/* * 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 * */ #pragma once #include #include #include "bonuses/Bonus.h" #include "bonuses/CBonusSystemNode.h" #include "ConstTransitivePtr.h" #include "GameConstants.h" #include "IHandlerBase.h" #include "serializer/Serializeable.h" VCMI_LIB_NAMESPACE_BEGIN class CArtHandler; class CGHeroInstance; class CArtifactSet; class CArtifactInstance; class CMap; class JsonSerializeFormat; #define ART_BEARER_LIST \ ART_BEARER(HERO)\ ART_BEARER(CREATURE)\ ART_BEARER(COMMANDER)\ ART_BEARER(ALTAR) namespace ArtBearer { enum ArtBearer { #define ART_BEARER(x) x, ART_BEARER_LIST #undef ART_BEARER }; } class DLL_LINKAGE CCombinedArtifact { protected: CCombinedArtifact() = default; std::vector constituents; // Artifacts IDs a combined artifact consists of, or nullptr. std::vector partOf; // Reverse map of constituents - combined arts that include this art public: bool isCombined() const; const std::vector & getConstituents() const; const std::vector & getPartOf() const; }; class DLL_LINKAGE CScrollArtifact { protected: CScrollArtifact() = default; public: bool isScroll() const; }; class DLL_LINKAGE CGrowingArtifact { protected: CGrowingArtifact() = default; std::vector > bonusesPerLevel; // Bonus given each n levels std::vector > thresholdBonuses; // After certain level they will be added once public: bool isGrowing() const; std::vector > & getBonusesPerLevel(); const std::vector > & getBonusesPerLevel() const; std::vector > & getThresholdBonuses(); const std::vector > & getThresholdBonuses() const; }; // Container for artifacts. Not for instances. class DLL_LINKAGE CArtifact : public Artifact, public CBonusSystemNode, public CCombinedArtifact, public CScrollArtifact, public CGrowingArtifact { ArtifactID id; std::string image; std::string large; // big image for custom artifacts, used in drag & drop std::string advMapDef; // used for adventure map object std::string modScope; std::string identifier; int32_t iconIndex; uint32_t price; CreatureID warMachine; // Bearer Type => ids of slots where artifact can be placed std::map> possibleSlots; public: enum EartClass {ART_SPECIAL=1, ART_TREASURE=2, ART_MINOR=4, ART_MAJOR=8, ART_RELIC=16}; //artifact classes EartClass aClass = ART_SPECIAL; bool onlyOnWaterMap; int32_t getIndex() const override; int32_t getIconIndex() const override; std::string getJsonKey() const override; std::string getModScope() const override; void registerIcons(const IconRegistar & cb) const override; ArtifactID getId() const override; const IBonusBearer * getBonusBearer() const override; std::string getDescriptionTranslated() const override; std::string getEventTranslated() const override; std::string getNameTranslated() const override; std::string getDescriptionTextID() const override; std::string getEventTextID() const override; std::string getNameTextID() const override; uint32_t getPrice() const override; CreatureID getWarMachine() const override; bool isBig() const override; bool isTradable() const override; int getArtClassSerial() const; //0 - treasure, 1 - minor, 2 - major, 3 - relic, 4 - spell scroll, 5 - other std::string nodeName() const override; void addNewBonus(const std::shared_ptr& b) override; const std::map> & getPossibleSlots() const; virtual bool canBePutAt(const CArtifactSet * artSet, ArtifactPosition slot = ArtifactPosition::FIRST_AVAILABLE, bool assumeDestRemoved = false) const; void updateFrom(const JsonNode & data); // Is used for testing purposes only void setImage(int32_t iconIndex, std::string image, std::string large); CArtifact(); ~CArtifact(); friend class CArtHandler; }; class DLL_LINKAGE CArtHandler : public CHandlerBase { public: void addBonuses(CArtifact *art, const JsonNode &bonusList); static CArtifact::EartClass stringToClass(const std::string & className); //TODO: rework EartClass to make this a constructor bool legalArtifact(const ArtifactID & id) const; static void makeItCreatureArt(CArtifact * a, bool onlyCreature = true); static void makeItCommanderArt(CArtifact * a, bool onlyCommander = true); ~CArtHandler(); std::vector loadLegacyData() 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::set getDefaultAllowed() const; protected: const std::vector & getTypeNames() const override; std::shared_ptr loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index) override; private: void addSlot(CArtifact * art, const std::string & slotID) const; void loadSlots(CArtifact * art, const JsonNode & node) const; void loadClass(CArtifact * art, const JsonNode & node) const; void loadType(CArtifact * art, const JsonNode & node) const; void loadComponents(CArtifact * art, const JsonNode & node); }; struct DLL_LINKAGE ArtSlotInfo { ConstTransitivePtr artifact; ui8 locked; //if locked, then artifact points to the combined artifact ArtSlotInfo() : locked(false) {} const CArtifactInstance * getArt() const; template void serialize(Handler & h) { h & artifact; h & locked; } }; 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 void setNewArtSlot(const ArtifactPosition & slot, ConstTransitivePtr art, bool locked); void eraseArtSlot(const ArtifactPosition & slot); const ArtSlotInfo * getSlot(const ArtifactPosition & pos) const; const CArtifactInstance * getArt(const ArtifactPosition & pos, bool excludeLocked = true) const; //nullptr - no artifact CArtifactInstance * getArt(const ArtifactPosition & pos, bool excludeLocked = true); //nullptr - no artifact /// 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 ArtifactID & aid, bool onlyWorn = true, bool allowLocked = true) const; ArtifactPosition getArtPos(const CArtifactInstance * art) const; std::vector getAllArtPositions(const ArtifactID & aid, bool onlyWorn, bool allowLocked, bool getAll) const; std::vector getBackpackArtPositions(const ArtifactID & aid) const; const CArtifactInstance * getArtByInstanceId(const ArtifactInstanceID & artInstId) const; /// Search for constituents of assemblies in backpack which do not have an ArtifactPosition const CArtifactInstance * getHiddenArt(const ArtifactID & aid) const; const CArtifactInstance * getAssemblyByConstituent(const ArtifactID & aid) const; /// Checks if hero possess artifact of given id (either in backack or worn) bool hasArt(const ArtifactID & aid, bool onlyWorn = false, bool searchBackpackAssemblies = false, bool allowLocked = true) const; bool hasArtBackpack(const ArtifactID & aid) const; bool isPositionFree(const ArtifactPosition & pos, bool onlyLockCheck = false) const; unsigned getArtPosCount(const ArtifactID & aid, bool onlyWorn = true, bool searchBackpackAssemblies = true, bool allowLocked = true) const; virtual ArtBearer::ArtBearer bearerType() const = 0; virtual ArtPlacementMap putArtifact(ArtifactPosition slot, CArtifactInstance * art); virtual void removeArtifact(ArtifactPosition slot); virtual ~CArtifactSet(); template void serialize(Handler &h) { h & artifactsInBackpack; h & artifactsWorn; } void artDeserializationFix(CBonusSystemNode *node); void serializeJsonArtifacts(JsonSerializeFormat & handler, const std::string & fieldName, CMap * map); protected: std::pair searchForConstituent(const ArtifactID & aid) const; private: void serializeJsonHero(JsonSerializeFormat & handler, CMap * map); void serializeJsonCreature(JsonSerializeFormat & handler, CMap * map); void serializeJsonCommander(JsonSerializeFormat & handler, CMap * map); void serializeJsonSlot(JsonSerializeFormat & handler, const ArtifactPosition & slot, CMap * map);//normal slots }; // Used to try on artifacts before the claimed changes have been applied class DLL_LINKAGE CArtifactFittingSet : public CArtifactSet { public: CArtifactFittingSet(ArtBearer::ArtBearer Bearer); explicit CArtifactFittingSet(const CArtifactSet & artSet); ArtBearer::ArtBearer bearerType() const override; protected: ArtBearer::ArtBearer bearer; }; VCMI_LIB_NAMESPACE_END