mirror of
https://github.com/vcmi/vcmi.git
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9e5fcc3152
Still doesn't serialize properly, though.
350 lines
12 KiB
C++
350 lines
12 KiB
C++
#pragma once
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#include "../lib/HeroBonus.h"
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#include "../lib/ConstTransitivePtr.h"
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/*
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* CArtHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CDefHandler;
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class CArtifact;
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class CGHeroInstance;
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class CStackInstance;
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//class CCreatureArtifactSet;
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struct ArtifactLocation;
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namespace ArtifactPosition
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{
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enum ArtifactPosition
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{
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PRE_FIRST = -1,
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HEAD, SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, RIGHT_RING, LEFT_RING, FEET, MISC1, MISC2, MISC3, MISC4,
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MACH1, MACH2, MACH3, MACH4, SPELLBOOK, MISC5,
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AFTER_LAST
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};
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}
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class DLL_LINKAGE CArtifact : public CBonusSystemNode //container for artifacts
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{
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protected:
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std::string name, description; //set if custom
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public:
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enum EartClass {ART_SPECIAL=1, ART_TREASURE=2, ART_MINOR=4, ART_MAJOR=8, ART_RELIC=16}; //artifact classes
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const std::string &Name() const; //getter
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const std::string &Description() const; //getter
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bool isBig () const;
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int getArtClassSerial() const; //0 - treasure, 1 - minor, 2 - major, 3 - relic, 4 - spell scroll, 5 - other
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std::string nodeName() const OVERRIDE;
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ui32 price;
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std::vector<ui16> possibleSlots; //ids of slots where artifact can be placed
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std::vector<ui32> * constituents; // Artifacts IDs a combined artifact consists of, or NULL.
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std::vector<ui32> * constituentOf; // Reverse map of constituents.
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EartClass aClass;
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si32 id;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CBonusSystemNode&>(*this);
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h & name & description & price & possibleSlots & constituents & constituentOf & aClass & id;
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}
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CArtifact();
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~CArtifact();
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//override
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//void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
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};
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class DLL_LINKAGE CArtifactInstance : public CBonusSystemNode
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{
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protected:
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void init();
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CArtifactInstance(CArtifact *Art);
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public:
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CArtifactInstance();
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ConstTransitivePtr<CArtifact> artType;
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si32 id; //id of the instance
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//CArtifactInstance(int aid);
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virtual std::string nodeName() const OVERRIDE;
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void deserializationFix();
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void setType(CArtifact *Art);
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int firstAvailableSlot(const CGHeroInstance *h) const;
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int firstBackpackSlot(const CGHeroInstance *h) const;
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int getGivenSpellID() const; //to be used with scrolls (and similar arts), -1 if none
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virtual bool canBePutAt(const ArtifactLocation &al, bool assumeDestRemoved = false) const;
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virtual bool canBeDisassembled() const;
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virtual void putAt(CGHeroInstance *h, ui16 slot);
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virtual void removeFrom(CGHeroInstance *h, ui16 slot);
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virtual void putAt(CStackInstance *s, ui16 slot);
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virtual void removeFrom(CStackInstance *s, ui16 slot);
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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
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std::vector<const CArtifact *> assemblyPossibilities(const CGHeroInstance *h) const;
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void move(ArtifactLocation &src, ArtifactLocation &dst);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CBonusSystemNode&>(*this);
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h & artType & id;
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BONUS_TREE_DESERIALIZATION_FIX
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}
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static CArtifactInstance *createScroll(const CSpell *s);
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static CArtifactInstance *createNewArtifactInstance(CArtifact *Art);
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static CArtifactInstance *createNewArtifactInstance(int aid);
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};
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class DLL_LINKAGE CCombinedArtifactInstance : public CArtifactInstance
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{
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CCombinedArtifactInstance(CArtifact *Art);
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public:
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struct ConstituentInfo
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{
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ConstTransitivePtr<CArtifactInstance> art;
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si16 slot;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & art & slot;
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}
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bool operator==(const ConstituentInfo &rhs) const;
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ConstituentInfo(CArtifactInstance *art = NULL, ui16 slot = -1);
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};
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std::vector<ConstituentInfo> constituentsInfo;
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bool canBePutAt(const ArtifactLocation &al, bool assumeDestRemoved = false) const OVERRIDE;
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bool canBeDisassembled() const OVERRIDE;
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void putAt(CGHeroInstance *h, ui16 slot) OVERRIDE;
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void removeFrom(CGHeroInstance *h, ui16 slot) OVERRIDE;
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bool isPart(const CArtifactInstance *supposedPart) const OVERRIDE;
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void createConstituents();
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void addAsConstituent(CArtifactInstance *art, int slot);
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CArtifactInstance *figureMainConstituent(ui16 slot); //main constituent is replcaed with us (combined art), not lock
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CCombinedArtifactInstance();
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void deserializationFix();
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friend class CArtifactInstance;
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friend struct AssembledArtifact;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CArtifactInstance&>(*this);
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h & constituentsInfo;
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BONUS_TREE_DESERIALIZATION_FIX
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}
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};
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class DLL_LINKAGE CCreatureArtifactInstance : public CArtifactInstance
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{
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CCreatureArtifactInstance(CArtifact *Art);
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public:
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bool canBePutAt(const ArtifactLocation &al, bool assumeDestRemoved = false) const OVERRIDE;
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void putAt(CStackInstance *s, ui16 slot) OVERRIDE;
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void removeFrom(CStackInstance *s, ui16 slot) OVERRIDE;
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bool isPart(const CArtifactInstance *supposedPart) const OVERRIDE;
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std::string nodeName() const OVERRIDE;
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CCreatureArtifactInstance();
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//void deserializationFix(); ..inherit from CArtifactInstance
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friend class CArtifactInstance;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CArtifactInstance&>(*this);
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//BONUS_TREE_DESERIALIZATION_FIX
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}
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};
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// class DLL_LINKAGE IModableArt : public CArtifact //artifact which can have different properties, such as scroll or banner
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// { //used only for dynamic cast :P
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// public:
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// si32 ID; //used for smart serialization
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//
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// template <typename Handler> void serialize(Handler &h, const int version)
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// {
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// h & static_cast<CArtifact&>(*this);
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// h & ID;
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// }
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// };
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//
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// class DLL_LINKAGE CScroll : public IModableArt // Spell Scroll
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// {
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// public:
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// CScroll(){spellid=0;};
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// CScroll(spelltype sid){spellid = sid;};
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// spelltype spellid;
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// void Init();
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// void SetProperty (int mod){spellid = mod;};
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// template <typename Handler> void serialize(Handler &h, const int version)
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// {
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// h & static_cast<IModableArt&>(*this);
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// h & spellid;
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// }
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// };
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//
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// class DLL_LINKAGE CCustomizableArt : public IModableArt // Warlord's Banner with multiple options
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// {
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// public:
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// ui8 mode;
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// CCustomizableArt(){mode=0;};
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// void Init(){};
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// void SetProperty (int mod){};
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// template <typename Handler> void serialize(Handler &h, const int version)
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// {
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// h & static_cast<IModableArt&>(*this);
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// h & mode;
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// }
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// };
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//
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// class DLL_LINKAGE CCommanderArt : public IModableArt // Growing with time
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// {
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// public:
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// ui32 level;
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// CCommanderArt(){level = 0;};
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// void Init(){};
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// void SetProperty (int mod){level = mod;};
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// void Upgrade(){level++;};
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// template <typename Handler> void serialize(Handler &h, const int version)
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// {
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// h & static_cast<IModableArt&>(*this);
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// h & level;
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// }
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// };
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class DLL_LINKAGE CArtHandler //handles artifacts
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{
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void giveArtBonus(int aid, Bonus::BonusType type, int val, int subtype = -1, int valType = Bonus::BASE_NUMBER, ILimiter * limiter = NULL);
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void giveArtBonus(int aid, Bonus::BonusType type, int val, int subtype, IPropagator* propagator);
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public:
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std::vector<CArtifact*> treasures, minors, majors, relics;
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std::vector< ConstTransitivePtr<CArtifact> > artifacts;
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std::vector<CArtifact *> allowedArtifacts;
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std::set<ui32> bigArtifacts; // Artifacts that cannot be moved to backpack, e.g. war machines.
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std::set<ui32> creatureArtifacts; // can be held by Stacks
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void loadArtifacts(bool onlyTxt);
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void sortArts();
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void addBonuses();
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void clear();
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void clearHlpLists();
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ui16 getRandomArt (int flags);
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ui16 getArtSync (ui32 rand, int flags);
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void getAllowedArts(std::vector<ConstTransitivePtr<CArtifact> > &out, std::vector<CArtifact*> *arts, int flag);
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void getAllowed(std::vector<ConstTransitivePtr<CArtifact> > &out, int flags);
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void erasePickedArt (si32 id);
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bool isBigArtifact (ui32 artID) const {return bigArtifacts.find(artID) != bigArtifacts.end();}
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// void equipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID, const CArtifact* art) const;
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// void unequipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID) const;
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void initAllowedArtifactsList(const std::vector<ui8> &allowed); //allowed[art_id] -> 0 if not allowed, 1 if allowed
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static int convertMachineID(int id, bool creToArt);
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CArtHandler();
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~CArtHandler();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & artifacts & allowedArtifacts & treasures & minors & majors & relics;
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h & creatureArtifacts;
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//if(!h.saving) sortArts();
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}
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};
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struct DLL_LINKAGE ArtSlotInfo
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{
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ConstTransitivePtr<CArtifactInstance> artifact;
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ui8 locked; //if locked, then artifact points to the combined artifact
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ArtSlotInfo()
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{
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locked = false;
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & artifact & locked;
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}
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};
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class DLL_LINKAGE IArtifactSetBase
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{ ///artifacts container
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public:
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virtual void setNewArtSlot(ui16 slot, CArtifactInstance *art, bool locked);
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virtual const CArtifactInstance* getArt(ui16 pos, bool excludeLocked = true) const;
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virtual CArtifactInstance* getArt(ui16 pos, bool excludeLocked = true); //NULL - no artifact
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virtual bool hasArt(ui32 aid, bool onlyWorn = false) const;
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virtual bool isPositionFree(ui16 pos, bool onlyLockCheck = false) const;
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virtual ArtSlotInfo &retreiveNewArtSlot(ui16 slot)=0;
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virtual void eraseArtSlot(ui16 slot)=0;
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virtual const ArtSlotInfo *getSlot(ui16 pos) const=0;
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virtual si32 getArtPos(int aid, bool onlyWorn = true) const=0; //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)
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virtual si32 getArtPos(const CArtifactInstance *art) const=0;
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virtual const CArtifactInstance *getArtByInstanceId(int artInstId) const=0;
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virtual si32 getArtTypeId(ui16 pos) const=0;
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};
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class DLL_LINKAGE CArtifactSet : public IArtifactSetBase
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{ ///hero artifacts
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public:
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std::vector<ArtSlotInfo> artifactsInBackpack; //hero's artifacts from bag
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bmap<ui16, ArtSlotInfo> artifactsWorn; //map<position,artifact_id>; 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
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ArtSlotInfo &retreiveNewArtSlot(ui16 slot);
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void eraseArtSlot(ui16 slot);
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const ArtSlotInfo *getSlot(ui16 pos) const;
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si32 getArtPos(int aid, bool onlyWorn = true) const;
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si32 getArtPos(const CArtifactInstance *art) const;
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const CArtifactInstance *getArtByInstanceId(int artInstId) const;
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si32 getArtTypeId(ui16 pos) const;
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virtual ~CArtifactSet();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & artifactsInBackpack & artifactsWorn;
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}
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};
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class DLL_LINKAGE CCreatureArtifactSet : public IArtifactSetBase
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{ ///creature artifacts
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public:
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std::vector<ArtSlotInfo> artifactsInBackpack; //artifacts carried by creature - 4 max (according to WoG)
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ArtSlotInfo activeArtifact; //position 0 - GameConstants::CREATURE_ART
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ArtSlotInfo &retreiveNewArtSlot(ui16 slot);
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void eraseArtSlot(ui16 slot);
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const ArtSlotInfo *getSlot(ui16 pos)const;
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si32 getArtPos(int aid, bool onlyWorn = true) const;
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si32 getArtPos(const CArtifactInstance *art) const;
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const CArtifactInstance *getArtByInstanceId(int artInstId) const;
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si32 getArtTypeId(ui16 pos) const;
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virtual ~CCreatureArtifactSet(){};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & artifactsInBackpack & activeArtifact;
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}
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};
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