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