#define VCMI_DLL #include "../stdafx.h" #include "CArtHandler.h" #include "CLodHandler.h" #include "CGeneralTextHandler.h" #include #include #include #include #include "../lib/VCMI_Lib.h" extern CLodHandler *bitmaph; using namespace boost::assign; /* * 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 * */ const std::string & CArtifact::Name() const { if(name.size()) return name; else return VLC->generaltexth->artifNames[id]; } const std::string & CArtifact::Description() const { if(description.size()) return description; else return VLC->generaltexth->artifDescriptions[id]; } bool CArtifact::isBig () const { return VLC->arth->isBigArtifact(id); } /** * Checks whether the artifact fits at a given slot. * @param artifWorn A hero's set of worn artifacts. */ bool CArtifact::fitsAt (const std::map &artifWorn, ui16 slotID) const { if (!vstd::contains(possibleSlots, slotID)) return false; // Can't put an artifact in a locked slot. std::map::const_iterator it = artifWorn.find(slotID); if (it != artifWorn.end() && it->second == 145) return false; // Check if a combination artifact fits. // TODO: Might want a more general algorithm? // Assumes that misc & rings fits only in their slots, and others in only one slot and no duplicates. if (constituents != NULL) { std::map tempArtifWorn = artifWorn; const ui16 ringSlots[] = {6, 7}; const ui16 miscSlots[] = {9, 10, 11, 12, 18}; int rings = 0; int misc = 0; VLC->arth->unequipArtifact(tempArtifWorn, slotID); BOOST_FOREACH(ui32 constituentID, *constituents) { const CArtifact& constituent = VLC->arth->artifacts[constituentID]; const int slot = constituent.possibleSlots[0]; if (slot == 6 || slot == 7) rings++; else if (slot >= 9 && slot <= 12 || slot == 18) misc++; else if (tempArtifWorn.find(slot) != tempArtifWorn.end()) return false; } // Ensure enough ring slots are free for (int i = 0; i < sizeof(ringSlots)/sizeof(*ringSlots); i++) { if (tempArtifWorn.find(ringSlots[i]) == tempArtifWorn.end() || ringSlots[i] == slotID) rings--; } if (rings > 0) return false; // Ensure enough misc slots are free. for (int i = 0; i < sizeof(miscSlots)/sizeof(*miscSlots); i++) { if (tempArtifWorn.find(miscSlots[i]) == tempArtifWorn.end() || miscSlots[i] == slotID) misc--; } if (misc > 0) return false; } return true; } CArtHandler::CArtHandler() { VLC->arth = this; // War machines are the default big artifacts. for (ui32 i = 3; i <= 6; i++) bigArtifacts.insert(i); } void CArtHandler::loadArtifacts(bool onlyTxt) { std::vector slots; slots += 17, 16, 15, 14, 13, 18, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0; static std::map classes = map_list_of('S',CArtifact::ART_SPECIAL)('T',CArtifact::ART_TREASURE)('N',CArtifact::ART_MINOR)('J',CArtifact::ART_MAJOR)('R',CArtifact::ART_RELIC); std::string buf = bitmaph->getTextFile("ARTRAITS.TXT"), dump, pom; int it=0; for(int i=0; i<2; ++i) { loadToIt(dump,buf,it,3); } VLC->generaltexth->artifNames.resize(ARTIFACTS_QUANTITY); VLC->generaltexth->artifDescriptions.resize(ARTIFACTS_QUANTITY); for (int i=0; igeneraltexth->artifNames[i],buf,it,4); loadToIt(pom,buf,it,4); nart.price=atoi(pom.c_str()); for(int j=0;jgeneraltexth->artifDescriptions[i]; loadToIt(desc,buf,it,3); if(desc[0] == '\"' && desc[desc.size()-1] == '\"') desc = desc.substr(1,desc.size()-2); // Fill in information about combined artifacts. Should perhaps be moved to a config file? switch (nart.id) { case 129: // Angelic Alliance nart.constituents = new std::vector(); *nart.constituents += 31, 32, 33, 34, 35, 36; break; case 130: // Cloak of the Undead King nart.constituents = new std::vector(); *nart.constituents += 54, 55, 56; break; case 131: // Elixir of Life nart.constituents = new std::vector(); *nart.constituents += 94, 95, 96; break; case 132: // Armor of the Damned nart.constituents = new std::vector(); *nart.constituents += 8, 14, 20, 26; break; case 133: // Statue of Legion nart.constituents = new std::vector(); *nart.constituents += 118, 119, 120, 121, 122; break; case 134: // Power of the Dragon Father nart.constituents = new std::vector(); *nart.constituents += 37, 38, 39, 40, 41, 42, 43, 44, 45; break; case 135: // Titan's Thunder nart.constituents = new std::vector(); *nart.constituents += 12, 18, 24, 30; break; case 136: // Admiral's Hat nart.constituents = new std::vector(); *nart.constituents += 71, 123; break; case 137: // Bow of the Sharpshooter nart.constituents = new std::vector(); *nart.constituents += 60, 61, 62; break; case 138: // Wizards' Well nart.constituents = new std::vector(); *nart.constituents += 73, 74, 75; break; case 139: // Ring of the Magi nart.constituents = new std::vector(); *nart.constituents += 76, 77, 78; break; case 140: // Cornucopia nart.constituents = new std::vector(); *nart.constituents += 109, 110, 111, 113; break; // TODO: WoG combinationals default: nart.constituents = NULL; break; } if(!onlyTxt) artifacts.push_back(nart); } sortArts(); if(!onlyTxt) addBonuses(); } int CArtHandler::convertMachineID(int id, bool creToArt ) { int dif = 142; if(creToArt) { switch (id) { case 147: dif--; break; case 148: dif++; break; } dif = -dif; } else { switch (id) { case 6: dif--; break; case 5: dif++; break; } } return id + dif; } void CArtHandler::sortArts() { for(int i=0;i<144;i++) //do 144, bo nie chcemy bzdurek { switch (artifacts[i].aClass) { case CArtifact::ART_TREASURE: treasures.push_back(&(artifacts[i])); break; case CArtifact::ART_MINOR: minors.push_back(&(artifacts[i])); break; case CArtifact::ART_MAJOR: majors.push_back(&(artifacts[i])); break; case CArtifact::ART_RELIC: relics.push_back(&(artifacts[i])); break; } } } void CArtHandler::giveArtBonus( int aid, HeroBonus::BonusType type, int val, int subtype ) { artifacts[aid].bonuses.push_back(HeroBonus(HeroBonus::PERMANENT,type,HeroBonus::ARTIFACT,val,aid,subtype)); if(type == HeroBonus::MORALE || HeroBonus::LUCK || HeroBonus::MORALE_AND_LUCK) artifacts[aid].bonuses.back().description = "\n" + artifacts[aid].Name() + (val > 0 ? " +" : " ") + boost::lexical_cast(val); } void CArtHandler::addBonuses() { #define ART_PRIM_SKILL(ID, whichSkill, val) giveArtBonus(ID,HeroBonus::PRIMARY_SKILL,val,whichSkill) #define ART_MORALE(ID, val) giveArtBonus(ID,HeroBonus::MORALE,val) #define ART_LUCK(ID, val) giveArtBonus(ID,HeroBonus::LUCK,val) #define ART_MORALE_AND_LUCK(ID, val) giveArtBonus(ID,HeroBonus::MORALE_AND_LUCK,val) #define ART_ALL_PRIM_SKILLS(ID, val) ART_PRIM_SKILL(ID,0,val); ART_PRIM_SKILL(ID,1,val); ART_PRIM_SKILL(ID,2,val); ART_PRIM_SKILL(ID,3,val) #define ART_ATTACK_AND_DEFENSE(ID, val) ART_PRIM_SKILL(ID,0,val); ART_PRIM_SKILL(ID,1,val) #define ART_POWER_AND_KNOWLEDGE(ID, val) ART_PRIM_SKILL(ID,2,val); ART_PRIM_SKILL(ID,3,val) //Attack bonus artifacts (Weapons) ART_PRIM_SKILL(7,0,+2); //Centaur Axe ART_PRIM_SKILL(8,0,+3); //Blackshard of the Dead Knight ART_PRIM_SKILL(9,0,+4); //Greater Gnoll's Flail ART_PRIM_SKILL(10,0,+5); //Ogre's Club of Havoc ART_PRIM_SKILL(11,0,+6); //Sword of Hellfire ART_PRIM_SKILL(12,0,+12); //Titan's Gladius ART_PRIM_SKILL(12,1,-3); //Titan's Gladius //Defense bonus artifacts (Shields) ART_PRIM_SKILL(13,1,+2); //Shield of the Dwarven Lords ART_PRIM_SKILL(14,1,+3); //Shield of the Yawning Dead ART_PRIM_SKILL(15,1,+4); //Buckler of the Gnoll King ART_PRIM_SKILL(16,1,+5); //Targ of the Rampaging Ogre ART_PRIM_SKILL(17,1,+6); //Shield of the Damned ART_PRIM_SKILL(18,1,+12); //Sentinel's Shield ART_PRIM_SKILL(18,0,-3); //Sentinel's Shield //Knowledge bonus artifacts (Helmets) ART_PRIM_SKILL(19,3,+1); //Helm of the Alabaster Unicorn ART_PRIM_SKILL(20,3,+2); //Skull Helmet ART_PRIM_SKILL(21,3,+3); //Helm of Chaos ART_PRIM_SKILL(22,3,+4); //Crown of the Supreme Magi ART_PRIM_SKILL(23,3,+5); //Hellstorm Helmet ART_PRIM_SKILL(24,3,+10); //Thunder Helmet ART_PRIM_SKILL(24,2,-2); //Thunder Helmet //Spell power bonus artifacts (Armours) ART_PRIM_SKILL(25,2,+1); //Breastplate of Petrified Wood ART_PRIM_SKILL(26,2,+2); //Rib Cage ART_PRIM_SKILL(27,2,+3); //Scales of the Greater Basilisk ART_PRIM_SKILL(28,2,+4); //Tunic of the Cyclops King ART_PRIM_SKILL(29,2,+5); //Breastplate of Brimstone ART_PRIM_SKILL(30,2,+10); //Titan's Cuirass ART_PRIM_SKILL(30,3,-2); //Titan's Cuirass //All primary skills (various) ART_ALL_PRIM_SKILLS(31,+1); //Armor of Wonder ART_ALL_PRIM_SKILLS(32,+2); //Sandals of the Saint ART_ALL_PRIM_SKILLS(33,+3); //Celestial Necklace of Bliss ART_ALL_PRIM_SKILLS(34,+4); //Lion's Shield of Courage ART_ALL_PRIM_SKILLS(35,+5); //Sword of Judgement ART_ALL_PRIM_SKILLS(36,+6); //Helm of Heavenly Enlightenment //Attack and Defense (various) ART_ATTACK_AND_DEFENSE(37,+1); //Quiet Eye of the Dragon ART_ATTACK_AND_DEFENSE(38,+2); //Red Dragon Flame Tongue ART_ATTACK_AND_DEFENSE(39,+3); //Dragon Scale Shield ART_ATTACK_AND_DEFENSE(40,+4); //Dragon Scale Armor //Spell power and Knowledge (various) ART_POWER_AND_KNOWLEDGE(41,+1); //Dragonbone Greaves ART_POWER_AND_KNOWLEDGE(42,+2); //Dragon Wing Tabard ART_POWER_AND_KNOWLEDGE(43,+3); //Necklace of Dragonteeth ART_POWER_AND_KNOWLEDGE(44,+4); //Crown of Dragontooth //Luck and morale ART_MORALE(45,+1); //Still Eye of the Dragon ART_LUCK(45,+1); //Still Eye of the Dragon ART_LUCK(46,+1); //Clover of Fortune ART_LUCK(47,+1); //Cards of Prophecy ART_LUCK(48,+1); //Ladybird of Luck ART_MORALE(49,+1); //Badge of Courage -> +1 morale and immunity to hostile mind spells: giveArtBonus(49,HeroBonus::SPELL_IMMUNITY,50);//sorrow giveArtBonus(49,HeroBonus::SPELL_IMMUNITY,59);//berserk giveArtBonus(49,HeroBonus::SPELL_IMMUNITY,60);//hypnotize giveArtBonus(49,HeroBonus::SPELL_IMMUNITY,61);//forgetfulness giveArtBonus(49,HeroBonus::SPELL_IMMUNITY,62);//blind ART_MORALE(50,+1); //Crest of Valor ART_MORALE(51,+1); //Glyph of Gallantry giveArtBonus(52,HeroBonus::SIGHT_RADIOUS,+1);//Speculum giveArtBonus(53,HeroBonus::SIGHT_RADIOUS,+1);//Spyglass //necromancy bonus giveArtBonus(54,HeroBonus::SECONDARY_SKILL_PREMY,+5,12);//Amulet of the Undertaker giveArtBonus(55,HeroBonus::SECONDARY_SKILL_PREMY,+10,12);//Vampire's Cowl giveArtBonus(56,HeroBonus::SECONDARY_SKILL_PREMY,+15,12);//Dead Man's Boots giveArtBonus(57,HeroBonus::MAGIC_RESISTANCE,+5);//Garniture of Interference giveArtBonus(58,HeroBonus::MAGIC_RESISTANCE,+10);//Surcoat of Counterpoise giveArtBonus(59,HeroBonus::MAGIC_RESISTANCE,+15);//Boots of Polarity //archery bonus giveArtBonus(60,HeroBonus::SECONDARY_SKILL_PREMY,+5,1);//Bow of Elven Cherrywood giveArtBonus(61,HeroBonus::SECONDARY_SKILL_PREMY,+10,1);//Bowstring of the Unicorn's Mane giveArtBonus(62,HeroBonus::SECONDARY_SKILL_PREMY,+15,1);//Angel Feather Arrows //eagle eye bonus giveArtBonus(63,HeroBonus::SECONDARY_SKILL_PREMY,+5,11);//Bird of Perception giveArtBonus(64,HeroBonus::SECONDARY_SKILL_PREMY,+10,11);//Stoic Watchman giveArtBonus(65,HeroBonus::SECONDARY_SKILL_PREMY,+15,11);//Emblem of Cognizance //reducing cost of surrendering giveArtBonus(66,HeroBonus::SURRENDER_DISCOUNT,+10);//Statesman's Medal giveArtBonus(67,HeroBonus::SURRENDER_DISCOUNT,+10);//Diplomat's Ring giveArtBonus(68,HeroBonus::SURRENDER_DISCOUNT,+10);//Ambassador's Sash giveArtBonus(69,HeroBonus::STACKS_SPEED,+1);//Ring of the Wayfarer giveArtBonus(70,HeroBonus::LAND_MOVEMENT,+300);//Equestrian's Gloves giveArtBonus(71,HeroBonus::SEA_MOVEMENT,+1000);//Necklace of Ocean Guidance giveArtBonus(72,HeroBonus::FLYING_MOVEMENT,+1);//Angel Wings giveArtBonus(73,HeroBonus::MANA_REGENERATION,+1);//Charm of Mana giveArtBonus(74,HeroBonus::MANA_REGENERATION,+2);//Talisman of Mana giveArtBonus(75,HeroBonus::MANA_REGENERATION,+3);//Mystic Orb of Mana giveArtBonus(76,HeroBonus::SPELL_DURATION,+1);//Collar of Conjuring giveArtBonus(77,HeroBonus::SPELL_DURATION,+2);//Ring of Conjuring giveArtBonus(78,HeroBonus::SPELL_DURATION,+3);//Cape of Conjuring giveArtBonus(79,HeroBonus::AIR_SPELL_DMG_PREMY,+50);//Orb of the Firmament giveArtBonus(80,HeroBonus::EARTH_SPELL_DMG_PREMY,+50);//Orb of Silt giveArtBonus(81,HeroBonus::FIRE_SPELL_DMG_PREMY,+50);//Orb of Tempestuous Fire giveArtBonus(82,HeroBonus::WATER_SPELL_DMG_PREMY,+50);//Orb of Driving Rain giveArtBonus(83,HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL,3);//Recanter's Cloak giveArtBonus(84,HeroBonus::BLOCK_MORALE,0);//Spirit of Oppression giveArtBonus(85,HeroBonus::BLOCK_LUCK,0);//Hourglass of the Evil Hour giveArtBonus(86,HeroBonus::FIRE_SPELLS,0);//Tome of Fire Magic giveArtBonus(87,HeroBonus::AIR_SPELLS,0);//Tome of Air Magic giveArtBonus(88,HeroBonus::WATER_SPELLS,0);//Tome of Water Magic giveArtBonus(89,HeroBonus::EARTH_SPELLS,0);//Tome of Earth Magic giveArtBonus(90,HeroBonus::WATER_WALKING,0);//Boots of Levitation giveArtBonus(91,HeroBonus::NO_SHOTING_PENALTY,0);//Golden Bow giveArtBonus(92,HeroBonus::SPELL_IMMUNITY,35);//Sphere of Permanence giveArtBonus(93,HeroBonus::NEGATE_ALL_NATURAL_IMMUNITIES,0);//Orb of Vulnerability giveArtBonus(94,HeroBonus::STACK_HEALTH,+1);//Ring of Vitality giveArtBonus(95,HeroBonus::STACK_HEALTH,+1);//Ring of Life giveArtBonus(96,HeroBonus::STACK_HEALTH,+2);//Vial of Lifeblood giveArtBonus(97,HeroBonus::STACKS_SPEED,+1);//Necklace of Swiftness giveArtBonus(98,HeroBonus::LAND_MOVEMENT,+600);//Boots of Speed giveArtBonus(99,HeroBonus::STACKS_SPEED,+2);//Cape of Velocity giveArtBonus(100,HeroBonus::SPELL_IMMUNITY,59);//Pendant of Dispassion giveArtBonus(101,HeroBonus::SPELL_IMMUNITY,62);//Pendant of Second Sight giveArtBonus(102,HeroBonus::SPELL_IMMUNITY,42);//Pendant of Holiness giveArtBonus(103,HeroBonus::SPELL_IMMUNITY,24);//Pendant of Life giveArtBonus(104,HeroBonus::SPELL_IMMUNITY,25);//Pendant of Death giveArtBonus(105,HeroBonus::SPELL_IMMUNITY,60);//Pendant of Free Will giveArtBonus(106,HeroBonus::SPELL_IMMUNITY,17);//Pendant of Negativity giveArtBonus(107,HeroBonus::SPELL_IMMUNITY,61);//Pendant of Total Recall giveArtBonus(108,HeroBonus::MORALE_AND_LUCK,+3);//Pendant of Courage giveArtBonus(109,HeroBonus::GENERATE_RESOURCE,+1,4); //Everflowing Crystal Cloak giveArtBonus(110,HeroBonus::GENERATE_RESOURCE,+1,5); //Ring of Infinite Gems giveArtBonus(111,HeroBonus::GENERATE_RESOURCE,+1,1); //Everpouring Vial of Mercury giveArtBonus(112,HeroBonus::GENERATE_RESOURCE,+1,2); //Inexhaustible Cart of Ore giveArtBonus(113,HeroBonus::GENERATE_RESOURCE,+1,3); //Eversmoking Ring of Sulfur giveArtBonus(114,HeroBonus::GENERATE_RESOURCE,+1,0); //Inexhaustible Cart of Lumber giveArtBonus(115,HeroBonus::GENERATE_RESOURCE,+1000,6); //Endless Sack of Gold giveArtBonus(116,HeroBonus::GENERATE_RESOURCE,+750,6); //Endless Bag of Gold giveArtBonus(117,HeroBonus::GENERATE_RESOURCE,+500,6); //Endless Purse of Gold giveArtBonus(118,HeroBonus::CREATURE_GROWTH,+5,1); //Legs of Legion giveArtBonus(119,HeroBonus::CREATURE_GROWTH,+4,2); //Loins of Legion giveArtBonus(120,HeroBonus::CREATURE_GROWTH,+3,3); //Torso of Legion giveArtBonus(121,HeroBonus::CREATURE_GROWTH,+2,4); //Arms of Legion giveArtBonus(122,HeroBonus::CREATURE_GROWTH,+1,5); //Head of Legion //Sea Captain's Hat giveArtBonus(123,HeroBonus::WHIRLPOOL_PROTECTION,0); giveArtBonus(123,HeroBonus::SEA_MOVEMENT,+500); giveArtBonus(123,HeroBonus::SPELL,3,0); giveArtBonus(123,HeroBonus::SPELL,3,1); giveArtBonus(124,HeroBonus::SPELLS_OF_LEVEL,3,1); //Spellbinder's Hat giveArtBonus(125,HeroBonus::ENEMY_CANT_ESCAPE,0); //Shackles of War giveArtBonus(126,HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL,0);//Orb of Inhibition //Armageddon's Blade giveArtBonus(128, HeroBonus::SPELL, 3, 26); giveArtBonus(128, HeroBonus::SPELL_IMMUNITY, 26); ART_ATTACK_AND_DEFENSE(128, +3); ART_PRIM_SKILL(128, 2, +3); ART_PRIM_SKILL(128, 3, +6); //Angelic Alliance ART_ALL_PRIM_SKILLS(129, +21); giveArtBonus(129, HeroBonus::NONEVIL_ALIGNMENT_MIX, 0); giveArtBonus(129, HeroBonus::OPENING_BATTLE_SPELL, 10, 29); // Prayer //Cloak of the Undead King giveArtBonus(130, HeroBonus::SECONDARY_SKILL_PREMY, +30, 12); giveArtBonus(130, HeroBonus::SECONDARY_SKILL_PREMY, +30, 12); giveArtBonus(130, HeroBonus::IMPROVED_NECROMANCY, 0); //Elixir of Life giveArtBonus(131, HeroBonus::STACK_HEALTH, +4); giveArtBonus(131, HeroBonus::STACK_HEALTH_PERCENT, +25); giveArtBonus(131, HeroBonus::HP_REGENERATION, +50); //Armor of the Damned ART_ATTACK_AND_DEFENSE(132, +3); ART_POWER_AND_KNOWLEDGE(132, +2); giveArtBonus(132, HeroBonus::OPENING_BATTLE_SPELL, 50, 54); // Slow giveArtBonus(132, HeroBonus::OPENING_BATTLE_SPELL, 50, 47); // Disrupting Ray giveArtBonus(132, HeroBonus::OPENING_BATTLE_SPELL, 50, 45); // Weakness giveArtBonus(132, HeroBonus::OPENING_BATTLE_SPELL, 50, 52); // Misfortune // Statue of Legion - gives only 50% growth giveArtBonus(133, HeroBonus::CREATURE_GROWTH_PERCENT, 50); //Power of the Dragon Father ART_ALL_PRIM_SKILLS(134, +16); giveArtBonus(134, HeroBonus::MORALE_AND_LUCK, +1); giveArtBonus(134, HeroBonus::LEVEL_SPELL_IMMUNITY, 4); //Titan's Thunder ART_ATTACK_AND_DEFENSE(135, +9); ART_POWER_AND_KNOWLEDGE(135, +8); giveArtBonus(135, HeroBonus::SPELL, 3, 57); //Admiral's Hat giveArtBonus(136, HeroBonus::SEA_MOVEMENT, +1500); giveArtBonus(136, HeroBonus::WHIRLPOOL_PROTECTION, 0); giveArtBonus(136, HeroBonus::SPELL, 3, 0); giveArtBonus(136, HeroBonus::SPELL, 3, 1); giveArtBonus(136, HeroBonus::FREE_SHIP_BOARDING, 0); //Bow of the Sharpshooter giveArtBonus(137, HeroBonus::SECONDARY_SKILL_PREMY, +30, 1); giveArtBonus(137, HeroBonus::NO_SHOTING_PENALTY, 0); giveArtBonus(137, HeroBonus::FREE_SHOOTING, 0); //Wizard's Well giveArtBonus(138, HeroBonus::FULL_MANA_REGENERATION, 0); //Ring of the Magi giveArtBonus(139, HeroBonus::SPELL_DURATION, +56); //Cornucopia giveArtBonus(140, HeroBonus::GENERATE_RESOURCE, +5, 1); giveArtBonus(140, HeroBonus::GENERATE_RESOURCE, +5, 3); giveArtBonus(140, HeroBonus::GENERATE_RESOURCE, +5, 4); giveArtBonus(140, HeroBonus::GENERATE_RESOURCE, +5, 5); } void CArtHandler::clear() { artifacts.clear(); treasures.clear(); minors.clear(); majors.clear(); relics.clear(); } /** * Locally equips an artifact to a hero's worn slots. Unequips an already present artifact. * Does not test if the operation is legal. * @param artifWorn A hero's set of worn artifacts. */ void CArtHandler::equipArtifact (std::map &artifWorn, ui16 slotID, ui32 artifactID) { unequipArtifact(artifWorn, slotID); const CArtifact &artifact = artifacts[artifactID]; // Add artifact. artifWorn[slotID] = artifactID; // Add locks, in reverse order of being removed. if (artifact.constituents != NULL) { bool destConsumed = false; // Determines which constituent that will be counted for together with the artifact. BOOST_FOREACH(ui32 constituentID, *artifact.constituents) { const CArtifact &constituent = artifacts[constituentID]; if (!destConsumed && vstd::contains(constituent.possibleSlots, slotID)) { destConsumed = true; } else { BOOST_FOREACH(ui16 slot, constituent.possibleSlots) { if (artifWorn.find(slot) == artifWorn.end()) { artifWorn[slot] = 145; break; } } } } } } /** * Locally unequips an artifact from a hero's worn slots. * Does not test if the operation is legal. * @param artifWorn A hero's set of worn artifacts. */ void CArtHandler::unequipArtifact (std::map &artifWorn, ui16 slotID) { if (artifWorn.find(slotID) == artifWorn.end()) return; const CArtifact &artifact = artifacts[artifWorn[slotID]]; // Remove artifact, if it's not already removed. artifWorn.erase(slotID); // Remove locks, in reverse order of being added. if (artifact.constituents != NULL) { bool destConsumed = false; BOOST_FOREACH(ui32 constituentID, *artifact.constituents) { const CArtifact &constituent = artifacts[constituentID]; if (!destConsumed && vstd::contains(constituent.possibleSlots, slotID)) { destConsumed = true; } else { BOOST_REVERSE_FOREACH(ui16 slot, constituent.possibleSlots) { if (artifWorn.find(slot) != artifWorn.end() && artifWorn[slot] == 145) { artifWorn.erase(slot); break; } } } } } }