/* * ArtifactUtils.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 "ArtifactUtils.h" #include "CArtHandler.h" #include "IGameSettings.h" #include "spells/CSpellHandler.h" #include "mapObjects/CGHeroInstance.h" VCMI_LIB_NAMESPACE_BEGIN DLL_LINKAGE bool ArtifactUtils::checkIfSlotValid(const CArtifactSet & artSet, const ArtifactPosition & slot) { if(artSet.bearerType() == ArtBearer::HERO) { if(isSlotEquipment(slot) || isSlotBackpack(slot) || slot == ArtifactPosition::TRANSITION_POS) return true; } else if(artSet.bearerType() == ArtBearer::ALTAR) { if(isSlotBackpack(slot)) return true; } else if(artSet.bearerType() == ArtBearer::COMMANDER) { if(vstd::contains(commanderSlots(), slot)) return true; } else if(artSet.bearerType() == ArtBearer::CREATURE) { if(slot == ArtifactPosition::CREATURE_SLOT) return true; } return false; } DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtAnyPosition(const CArtifactSet * target, const ArtifactID & aid) { if(auto targetSlot = getArtEquippedPosition(target, aid); targetSlot != ArtifactPosition::PRE_FIRST) return targetSlot; return getArtBackpackPosition(target, aid); } DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtEquippedPosition(const CArtifactSet * target, const ArtifactID & aid) { const auto * art = aid.toArtifact(); for(const auto & slot : art->getPossibleSlots().at(target->bearerType())) { if(art->canBePutAt(target, slot)) return slot; } return ArtifactPosition::PRE_FIRST; } DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtBackpackPosition(const CArtifactSet * target, const ArtifactID & aid) { const auto * art = aid.toArtifact(); if(target->bearerType() == ArtBearer::HERO) if(art->canBePutAt(target, ArtifactPosition::BACKPACK_START)) { return ArtifactPosition::BACKPACK_START; } return ArtifactPosition::PRE_FIRST; } DLL_LINKAGE const std::vector & ArtifactUtils::unmovableSlots() { static const std::vector positions = { ArtifactPosition::SPELLBOOK, ArtifactPosition::MACH4 }; return positions; } DLL_LINKAGE const std::vector & ArtifactUtils::commonWornSlots() { static const std::vector positions = { ArtifactPosition::HEAD, ArtifactPosition::SHOULDERS, ArtifactPosition::NECK, ArtifactPosition::RIGHT_HAND, ArtifactPosition::LEFT_HAND, ArtifactPosition::TORSO, ArtifactPosition::RIGHT_RING, ArtifactPosition::LEFT_RING, ArtifactPosition::FEET, ArtifactPosition::MISC1, ArtifactPosition::MISC2, ArtifactPosition::MISC3, ArtifactPosition::MISC4, ArtifactPosition::MISC5, }; return positions; } DLL_LINKAGE const std::vector & ArtifactUtils::allWornSlots() { static const std::vector positions = { ArtifactPosition::HEAD, ArtifactPosition::SHOULDERS, ArtifactPosition::NECK, ArtifactPosition::RIGHT_HAND, ArtifactPosition::LEFT_HAND, ArtifactPosition::TORSO, ArtifactPosition::RIGHT_RING, ArtifactPosition::LEFT_RING, ArtifactPosition::FEET, ArtifactPosition::MISC1, ArtifactPosition::MISC2, ArtifactPosition::MISC3, ArtifactPosition::MISC4, ArtifactPosition::MISC5, ArtifactPosition::MACH1, ArtifactPosition::MACH2, ArtifactPosition::MACH3, ArtifactPosition::MACH4, ArtifactPosition::SPELLBOOK }; return positions; } DLL_LINKAGE const std::vector & ArtifactUtils::commanderSlots() { static const std::vector positions = { ArtifactPosition::COMMANDER1, ArtifactPosition::COMMANDER2, ArtifactPosition::COMMANDER3, ArtifactPosition::COMMANDER4, ArtifactPosition::COMMANDER5, ArtifactPosition::COMMANDER6 }; return positions; } DLL_LINKAGE bool ArtifactUtils::isArtRemovable(const std::pair & slot) { return slot.second.artifact && !slot.second.locked && !vstd::contains(unmovableSlots(), slot.first); } DLL_LINKAGE bool ArtifactUtils::checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, const ArtifactID & artID, const 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 && !heroPtr->hasSpellbook()) { return true; } } return false; } DLL_LINKAGE bool ArtifactUtils::isSlotBackpack(const ArtifactPosition & slot) { return slot >= ArtifactPosition::BACKPACK_START; } DLL_LINKAGE bool ArtifactUtils::isSlotEquipment(const ArtifactPosition & slot) { return slot < ArtifactPosition::BACKPACK_START && slot >= ArtifactPosition(0); } DLL_LINKAGE bool ArtifactUtils::isBackpackFreeSlots(const CArtifactSet * target, const size_t reqSlots) { if(target->bearerType() == ArtBearer::HERO) { const auto backpackCap = VLC->engineSettings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP); if(backpackCap < 0) return true; else return target->artifactsInBackpack.size() + reqSlots <= backpackCap; } else return false; } DLL_LINKAGE std::vector ArtifactUtils::assemblyPossibilities( const CArtifactSet * artSet, const ArtifactID & aid, const bool onlyEquiped) { std::vector arts; const auto * art = aid.toArtifact(); if(art->isCombined()) return arts; for(const auto combinedArt : art->getPartOf()) { assert(combinedArt->isCombined()); bool possible = true; CArtifactFittingSet fittingSet(*artSet); for(const auto part : combinedArt->getConstituents()) // check if all constituents are available { const auto slot = fittingSet.getArtPos(part->getId(), onlyEquiped, false); if(slot == ArtifactPosition::PRE_FIRST) { possible = false; break; } fittingSet.lockSlot(slot); } if(possible) arts.push_back(combinedArt); } return arts; } DLL_LINKAGE CArtifactInstance * ArtifactUtils::createScroll(const SpellID & spellId) { return ArtifactUtils::createArtifact(ArtifactID::SPELL_SCROLL, spellId); } DLL_LINKAGE CArtifactInstance * ArtifactUtils::createArtifact(const ArtifactID & artId, const SpellID & spellId) { const std::function createArtInst = [&createArtInst, &spellId](const CArtifact * art) -> CArtifactInstance* { assert(art); auto * artInst = new CArtifactInstance(art); if(art->isCombined() && !art->isFused()) { for(const auto & part : art->getConstituents()) artInst->addPart(createArtInst(part), ArtifactPosition::PRE_FIRST); } if(art->isGrowing()) { auto bonus = std::make_shared(); bonus->type = BonusType::LEVEL_COUNTER; bonus->val = 0; artInst->addNewBonus(bonus); } if(art->isScroll()) { artInst->addNewBonus(std::make_shared(BonusDuration::PERMANENT, BonusType::SPELL, BonusSource::ARTIFACT_INSTANCE, -1, BonusSourceID(ArtifactID(ArtifactID::SPELL_SCROLL)), BonusSubtypeID(spellId))); } return artInst; }; if(artId.getNum() >= 0) { return createArtInst(artId.toArtifact()); } else { return new CArtifactInstance(); // random, empty } } DLL_LINKAGE void ArtifactUtils::insertScrrollSpellName(std::string & description, const SpellID & sid) { // We expect scroll description to be like this: This scroll contains the [spell name] spell which is added // into spell book for as long as hero carries 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 auto nameStart = description.find_first_of('['); auto nameEnd = description.find_first_of(']', nameStart); if(nameStart != std::string::npos && nameEnd != std::string::npos) { if(sid.getNum() >= 0) description = description.replace(nameStart, nameEnd - nameStart + 1, sid.toEntity(VLC->spells())->getNameTranslated()); else description = description.erase(nameStart, nameEnd - nameStart + 2); // erase "[spell name] " - including space } } VCMI_LIB_NAMESPACE_END