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vcmi/lib/CArtHandler.h

235 lines
7.7 KiB
C++

#ifndef __CARTHANDLER_H__
#define __CARTHANDLER_H__
#include "../global.h"
#include "../lib/HeroBonus.h"
#include <set>
#include <list>
#include "../lib/ConstTransitivePtr.h"
/*
* 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
*
*/
class CDefHandler;
class CArtifact;
class CGHeroInstance;
struct ArtifactLocation;
class DLL_EXPORT CArtifact : public CBonusSystemNode //container for artifacts
{
protected:
std::string name, description; //set if custom
public:
enum EartClass {ART_SPECIAL=1, ART_TREASURE=2, ART_MINOR=4, ART_MAJOR=8, ART_RELIC=16}; //artifact classes
const std::string &Name() const; //getter
const std::string &Description() const; //getter
bool isBig () const;
//bool isModable () const;
//bool fitsAt (const std::map<ui16, const CArtifact*> &artifWorn, ui16 slot) const;
//bool canBeAssembledTo (const std::map<ui16, const CArtifact*> &artifWorn, ui32 artifactID) const;
// void addBonusesTo (BonusList *otherBonuses) const;
// void removeBonusesFrom (BonusList *otherBonuses) const;
virtual void SetProperty (int mod){};
virtual void Init(){};
int getArtClassSerial() const; //0 - treasure, 1 - minor, 2 - major, 3 - relic, 4 - spell scroll, 5 - other
std::string nodeName() const OVERRIDE;
ui32 price;
std::vector<ui16> possibleSlots; //ids of slots where artifact can be placed
std::vector<ui32> * constituents; // Artifacts IDs a combined artifact consists of, or NULL.
std::vector<ui32> * constituentOf; // Reverse map of constituents.
EartClass aClass;
si32 id;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBonusSystemNode&>(*this);
h & name & description & price & possibleSlots & constituents & constituentOf & aClass & id;
}
CArtifact();
~CArtifact();
//override
//void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
};
class DLL_EXPORT CArtifactInstance : public CBonusSystemNode
{
protected:
void init();
CArtifactInstance(CArtifact *Art);
public:
CArtifactInstance();
ConstTransitivePtr<CArtifact> artType;
si32 id; //id of the instance
//CArtifactInstance(int aid);
std::string nodeName() const OVERRIDE;
void deserializationFix();
void setType(CArtifact *Art);
int firstAvailableSlot(const CGHeroInstance *h) const;
int firstBackpackSlot(const CGHeroInstance *h) const;
virtual bool canBePutAt(const ArtifactLocation &al, bool assumeDestRemoved = false) const;
virtual bool canBeDisassembled() const;
virtual void putAt(CGHeroInstance *h, ui16 slot);
virtual void removeFrom(CGHeroInstance *h, ui16 slot);
std::vector<const CArtifact *> assemblyPossibilities(const CGHeroInstance *h) const;
void move(ArtifactLocation &src, ArtifactLocation &dst);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBonusSystemNode&>(*this);
h & artType & id;
}
static CArtifactInstance *createScroll(const CSpell *s);
static CArtifactInstance *createNewArtifactInstance(CArtifact *Art);
static CArtifactInstance *createNewArtifactInstance(int aid);
};
class DLL_EXPORT CCombinedArtifactInstance : public CArtifactInstance
{
CCombinedArtifactInstance(CArtifact *Art);
public:
struct ConstituentInfo
{
ConstTransitivePtr<CArtifactInstance> art;
si16 slot;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & art & slot;
}
ConstituentInfo(CArtifactInstance *art = NULL, ui16 slot = -1);
};
std::vector<ConstituentInfo> constituentsInfo;
bool canBePutAt(const ArtifactLocation &al, bool assumeDestRemoved = false) const OVERRIDE;
bool canBeDisassembled() const OVERRIDE;
void putAt(CGHeroInstance *h, ui16 slot) OVERRIDE;
void removeFrom(CGHeroInstance *h, ui16 slot) OVERRIDE;
void createConstituents();
void addAsConstituent(CArtifactInstance *art, int slot);
CArtifactInstance *figureMainConstituent(ui16 slot); //main constituent is replcaed with us (combined art), not lock
CCombinedArtifactInstance();
void deserializationFix();
friend class CArtifactInstance;
friend class AssembledArtifact;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArtifactInstance&>(*this);
h & constituentsInfo;
}
};
// class DLL_EXPORT IModableArt : public CArtifact //artifact which can have different properties, such as scroll or banner
// { //used only for dynamic cast :P
// public:
// si32 ID; //used for smart serialization
//
// template <typename Handler> void serialize(Handler &h, const int version)
// {
// h & static_cast<CArtifact&>(*this);
// h & ID;
// }
// };
//
// class DLL_EXPORT CScroll : public IModableArt // Spell Scroll
// {
// public:
// CScroll(){spellid=0;};
// CScroll(spelltype sid){spellid = sid;};
// spelltype spellid;
// void Init();
// void SetProperty (int mod){spellid = mod;};
// template <typename Handler> void serialize(Handler &h, const int version)
// {
// h & static_cast<IModableArt&>(*this);
// h & spellid;
// }
// };
//
// class DLL_EXPORT CCustomizableArt : public IModableArt // Warlord's Banner with multiple options
// {
// public:
// ui8 mode;
// CCustomizableArt(){mode=0;};
// void Init(){};
// void SetProperty (int mod){};
// template <typename Handler> void serialize(Handler &h, const int version)
// {
// h & static_cast<IModableArt&>(*this);
// h & mode;
// }
// };
//
// class DLL_EXPORT CCommanderArt : public IModableArt // Growing with time
// {
// public:
// ui32 level;
// CCommanderArt(){level = 0;};
// void Init(){};
// void SetProperty (int mod){level = mod;};
// void Upgrade(){level++;};
// template <typename Handler> void serialize(Handler &h, const int version)
// {
// h & static_cast<IModableArt&>(*this);
// h & level;
// }
// };
class DLL_EXPORT CArtHandler //handles artifacts
{
void giveArtBonus(int aid, Bonus::BonusType type, int val, int subtype = -1, int valType = Bonus::BASE_NUMBER, ILimiter * limiter = NULL);
public:
std::vector<CArtifact*> treasures, minors, majors, relics;
std::vector< ConstTransitivePtr<CArtifact> > artifacts;
std::vector<CArtifact *> allowedArtifacts;
std::set<ui32> bigArtifacts; // Artifacts that cannot be moved to backpack, e.g. war machines.
//std::map<ui32, ui8> modableArtifacts; //1-scroll, 2-banner, 3-commander art with progressive bonus
void loadArtifacts(bool onlyTxt);
void sortArts();
void addBonuses();
void clear();
void clearHlpLists();
ui16 getRandomArt (int flags);
ui16 getArtSync (ui32 rand, int flags);
void getAllowedArts(std::vector<ConstTransitivePtr<CArtifact> > &out, std::vector<CArtifact*> *arts, int flag);
void getAllowed(std::vector<ConstTransitivePtr<CArtifact> > &out, int flags);
void erasePickedArt (si32 id);
bool isBigArtifact (ui32 artID) const {return bigArtifacts.find(artID) != bigArtifacts.end();}
// void equipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID, const CArtifact* art) const;
// void unequipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID) const;
void initAllowedArtifactsList(const std::vector<ui8> &allowed); //allowed[art_id] -> 0 if not allowed, 1 if allowed
static int convertMachineID(int id, bool creToArt);
CArtHandler();
~CArtHandler();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & artifacts & allowedArtifacts & treasures & minors & majors & relics;
//if(!h.saving) sortArts();
}
};
#endif // __CARTHANDLER_H__