mirror of
https://github.com/vcmi/vcmi.git
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394 lines
15 KiB
C++
394 lines
15 KiB
C++
/*
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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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#pragma once
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#include <vcmi/Artifact.h>
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#include <vcmi/ArtifactService.h>
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#include "HeroBonus.h"
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#include "GameConstants.h"
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#include "IHandlerBase.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CArtHandler;
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class CArtifact;
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class CGHeroInstance;
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struct ArtifactLocation;
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class CArtifactSet;
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class CArtifactInstance;
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class CRandomGenerator;
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class CMap;
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class JsonSerializeFormat;
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#define ART_BEARER_LIST \
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ART_BEARER(HERO)\
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ART_BEARER(CREATURE)\
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ART_BEARER(COMMANDER)
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namespace ArtBearer
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{
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enum ArtBearer
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{
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#define ART_BEARER(x) x,
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ART_BEARER_LIST
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#undef ART_BEARER
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};
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}
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class DLL_LINKAGE CArtifact : public Artifact, public CBonusSystemNode //container for artifacts
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{
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ArtifactID id;
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std::string modScope;
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std::string identifier;
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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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std::string image;
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std::string large; // big image for custom artifacts, used in drag & drop
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std::string advMapDef; //used for adventure map object
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si32 iconIndex = ArtifactID::NONE;
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ui32 price = 0;
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std::map<ArtBearer::ArtBearer, std::vector<ArtifactPosition> > possibleSlots; //Bearer Type => ids of slots where artifact can be placed
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std::unique_ptr<std::vector<CArtifact *> > constituents; // Artifacts IDs a combined artifact consists of, or nullptr.
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std::vector<CArtifact *> constituentOf; // Reverse map of constituents - combined arts that include this art
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EartClass aClass = ART_SPECIAL;
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CreatureID warMachine;
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int32_t getIndex() const override;
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int32_t getIconIndex() const override;
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std::string getJsonKey() const override;
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void registerIcons(const IconRegistar & cb) const override;
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ArtifactID getId() const override;
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virtual const IBonusBearer * accessBonuses() const override;
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std::string getDescriptionTranslated() const override;
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std::string getEventTranslated() const override;
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std::string getNameTranslated() const override;
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std::string getDescriptionTextID() const override;
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std::string getEventTextID() const override;
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std::string getNameTextID() const override;
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uint32_t getPrice() const override;
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CreatureID getWarMachine() const override;
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bool isBig() const override;
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bool isTradable() const override;
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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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void addNewBonus(const std::shared_ptr<Bonus>& b) override;
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virtual void levelUpArtifact (CArtifactInstance * art){};
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virtual bool canBeDisassembled() const;
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virtual bool canBePutAt(const CArtifactSet * artSet, ArtifactPosition slot, bool assumeDestRemoved = false) const;
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void updateFrom(const JsonNode & data);
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void serializeJson(JsonSerializeFormat & handler);
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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 & image;
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h & large;
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h & advMapDef;
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h & iconIndex;
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h & price;
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h & possibleSlots;
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h & constituents;
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h & constituentOf;
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h & aClass;
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h & id;
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h & modScope;
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h & identifier;
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h & warMachine;
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}
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CArtifact();
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~CArtifact();
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friend class CArtHandler;
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};
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class DLL_LINKAGE CGrowingArtifact : public CArtifact //for example commander artifacts getting bonuses after battle
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{
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public:
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std::vector <std::pair <ui16, Bonus> > bonusesPerLevel; //bonus given each n levels
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std::vector <std::pair <ui16, Bonus> > thresholdBonuses; //after certain level they will be added once
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void levelUpArtifact(CArtifactInstance * art) override;
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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 & bonusesPerLevel;
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h & thresholdBonuses;
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}
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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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ArtifactInstanceID id;
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//CArtifactInstance(int aid);
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std::string nodeName() const override;
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void deserializationFix();
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void setType(CArtifact *Art);
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std::string getEffectiveDescription(const CGHeroInstance *hero = nullptr) const;
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ArtifactPosition firstAvailableSlot(const CArtifactSet *h) const;
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ArtifactPosition firstBackpackSlot(const CArtifactSet *h) const;
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SpellID getGivenSpellID() const; //to be used with scrolls (and similar arts), -1 if none
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bool canBePutAt(const ArtifactLocation & al, bool assumeDestRemoved = false) const; //forwards to the above one
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virtual bool canBeDisassembled() const;
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virtual void putAt(ArtifactLocation al);
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virtual void removeFrom(ArtifactLocation al);
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/// Checks if this a part of this artifact: artifact instance is a part
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/// of itself, additionally truth is returned for constituents of combined arts
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virtual bool isPart(const CArtifactInstance *supposedPart) const;
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std::vector<const CArtifact *> assemblyPossibilities(const CArtifactSet * h, bool equipped) const;
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void move(const ArtifactLocation & src,const 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;
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h & id;
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BONUS_TREE_DESERIALIZATION_FIX
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}
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static CArtifactInstance * createScroll(const SpellID & sid);
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static CArtifactInstance *createNewArtifactInstance(CArtifact *Art);
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static CArtifactInstance * createNewArtifactInstance(const ArtifactID & aid);
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/**
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* Creates an artifact instance.
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*
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* @param aid the id of the artifact
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* @param spellID optional. the id of a spell if a spell scroll object should be created
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* @return the created artifact instance
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*/
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static CArtifactInstance * createArtifact(CMap * map, const ArtifactID & aid, int spellID = -1);
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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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ArtifactPosition 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;
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h & slot;
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}
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bool operator==(const ConstituentInfo &rhs) const;
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ConstituentInfo(CArtifactInstance * art = nullptr, const ArtifactPosition & slot = ArtifactPosition::PRE_FIRST);
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};
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std::vector<ConstituentInfo> constituentsInfo;
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void putAt(ArtifactLocation al) override;
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void removeFrom(ArtifactLocation al) 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, const ArtifactPosition & slot);
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CArtifactInstance * figureMainConstituent(const ArtifactLocation & al); //main constituent is replaced with us (combined art), not lock
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CCombinedArtifactInstance() = default;
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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 CArtHandler : public CHandlerBase<ArtifactID, Artifact, CArtifact, ArtifactService>
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{
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public:
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std::vector<CArtifact*> treasures, minors, majors, relics; //tmp vectors!!! do not touch if you don't know what you are doing!!!
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std::vector<CArtifact *> allowedArtifacts;
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std::set<ArtifactID> growingArtifacts;
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void addBonuses(CArtifact *art, const JsonNode &bonusList);
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void fillList(std::vector<CArtifact*> &listToBeFilled, CArtifact::EartClass artifactClass); //fills given empty list with allowed artifacts of given class. No side effects
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boost::optional<std::vector<CArtifact*>&> listFromClass(CArtifact::EartClass artifactClass);
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static CArtifact::EartClass stringToClass(const std::string & className); //TODO: rework EartClass to make this a constructor
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/// Gets a artifact ID randomly and removes the selected artifact from this handler.
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ArtifactID pickRandomArtifact(CRandomGenerator & rand, int flags);
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ArtifactID pickRandomArtifact(CRandomGenerator & rand, std::function<bool(ArtifactID)> accepts);
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ArtifactID pickRandomArtifact(CRandomGenerator & rand, int flags, std::function<bool(ArtifactID)> accepts);
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bool legalArtifact(const ArtifactID & id);
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void initAllowedArtifactsList(const std::vector<bool> &allowed); //allowed[art_id] -> 0 if not allowed, 1 if allowed
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static void makeItCreatureArt(CArtifact * a, bool onlyCreature = true);
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static void makeItCommanderArt(CArtifact * a, bool onlyCommander = true);
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~CArtHandler();
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std::vector<JsonNode> loadLegacyData() override;
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void loadObject(std::string scope, std::string name, const JsonNode & data) override;
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void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
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void afterLoadFinalization() override;
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std::vector<bool> getDefaultAllowed() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & objects;
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h & allowedArtifacts;
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h & treasures;
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h & minors;
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h & majors;
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h & relics;
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h & growingArtifacts;
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}
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protected:
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const std::vector<std::string> & getTypeNames() const override;
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CArtifact * loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index) override;
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private:
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void addSlot(CArtifact * art, const std::string & slotID) const;
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void loadSlots(CArtifact * art, const JsonNode & node) const;
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void loadClass(CArtifact * art, const JsonNode & node) const;
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void loadType(CArtifact * art, const JsonNode & node) const;
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void loadComponents(CArtifact * art, const JsonNode & node);
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void loadGrowingArt(CGrowingArtifact * art, const JsonNode & node) const;
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void erasePickedArt(const ArtifactID & id);
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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() : locked(false) {}
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const CArtifactInstance * getArt() const;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & artifact;
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h & locked;
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}
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};
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class DLL_LINKAGE CArtifactSet
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{
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public:
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std::vector<ArtSlotInfo> artifactsInBackpack; //hero's artifacts from bag
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std::map<ArtifactPosition, 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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std::vector<ArtSlotInfo> artifactsTransitionPos; // Used as transition position for dragAndDrop artifact exchange
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ArtSlotInfo & retrieveNewArtSlot(const ArtifactPosition & slot);
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void setNewArtSlot(const ArtifactPosition & slot, CArtifactInstance * art, bool locked);
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void eraseArtSlot(const ArtifactPosition & slot);
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const ArtSlotInfo * getSlot(const ArtifactPosition & pos) const;
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const CArtifactInstance * getArt(const ArtifactPosition & pos, bool excludeLocked = true) const; //nullptr - no artifact
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CArtifactInstance * getArt(const ArtifactPosition & pos, bool excludeLocked = true); //nullptr - no artifact
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/// Looks for equipped artifact with given ID and returns its slot ID or -1 if none
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/// (if more than one such artifact lower ID is returned)
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ArtifactPosition getArtPos(const ArtifactID & aid, bool onlyWorn = true, bool allowLocked = true) const;
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ArtifactPosition getArtPos(const CArtifactInstance *art) const;
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ArtifactPosition getArtBackpackPos(const ArtifactID & aid) const;
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std::vector<ArtifactPosition> getAllArtPositions(const ArtifactID & aid, bool onlyWorn, bool allowLocked, bool getAll) const;
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std::vector<ArtifactPosition> getBackpackArtPositions(const ArtifactID & aid) const;
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const CArtifactInstance * getArtByInstanceId(const ArtifactInstanceID & artInstId) const;
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/// Search for constituents of assemblies in backpack which do not have an ArtifactPosition
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const CArtifactInstance * getHiddenArt(const ArtifactID & aid) const;
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const CCombinedArtifactInstance * getAssemblyByConstituent(const ArtifactID & aid) const;
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/// Checks if hero possess artifact of given id (either in backack or worn)
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bool hasArt(const ArtifactID & aid, bool onlyWorn = false, bool searchBackpackAssemblies = false, bool allowLocked = true) const;
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bool hasArtBackpack(const ArtifactID & aid) const;
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bool isPositionFree(const ArtifactPosition & pos, bool onlyLockCheck = false) const;
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unsigned getArtPosCount(const ArtifactID & aid, bool onlyWorn = true, bool searchBackpackAssemblies = true, bool allowLocked = true) const;
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virtual ArtBearer::ArtBearer bearerType() const = 0;
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virtual void putArtifact(ArtifactPosition pos, CArtifactInstance * art) = 0;
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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;
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h & artifactsWorn;
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}
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void artDeserializationFix(CBonusSystemNode *node);
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void serializeJsonArtifacts(JsonSerializeFormat & handler, const std::string & fieldName, CMap * map);
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protected:
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std::pair<const CCombinedArtifactInstance *, const CArtifactInstance *> searchForConstituent(const ArtifactID & aid) const;
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private:
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void serializeJsonHero(JsonSerializeFormat & handler, CMap * map);
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void serializeJsonCreature(JsonSerializeFormat & handler, CMap * map);
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void serializeJsonCommander(JsonSerializeFormat & handler, CMap * map);
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void serializeJsonSlot(JsonSerializeFormat & handler, const ArtifactPosition & slot, CMap * map);//normal slots
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};
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// Used to try on artifacts before the claimed changes have been applied
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class DLL_LINKAGE CArtifactFittingSet : public CArtifactSet
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{
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public:
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CArtifactFittingSet(ArtBearer::ArtBearer Bearer);
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void putArtifact(ArtifactPosition pos, CArtifactInstance * art) override;
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void removeArtifact(ArtifactPosition pos);
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ArtBearer::ArtBearer bearerType() const override;
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protected:
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ArtBearer::ArtBearer Bearer;
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};
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namespace ArtifactUtils
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{
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// Calculates where an artifact gets placed when it gets transferred from one hero to another.
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DLL_LINKAGE ArtifactPosition getArtifactDstPosition(const ArtifactID & aid, const CArtifactSet * target);
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// TODO: Make this constexpr when the toolset is upgraded
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DLL_LINKAGE const std::vector<ArtifactPosition::EArtifactPosition> & unmovableSlots();
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DLL_LINKAGE const std::vector<ArtifactPosition::EArtifactPosition> & constituentWornSlots();
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DLL_LINKAGE bool isArtRemovable(const std::pair<ArtifactPosition, ArtSlotInfo> & slot);
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DLL_LINKAGE bool checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, const ArtifactID & artID, const ArtifactPosition & slot);
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DLL_LINKAGE bool isSlotBackpack(const ArtifactPosition & slot);
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DLL_LINKAGE bool isSlotEquipment(const ArtifactPosition & slot);
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}
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VCMI_LIB_NAMESPACE_END
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