/* * 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 "GameConstants.h" #include "IHandlerBase.h" VCMI_LIB_NAMESPACE_BEGIN class CArtHandler; class CArtifact; class CGHeroInstance; struct ArtifactLocation; class CArtifactSet; class CArtifactInstance; class CRandomGenerator; class CMap; class JsonSerializeFormat; #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 Artifact, public CBonusSystemNode //container for artifacts { ArtifactID id; std::string modScope; std::string identifier; 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 custom artifacts, used in drag & drop std::string advMapDef; //used for adventure map object si32 iconIndex = ArtifactID::NONE; ui32 price = 0; 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 = ART_SPECIAL; CreatureID warMachine; int32_t getIndex() const override; int32_t getIconIndex() const override; std::string getJsonKey() const override; void registerIcons(const IconRegistar & cb) const override; ArtifactID getId() const override; virtual 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; virtual void levelUpArtifact (CArtifactInstance * art){}; virtual bool canBeDisassembled() const; virtual bool canBePutAt(const CArtifactSet * artSet, ArtifactPosition slot = ArtifactPosition::FIRST_AVAILABLE, bool assumeDestRemoved = false) const; void updateFrom(const JsonNode & data); void serializeJson(JsonSerializeFormat & handler); template void serialize(Handler &h, const int version) { h & static_cast(*this); h & image; h & large; h & advMapDef; h & iconIndex; h & price; h & possibleSlots; h & constituents; h & constituentOf; h & aClass; h & id; h & modScope; h & identifier; h & warMachine; } 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) override; template void serialize(Handler &h, const int version) { h & static_cast(*this); h & bonusesPerLevel; h & 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); std::string getDescription() const; SpellID getScrollSpellID() const; //to be used with scrolls (and similar arts), -1 if none ArtifactID getTypeId() 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); /// Checks if this a part of this artifact: artifact instance is a part /// of itself, additionally truth is returned for constituents of combined arts virtual bool isPart(const CArtifactInstance *supposedPart) const; void move(const ArtifactLocation & src,const ArtifactLocation & dst); template void serialize(Handler &h, const int version) { h & static_cast(*this); h & artType; h & id; BONUS_TREE_DESERIALIZATION_FIX } static CArtifactInstance * createScroll(const SpellID & sid); static CArtifactInstance *createNewArtifactInstance(CArtifact *Art); static CArtifactInstance * createNewArtifactInstance(const ArtifactID & aid); /** * Creates an artifact instance. * * @param aid the id of the artifact * @param spellID optional. the id of a spell if a spell scroll object should be created * @return the created artifact instance */ static CArtifactInstance * createArtifact(CMap * map, const ArtifactID & aid, int spellID = -1); }; 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; h & slot; } bool operator==(const ConstituentInfo &rhs) const; ConstituentInfo(CArtifactInstance * art = nullptr, const ArtifactPosition & slot = ArtifactPosition::PRE_FIRST); }; std::vector constituentsInfo; void putAt(ArtifactLocation al) override; void removeFrom(ArtifactLocation al) override; bool isPart(const CArtifactInstance *supposedPart) const override; void createConstituents(); void addAsConstituent(CArtifactInstance * art, const ArtifactPosition & slot); CArtifactInstance * figureMainConstituent(const ArtifactLocation & al); //main constituent is replaced with us (combined art), not lock CCombinedArtifactInstance() = default; 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 CHandlerBase { public: std::vector treasures, minors, majors, relics; //tmp vectors!!! do not touch if you don't know what you are doing!!! std::vector allowedArtifacts; 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 given class. No side effects static CArtifact::EartClass stringToClass(const std::string & className); //TODO: rework EartClass to make this a constructor /// 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(const ArtifactID & id); void initAllowedArtifactsList(const std::vector &allowed); //allowed[art_id] -> 0 if not allowed, 1 if allowed 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::vector getDefaultAllowed() const override; template void serialize(Handler &h, const int version) { h & objects; h & allowedArtifacts; h & treasures; h & minors; h & majors; h & relics; h & growingArtifacts; } protected: const std::vector & getTypeNames() const override; CArtifact * 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); void loadGrowingArt(CGrowingArtifact * art, const JsonNode & node) const; void erasePickedArt(const ArtifactID & id); }; 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, const int version) { h & artifact; h & 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 std::vector artifactsTransitionPos; // Used as transition position for dragAndDrop artifact exchange ArtSlotInfo & retrieveNewArtSlot(const ArtifactPosition & slot); void setNewArtSlot(const ArtifactPosition & slot, CArtifactInstance * 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; ArtifactPosition getArtBackpackPos(const ArtifactID & aid) 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; const ArtifactPosition getSlotByInstance(const CArtifactInstance * artInst) const; /// Search for constituents of assemblies in backpack which do not have an ArtifactPosition const CArtifactInstance * getHiddenArt(const ArtifactID & aid) const; const CCombinedArtifactInstance * 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 void putArtifact(ArtifactPosition pos, CArtifactInstance * art) = 0; virtual ~CArtifactSet(); template void serialize(Handler &h, const int version) { 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); void putArtifact(ArtifactPosition pos, CArtifactInstance * art) override; void removeArtifact(ArtifactPosition pos); ArtBearer::ArtBearer bearerType() const override; protected: ArtBearer::ArtBearer Bearer; }; namespace ArtifactUtils { // Calculates where an artifact gets placed when it gets transferred from one hero to another. DLL_LINKAGE ArtifactPosition getArtAnyPosition(const CArtifactSet * target, const ArtifactID & aid); DLL_LINKAGE ArtifactPosition getArtBackpackPosition(const CArtifactSet * target, const ArtifactID & aid); // TODO: Make this constexpr when the toolset is upgraded DLL_LINKAGE const std::vector & unmovableSlots(); DLL_LINKAGE const std::vector & constituentWornSlots(); DLL_LINKAGE bool isArtRemovable(const std::pair & slot); DLL_LINKAGE bool checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, const ArtifactID & artID, const ArtifactPosition & slot); DLL_LINKAGE bool isSlotBackpack(const ArtifactPosition & slot); DLL_LINKAGE bool isSlotEquipment(const ArtifactPosition & slot); DLL_LINKAGE bool isBackpackFreeSlots(const CArtifactSet * target, const size_t reqSlots = 1); DLL_LINKAGE std::vector assemblyPossibilities(const CArtifactSet * artSet, const ArtifactID & aid, bool equipped); } VCMI_LIB_NAMESPACE_END