtual ArtBearer::ArtBearer bearerType() const = 0; virtual ~CArtifactSet(); template void serialize(Handler &h, const int version) { h & artifactsInBackpack & artifactsWorn; } void artDeserializationFix(CBonusSystemNode *node); };