1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00
vcmi/lib/CArtHandler.cpp
beegee1 7f04ed990b Major refactoring. First part: BattleInterface
Introduction of pre compiled headers,...
2011-12-13 21:23:17 +00:00

1463 lines
44 KiB
C++

#include "StdInc.h"
#include "CArtHandler.h"
#include "CLodHandler.h"
#include "CGeneralTextHandler.h"
#include <boost/random/linear_congruential.hpp>
#include "../lib/VCMI_Lib.h"
#include "CSpellHandler.h"
#include "CObjectHandler.h"
#include "NetPacks.h"
extern CLodHandler *bitmaph;
using namespace boost::assign;
/*
* CArtHandler.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
*
*/
extern boost::rand48 ran;
const std::string & CArtifact::Name() const
{
if(name.size())
return name;
else
return VLC->generaltexth->artifNames[id];
}
const std::string & CArtifact::Description() const
{
if(description.size())
return description;
else
return VLC->generaltexth->artifDescriptions[id];
}
bool CArtifact::isBig () const
{
return VLC->arth->isBigArtifact(id);
}
//
// bool CArtifact::isModable () const
// {
// return (bool)dynamic_cast<const IModableArt *>(this);
// }
// /**
// * Checks whether the artifact fits at a given slot.
// * @param artifWorn A hero's set of worn artifacts.
// */
// bool CArtifact::fitsAt (const std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID) const
// {
// if (!vstd::contains(possibleSlots, slotID))
// return false;
//
// // Can't put an artifact in a locked slot.
// std::map<ui16, const CArtifact*>::const_iterator it = artifWorn.find(slotID);
// if (it != artifWorn.end() && it->second->id == 145)
// return false;
//
// // Check if a combination artifact fits.
// // TODO: Might want a more general algorithm?
// // Assumes that misc & rings fits only in their slots, and others in only one slot and no duplicates.
// if (constituents != NULL)
// {
// std::map<ui16, const CArtifact*> tempArtifWorn = artifWorn;
// const ui16 ringSlots[] = {6, 7};
// const ui16 miscSlots[] = {9, 10, 11, 12, 18};
// int rings = 0;
// int misc = 0;
//
// VLC->arth->unequipArtifact(tempArtifWorn, slotID);
//
// BOOST_FOREACH(ui32 constituentID, *constituents)
// {
// const CArtifact& constituent = *VLC->arth->artifacts[constituentID];
// const int slot = constituent.possibleSlots[0];
//
// if (slot == 6 || slot == 7)
// rings++;
// else if ((slot >= 9 && slot <= 12) || slot == 18)
// misc++;
// else if (tempArtifWorn.find(slot) != tempArtifWorn.end())
// return false;
// }
//
// // Ensure enough ring slots are free
// for (int i = 0; i < sizeof(ringSlots)/sizeof(*ringSlots); i++)
// {
// if (tempArtifWorn.find(ringSlots[i]) == tempArtifWorn.end() || ringSlots[i] == slotID)
// rings--;
// }
// if (rings > 0)
// return false;
//
// // Ensure enough misc slots are free.
// for (int i = 0; i < sizeof(miscSlots)/sizeof(*miscSlots); i++)
// {
// if (tempArtifWorn.find(miscSlots[i]) == tempArtifWorn.end() || miscSlots[i] == slotID)
// misc--;
// }
// if (misc > 0)
// return false;
// }
//
// return true;
// }
// bool CArtifact::canBeAssembledTo (const std::map<ui16, const CArtifact*> &artifWorn, ui32 artifactID) const
// {
// if (constituentOf == NULL || !vstd::contains(*constituentOf, artifactID))
// return false;
//
// const CArtifact &artifact = *VLC->arth->artifacts[artifactID];
// assert(artifact.constituents);
//
// BOOST_FOREACH(ui32 constituentID, *artifact.constituents)
// {
// bool found = false;
// for (std::map<ui16, const CArtifact*>::const_iterator it = artifWorn.begin(); it != artifWorn.end(); ++it)
// {
// if (it->second->id == constituentID)
// {
// found = true;
// break;
// }
// }
// if (!found)
// return false;
// }
//
// return true;
// }
CArtifact::CArtifact()
{
setNodeType(ARTIFACT);
}
CArtifact::~CArtifact()
{
}
int CArtifact::getArtClassSerial() const
{
if(id == 1)
return 4;
switch(aClass)
{
case ART_TREASURE:
return 0;
case ART_MINOR:
return 1;
case ART_MAJOR:
return 2;
case ART_RELIC:
return 3;
case ART_SPECIAL:
return 5;
}
return -1;
}
std::string CArtifact::nodeName() const
{
return "Artifact: " + Name();
}
// void CArtifact::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
// {
// //combined artifact carries bonuses from its parts
// if(constituents)
// {
// BOOST_FOREACH(ui32 id, *constituents)
// out.insert(VLC->arth->artifacts[id]);
// }
// }
// void CScroll::Init()
// {
// // addNewBonus (Bonus (Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT, 1, id, spellid, Bonus::INDEPENDENT_MAX));
// // //boost::algorithm::replace_first(description, "[spell name]", VLC->spellh->spells[spellid].name);
// }
CArtHandler::CArtHandler()
{
VLC->arth = this;
// War machines are the default big artifacts.
for (ui32 i = 3; i <= 6; i++)
bigArtifacts.insert(i);
//modableArtifacts = boost::assign::map_list_of(1, 1)(146,3)(147,3)(148,3)(150,3)(151,3)(152,3)(154,3)(156,2);
}
CArtHandler::~CArtHandler()
{
for (std::vector< ConstTransitivePtr<CArtifact> >::iterator it = artifacts.begin(); it != artifacts.end(); ++it)
{
delete (*it)->constituents;
delete (*it)->constituentOf;
}
}
void CArtHandler::loadArtifacts(bool onlyTxt)
{
std::vector<ui16> slots;
slots += 17, 16, 15, 14, 13, 18, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0;
static std::map<char, CArtifact::EartClass> classes =
map_list_of('S',CArtifact::ART_SPECIAL)('T',CArtifact::ART_TREASURE)('N',CArtifact::ART_MINOR)('J',CArtifact::ART_MAJOR)('R',CArtifact::ART_RELIC);
std::string buf = bitmaph->getTextFile("ARTRAITS.TXT"), dump, pom;
int it=0;
for(int i=0; i<2; ++i)
{
loadToIt(dump,buf,it,3);
}
VLC->generaltexth->artifNames.resize(GameConstants::ARTIFACTS_QUANTITY);
VLC->generaltexth->artifDescriptions.resize(GameConstants::ARTIFACTS_QUANTITY);
std::map<ui32,ui8>::iterator itr;
for (int i=0; i<GameConstants::ARTIFACTS_QUANTITY; i++)
{
CArtifact *art = new CArtifact();
// if ((itr = modableArtifacts.find(i)) != modableArtifacts.end())
// {
// switch (itr->second)
// {
// case 1:
// art = new CScroll;
// break;
// case 2:
// art = new CCustomizableArt;
// break;
// case 3:
// art = new CCommanderArt;
// break;
// };
// }
// else
// art = new CArtifact;
CArtifact &nart = *art;
nart.id=i;
loadToIt(VLC->generaltexth->artifNames[i],buf,it,4);
loadToIt(pom,buf,it,4);
nart.price=atoi(pom.c_str());
for(int j=0;j<slots.size();j++)
{
loadToIt(pom,buf,it,4);
if(pom.size() && pom[0]=='x')
nart.possibleSlots.push_back(slots[j]);
}
loadToIt(pom,buf,it,4);
nart.aClass = classes[pom[0]];
//load description and remove quotation marks
std::string &desc = VLC->generaltexth->artifDescriptions[i];
loadToIt(desc,buf,it,3);
if(desc[0] == '\"' && desc[desc.size()-1] == '\"')
desc = desc.substr(1,desc.size()-2);
if(onlyTxt)
continue;
// Fill in information about combined artifacts. Should perhaps be moved to a config file?
nart.constituentOf = NULL;
switch (nart.id)
{
case 129: // Angelic Alliance
nart.constituents = new std::vector<ui32>();
*nart.constituents += 31, 32, 33, 34, 35, 36;
break;
case 130: // Cloak of the Undead King
nart.constituents = new std::vector<ui32>();
*nart.constituents += 54, 55, 56;
break;
case 131: // Elixir of Life
nart.constituents = new std::vector<ui32>();
*nart.constituents += 94, 95, 96;
break;
case 132: // Armor of the Damned
nart.constituents = new std::vector<ui32>();
*nart.constituents += 8, 14, 20, 26;
break;
case 133: // Statue of Legion
nart.constituents = new std::vector<ui32>();
*nart.constituents += 118, 119, 120, 121, 122;
break;
case 134: // Power of the Dragon Father
nart.constituents = new std::vector<ui32>();
*nart.constituents += 37, 38, 39, 40, 41, 42, 43, 44, 45;
break;
case 135: // Titan's Thunder
nart.constituents = new std::vector<ui32>();
*nart.constituents += 12, 18, 24, 30;
break;
case 136: // Admiral's Hat
nart.constituents = new std::vector<ui32>();
*nart.constituents += 71, 123;
break;
case 137: // Bow of the Sharpshooter
nart.constituents = new std::vector<ui32>();
*nart.constituents += 60, 61, 62;
break;
case 138: // Wizards' Well
nart.constituents = new std::vector<ui32>();
*nart.constituents += 73, 74, 75;
break;
case 139: // Ring of the Magi
nart.constituents = new std::vector<ui32>();
*nart.constituents += 76, 77, 78;
break;
case 140: // Cornucopia
nart.constituents = new std::vector<ui32>();
*nart.constituents += 109, 110, 111, 113;
break;
// TODO: WoG combinationals
default:
nart.constituents = NULL;
break;
}
artifacts.push_back(&nart);
}
sortArts();
if(onlyTxt)
return;
addBonuses();
// Populate reverse mappings of combinational artifacts.
BOOST_FOREACH(CArtifact *artifact, artifacts)
{
if (artifact->constituents != NULL)
{
BOOST_FOREACH(ui32 constituentID, *artifact->constituents)
{
if (artifacts[constituentID]->constituentOf == NULL)
artifacts[constituentID]->constituentOf = new std::vector<ui32>();
artifacts[constituentID]->constituentOf->push_back(artifact->id);
}
}
}
}
int CArtHandler::convertMachineID(int id, bool creToArt )
{
int dif = 142;
if(creToArt)
{
switch (id)
{
case 147:
dif--;
break;
case 148:
dif++;
break;
}
dif = -dif;
}
else
{
switch (id)
{
case 6:
dif--;
break;
case 5:
dif++;
break;
}
}
return id + dif;
}
void CArtHandler::sortArts()
{
//for (int i=0; i<allowedArtifacts.size(); ++i) //do 144, bo nie chcemy bzdurek
//{
// switch (allowedArtifacts[i]->aClass)
// {
// case CArtifact::ART_TREASURE:
// treasures.push_back(allowedArtifacts[i]);
// break;
// case CArtifact::ART_MINOR:
// minors.push_back(allowedArtifacts[i]);
// break;
// case CArtifact::ART_MAJOR:
// majors.push_back(allowedArtifacts[i]);
// break;
// case CArtifact::ART_RELIC:
// relics.push_back(allowedArtifacts[i]);
// break;
// }
//}
}
void CArtHandler::erasePickedArt (si32 id)
{
std::vector<CArtifact*>* ptr;
CArtifact *art = artifacts[id];
switch (art->aClass)
{
case CArtifact::ART_TREASURE:
ptr = &treasures;
break;
case CArtifact::ART_MINOR:
ptr = &minors;
break;
case CArtifact::ART_MAJOR:
ptr = &majors;
break;
case CArtifact::ART_RELIC:
ptr = &relics;
break;
default: //special artifacts should not be erased
return;
}
ptr->erase (std::find(ptr->begin(), ptr->end(), art)); //remove the artifact from available list
}
ui16 CArtHandler::getRandomArt(int flags)
{
std::vector<ConstTransitivePtr<CArtifact> > out;
getAllowed(out, flags);
ui16 id = out[ran() % out.size()]->id;
erasePickedArt (id);
return id;
}
ui16 CArtHandler::getArtSync (ui32 rand, int flags)
{
std::vector<ConstTransitivePtr<CArtifact> > out;
getAllowed(out, flags);
CArtifact *art = out[rand % out.size()];
return art->id;
}
void CArtHandler::getAllowed(std::vector<ConstTransitivePtr<CArtifact> > &out, int flags)
{
if (flags & CArtifact::ART_TREASURE)
getAllowedArts (out, &treasures, CArtifact::ART_TREASURE);
if (flags & CArtifact::ART_MINOR)
getAllowedArts (out, &minors, CArtifact::ART_MINOR);
if (flags & CArtifact::ART_MAJOR)
getAllowedArts (out, &majors, CArtifact::ART_MAJOR);
if (flags & CArtifact::ART_RELIC)
getAllowedArts (out, &relics, CArtifact::ART_RELIC);
if (!out.size()) //no artifact of specified rarity, we need to take another one
{
getAllowedArts (out, &treasures, CArtifact::ART_TREASURE);
getAllowedArts (out, &minors, CArtifact::ART_MINOR);
getAllowedArts (out, &majors, CArtifact::ART_MAJOR);
getAllowedArts (out, &relics, CArtifact::ART_RELIC);
}
if (!out.size()) //no arts are available at all
{
out.resize (64);
std::fill_n (out.begin(), 64, artifacts[2]); //Give Grail - this can't be banned (hopefully)
}
}
void CArtHandler::getAllowedArts(std::vector<ConstTransitivePtr<CArtifact> > &out, std::vector<CArtifact*> *arts, int flag)
{
if (arts->empty()) //restock available arts
{
for (int i = 0; i < allowedArtifacts.size(); ++i)
{
if (allowedArtifacts[i]->aClass == flag)
arts->push_back(allowedArtifacts[i]);
}
}
for (int i = 0; i < arts->size(); ++i)
{
CArtifact *art = (*arts)[i];
out.push_back(art);
}
}
void CArtHandler::giveArtBonus( int aid, Bonus::BonusType type, int val, int subtype, int valType, ILimiter * limiter )
{
Bonus *added = new Bonus(Bonus::PERMANENT,type,Bonus::ARTIFACT,val,aid,subtype);
added->valType = valType;
added->limiter.reset(limiter);
if(type == Bonus::MORALE || type == Bonus::LUCK)
added->description = artifacts[aid]->Name() + (val > 0 ? " +" : " ") + boost::lexical_cast<std::string>(val);
else
added->description = artifacts[aid]->Name();
artifacts[aid]->addNewBonus(added);
}
void CArtHandler::giveArtBonus(int aid, Bonus::BonusType type, int val, int subtype, IPropagator* propagator /*= NULL*/)
{
Bonus *added = new Bonus(Bonus::PERMANENT,type,Bonus::ARTIFACT,val,aid,subtype);
added->valType = Bonus::BASE_NUMBER;
added->propagator.reset(propagator);
if(type == Bonus::MORALE || type == Bonus::LUCK)
added->description = artifacts[aid]->Name() + (val > 0 ? " +" : " ") + boost::lexical_cast<std::string>(val);
else
added->description = artifacts[aid]->Name();
artifacts[aid]->addNewBonus(added);
}
void CArtHandler::addBonuses()
{
#define ART_PRIM_SKILL(ID, whichSkill, val) giveArtBonus(ID,Bonus::PRIMARY_SKILL,val,whichSkill)
#define ART_MORALE(ID, val) giveArtBonus(ID,Bonus::MORALE,val)
#define ART_LUCK(ID, val) giveArtBonus(ID,Bonus::LUCK,val)
#define ART_MORALE_AND_LUCK(ID, val) giveArtBonus(ID,Bonus::MORALE_AND_LUCK,val)
#define ART_ALL_PRIM_SKILLS(ID, val) ART_PRIM_SKILL(ID,0,val); ART_PRIM_SKILL(ID,1,val); ART_PRIM_SKILL(ID,2,val); ART_PRIM_SKILL(ID,3,val)
#define ART_ATTACK_AND_DEFENSE(ID, val) ART_PRIM_SKILL(ID,0,val); ART_PRIM_SKILL(ID,1,val)
#define ART_POWER_AND_KNOWLEDGE(ID, val) ART_PRIM_SKILL(ID,2,val); ART_PRIM_SKILL(ID,3,val)
//Attack bonus artifacts (Weapons)
ART_PRIM_SKILL(7,0,+2); //Centaur Axe
ART_PRIM_SKILL(8,0,+3); //Blackshard of the Dead Knight
ART_PRIM_SKILL(9,0,+4); //Greater Gnoll's Flail
ART_PRIM_SKILL(10,0,+5); //Ogre's Club of Havoc
ART_PRIM_SKILL(11,0,+6); //Sword of Hellfire
ART_PRIM_SKILL(12,0,+12); //Titan's Gladius
ART_PRIM_SKILL(12,1,-3); //Titan's Gladius
//Defense bonus artifacts (Shields)
ART_PRIM_SKILL(13,1,+2); //Shield of the Dwarven Lords
ART_PRIM_SKILL(14,1,+3); //Shield of the Yawning Dead
ART_PRIM_SKILL(15,1,+4); //Buckler of the Gnoll King
ART_PRIM_SKILL(16,1,+5); //Targ of the Rampaging Ogre
ART_PRIM_SKILL(17,1,+6); //Shield of the Damned
ART_PRIM_SKILL(18,1,+12); //Sentinel's Shield
ART_PRIM_SKILL(18,0,-3); //Sentinel's Shield
//Knowledge bonus artifacts (Helmets)
ART_PRIM_SKILL(19,3,+1); //Helm of the Alabaster Unicorn
ART_PRIM_SKILL(20,3,+2); //Skull Helmet
ART_PRIM_SKILL(21,3,+3); //Helm of Chaos
ART_PRIM_SKILL(22,3,+4); //Crown of the Supreme Magi
ART_PRIM_SKILL(23,3,+5); //Hellstorm Helmet
ART_PRIM_SKILL(24,3,+10); //Thunder Helmet
ART_PRIM_SKILL(24,2,-2); //Thunder Helmet
//Spell power bonus artifacts (Armours)
ART_PRIM_SKILL(25,2,+1); //Breastplate of Petrified Wood
ART_PRIM_SKILL(26,2,+2); //Rib Cage
ART_PRIM_SKILL(27,2,+3); //Scales of the Greater Basilisk
ART_PRIM_SKILL(28,2,+4); //Tunic of the Cyclops King
ART_PRIM_SKILL(29,2,+5); //Breastplate of Brimstone
ART_PRIM_SKILL(30,2,+10); //Titan's Cuirass
ART_PRIM_SKILL(30,3,-2); //Titan's Cuirass
//All primary skills (various)
ART_ALL_PRIM_SKILLS(31,+1); //Armor of Wonder
ART_ALL_PRIM_SKILLS(32,+2); //Sandals of the Saint
ART_ALL_PRIM_SKILLS(33,+3); //Celestial Necklace of Bliss
ART_ALL_PRIM_SKILLS(34,+4); //Lion's Shield of Courage
ART_ALL_PRIM_SKILLS(35,+5); //Sword of Judgement
ART_ALL_PRIM_SKILLS(36,+6); //Helm of Heavenly Enlightenment
//Attack and Defense (various)
ART_ATTACK_AND_DEFENSE(37,+1); //Quiet Eye of the Dragon
ART_ATTACK_AND_DEFENSE(38,+2); //Red Dragon Flame Tongue
ART_ATTACK_AND_DEFENSE(39,+3); //Dragon Scale Shield
ART_ATTACK_AND_DEFENSE(40,+4); //Dragon Scale Armor
//Spell power and Knowledge (various)
ART_POWER_AND_KNOWLEDGE(41,+1); //Dragonbone Greaves
ART_POWER_AND_KNOWLEDGE(42,+2); //Dragon Wing Tabard
ART_POWER_AND_KNOWLEDGE(43,+3); //Necklace of Dragonteeth
ART_POWER_AND_KNOWLEDGE(44,+4); //Crown of Dragontooth
//Luck and morale
ART_MORALE(45,+1); //Still Eye of the Dragon
ART_LUCK(45,+1); //Still Eye of the Dragon
ART_LUCK(46,+1); //Clover of Fortune
ART_LUCK(47,+1); //Cards of Prophecy
ART_LUCK(48,+1); //Ladybird of Luck
ART_MORALE(49,+1); //Badge of Courage -> +1 morale and immunity to hostile mind spells:
giveArtBonus(49,Bonus::SPELL_IMMUNITY,0,50);//sorrow
giveArtBonus(49,Bonus::SPELL_IMMUNITY,0,59);//berserk
giveArtBonus(49,Bonus::SPELL_IMMUNITY,0,60);//hypnotize
giveArtBonus(49,Bonus::SPELL_IMMUNITY,0,61);//forgetfulness
giveArtBonus(49,Bonus::SPELL_IMMUNITY,0,62);//blind
ART_MORALE(50,+1); //Crest of Valor
ART_MORALE(51,+1); //Glyph of Gallantry
giveArtBonus(52,Bonus::SIGHT_RADIOUS,+1);//Speculum
giveArtBonus(53,Bonus::SIGHT_RADIOUS,+1);//Spyglass
//necromancy bonus
giveArtBonus(54,Bonus::SECONDARY_SKILL_PREMY,+5, CGHeroInstance::NECROMANCY, Bonus::ADDITIVE_VALUE);//Amulet of the Undertaker
giveArtBonus(55,Bonus::SECONDARY_SKILL_PREMY,+10, CGHeroInstance::NECROMANCY, Bonus::ADDITIVE_VALUE);//Vampire's Cowl
giveArtBonus(56,Bonus::SECONDARY_SKILL_PREMY,+15, CGHeroInstance::NECROMANCY, Bonus::ADDITIVE_VALUE);//Dead Man's Boots
giveArtBonus(57,Bonus::MAGIC_RESISTANCE,+5, 0);//Garniture of Interference
giveArtBonus(58,Bonus::MAGIC_RESISTANCE,+10, 0);//Surcoat of Counterpoise
giveArtBonus(59,Bonus::MAGIC_RESISTANCE,+15, 0);//Boots of Polarity
//archery bonus
giveArtBonus(60,Bonus::SECONDARY_SKILL_PREMY,+5, CGHeroInstance::ARCHERY, Bonus::ADDITIVE_VALUE);//Bow of Elven Cherrywood
giveArtBonus(61,Bonus::SECONDARY_SKILL_PREMY,+10,CGHeroInstance::ARCHERY, Bonus::ADDITIVE_VALUE);//Bowstring of the Unicorn's Mane
giveArtBonus(62,Bonus::SECONDARY_SKILL_PREMY,+15,CGHeroInstance::ARCHERY, Bonus::ADDITIVE_VALUE);//Angel Feather Arrows
//eagle eye bonus
giveArtBonus(63,Bonus::SECONDARY_SKILL_PREMY,+5, CGHeroInstance::EAGLE_EYE, Bonus::ADDITIVE_VALUE);//Bird of Perception
giveArtBonus(64,Bonus::SECONDARY_SKILL_PREMY,+10, CGHeroInstance::EAGLE_EYE, Bonus::ADDITIVE_VALUE);//Stoic Watchman
giveArtBonus(65,Bonus::SECONDARY_SKILL_PREMY,+15, CGHeroInstance::EAGLE_EYE, Bonus::ADDITIVE_VALUE);//Emblem of Cognizance
//reducing cost of surrendering
giveArtBonus(66,Bonus::SURRENDER_DISCOUNT,+10);//Statesman's Medal
giveArtBonus(67,Bonus::SURRENDER_DISCOUNT,+10);//Diplomat's Ring
giveArtBonus(68,Bonus::SURRENDER_DISCOUNT,+10);//Ambassador's Sash
giveArtBonus(69,Bonus::STACKS_SPEED,+1);//Ring of the Wayfarer
giveArtBonus(70,Bonus::LAND_MOVEMENT,+300);//Equestrian's Gloves
giveArtBonus(71,Bonus::SEA_MOVEMENT,+1000);//Necklace of Ocean Guidance
giveArtBonus(72,Bonus::FLYING_MOVEMENT, 0, 1);//Angel Wings
giveArtBonus(73,Bonus::MANA_REGENERATION,+1);//Charm of Mana
giveArtBonus(74,Bonus::MANA_REGENERATION,+2);//Talisman of Mana
giveArtBonus(75,Bonus::MANA_REGENERATION,+3);//Mystic Orb of Mana
giveArtBonus(76,Bonus::SPELL_DURATION,+1);//Collar of Conjuring
giveArtBonus(77,Bonus::SPELL_DURATION,+2);//Ring of Conjuring
giveArtBonus(78,Bonus::SPELL_DURATION,+3);//Cape of Conjuring
giveArtBonus(79,Bonus::AIR_SPELL_DMG_PREMY,+50);//Orb of the Firmament
giveArtBonus(80,Bonus::EARTH_SPELL_DMG_PREMY,+50);//Orb of Silt
giveArtBonus(81,Bonus::FIRE_SPELL_DMG_PREMY,+50);//Orb of Tempestuous Fire
giveArtBonus(82,Bonus::WATER_SPELL_DMG_PREMY,+50);//Orb of Driving Rain
giveArtBonus(83,Bonus::LEVEL_SPELL_IMMUNITY,3,-1,Bonus::INDEPENDENT_MAX);//Recanter's Cloak
giveArtBonus(84,Bonus::BLOCK_MORALE,0);//Spirit of Oppression
giveArtBonus(85,Bonus::BLOCK_LUCK,0);//Hourglass of the Evil Hour
giveArtBonus(86,Bonus::FIRE_SPELLS,0);//Tome of Fire Magic
giveArtBonus(87,Bonus::AIR_SPELLS,0);//Tome of Air Magic
giveArtBonus(88,Bonus::WATER_SPELLS,0);//Tome of Water Magic
giveArtBonus(89,Bonus::EARTH_SPELLS,0);//Tome of Earth Magic
giveArtBonus(90,Bonus::WATER_WALKING, 0, 1);//Boots of Levitation
giveArtBonus(91,Bonus::NO_DISTANCE_PENALTY,0, 0, 0, new HasAnotherBonusLimiter(Bonus::SHOOTER));//Golden Bow
giveArtBonus(91,Bonus::NO_WALL_PENALTY, 0, 0, 0, new HasAnotherBonusLimiter(Bonus::SHOOTER));
giveArtBonus(92,Bonus::SPELL_IMMUNITY,0,35);//Sphere of Permanence
giveArtBonus(93,Bonus::NEGATE_ALL_NATURAL_IMMUNITIES,0);//Orb of Vulnerability
giveArtBonus(94,Bonus::STACK_HEALTH,+1);//Ring of Vitality
giveArtBonus(95,Bonus::STACK_HEALTH,+1);//Ring of Life
giveArtBonus(96,Bonus::STACK_HEALTH,+2);//Vial of Lifeblood
giveArtBonus(97,Bonus::STACKS_SPEED,+1);//Necklace of Swiftness
giveArtBonus(98,Bonus::LAND_MOVEMENT,+600);//Boots of Speed
giveArtBonus(99,Bonus::STACKS_SPEED,+2);//Cape of Velocity
giveArtBonus(100,Bonus::SPELL_IMMUNITY,0,59);//Pendant of Dispassion
giveArtBonus(101,Bonus::SPELL_IMMUNITY,0,62);//Pendant of Second Sight
giveArtBonus(102,Bonus::SPELL_IMMUNITY,0,42);//Pendant of Holiness
giveArtBonus(103,Bonus::SPELL_IMMUNITY,0,24);//Pendant of Life
giveArtBonus(104,Bonus::SPELL_IMMUNITY,0,25, 1, new HasAnotherBonusLimiter(Bonus::UNDEAD));//Pendant of Death does not display info for living stacks
giveArtBonus(105,Bonus::SPELL_IMMUNITY,0,60);//Pendant of Free Will
giveArtBonus(106,Bonus::SPELL_IMMUNITY,0,17);//Pendant of Negativity
giveArtBonus(107,Bonus::SPELL_IMMUNITY,0,61);//Pendant of Total Recall
giveArtBonus(108,Bonus::MORALE,+3);//Pendant of Courage
giveArtBonus(108,Bonus::LUCK,+3);//Pendant of Courage
giveArtBonus(109,Bonus::GENERATE_RESOURCE,+1,4); //Everflowing Crystal Cloak
giveArtBonus(110,Bonus::GENERATE_RESOURCE,+1,5); //Ring of Infinite Gems
giveArtBonus(111,Bonus::GENERATE_RESOURCE,+1,1); //Everpouring Vial of Mercury
giveArtBonus(112,Bonus::GENERATE_RESOURCE,+1,2); //Inexhaustible Cart of Ore
giveArtBonus(113,Bonus::GENERATE_RESOURCE,+1,3); //Eversmoking Ring of Sulfur
giveArtBonus(114,Bonus::GENERATE_RESOURCE,+1,0); //Inexhaustible Cart of Lumber
giveArtBonus(115,Bonus::GENERATE_RESOURCE,+1000, Res::GOLD); //Endless Sack of Gold
giveArtBonus(116,Bonus::GENERATE_RESOURCE,+750, Res::GOLD); //Endless Bag of Gold
giveArtBonus(117,Bonus::GENERATE_RESOURCE,+500, Res::GOLD); //Endless Purse of Gold
giveArtBonus(118,Bonus::CREATURE_GROWTH,+5,1, new CPropagatorNodeType(CBonusSystemNode::TOWN_AND_VISITOR)); //Legs of Legion
giveArtBonus(119,Bonus::CREATURE_GROWTH,+4,2, new CPropagatorNodeType(CBonusSystemNode::TOWN_AND_VISITOR)); //Loins of Legion
giveArtBonus(120,Bonus::CREATURE_GROWTH,+3,3, new CPropagatorNodeType(CBonusSystemNode::TOWN_AND_VISITOR)); //Torso of Legion
giveArtBonus(121,Bonus::CREATURE_GROWTH,+2,4, new CPropagatorNodeType(CBonusSystemNode::TOWN_AND_VISITOR)); //Arms of Legion
giveArtBonus(122,Bonus::CREATURE_GROWTH,+1,5, new CPropagatorNodeType(CBonusSystemNode::TOWN_AND_VISITOR)); //Head of Legion
//Sea Captain's Hat
giveArtBonus(123,Bonus::WHIRLPOOL_PROTECTION,0);
giveArtBonus(123,Bonus::SEA_MOVEMENT,+500);
giveArtBonus(123,Bonus::SPELL,3,0, Bonus::INDEPENDENT_MAX);
giveArtBonus(123,Bonus::SPELL,3,1, Bonus::INDEPENDENT_MAX);
giveArtBonus(124,Bonus::SPELLS_OF_LEVEL,3,1); //Spellbinder's Hat
giveArtBonus(125,Bonus::ENEMY_CANT_ESCAPE,0); //Shackles of War
giveArtBonus(126,Bonus::LEVEL_SPELL_IMMUNITY,GameConstants::SPELL_LEVELS,-1,Bonus::INDEPENDENT_MAX);//Orb of Inhibition
//vial of dragon blood
giveArtBonus(127, Bonus::PRIMARY_SKILL, +5, PrimarySkill::ATTACK, Bonus::BASE_NUMBER, new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE));
giveArtBonus(127, Bonus::PRIMARY_SKILL, +5, PrimarySkill::DEFENSE, Bonus::BASE_NUMBER, new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE));
//Armageddon's Blade
giveArtBonus(128, Bonus::SPELL, 3, 26, Bonus::INDEPENDENT_MAX);
giveArtBonus(128, Bonus::SPELL_IMMUNITY,0, 26);
ART_ATTACK_AND_DEFENSE(128, +3);
ART_PRIM_SKILL(128, 2, +3);
ART_PRIM_SKILL(128, 3, +6);
//Angelic Alliance
giveArtBonus(129, Bonus::NONEVIL_ALIGNMENT_MIX, 0);
giveArtBonus(129, Bonus::OPENING_BATTLE_SPELL, 10, 48); // Prayer
//Cloak of the Undead King
giveArtBonus(130, Bonus::IMPROVED_NECROMANCY, 0);
//Elixir of Life
giveArtBonus(131, Bonus::STACK_HEALTH, +25, -1, Bonus::PERCENT_TO_BASE);
giveArtBonus(131, Bonus::HP_REGENERATION, +50);
//Armor of the Damned
giveArtBonus(132, Bonus::OPENING_BATTLE_SPELL, 50, 54); // Slow
giveArtBonus(132, Bonus::OPENING_BATTLE_SPELL, 50, 47); // Disrupting Ray
giveArtBonus(132, Bonus::OPENING_BATTLE_SPELL, 50, 45); // Weakness
giveArtBonus(132, Bonus::OPENING_BATTLE_SPELL, 50, 52); // Misfortune
// Statue of Legion - gives only 50% growth
giveArtBonus(133, Bonus::CREATURE_GROWTH_PERCENT, 50, -1, new CPropagatorNodeType(CBonusSystemNode::PLAYER));
//Power of the Dragon Father
giveArtBonus(134, Bonus::LEVEL_SPELL_IMMUNITY, 4, -1, Bonus::INDEPENDENT_MAX);
//Titan's Thunder
giveArtBonus(135, Bonus::SPELL, 3, 57);
//Admiral's Hat
giveArtBonus(136, Bonus::FREE_SHIP_BOARDING, 0);
//Bow of the Sharpshooter
giveArtBonus(137, Bonus::NO_DISTANCE_PENALTY, 0, 0, 0, new HasAnotherBonusLimiter(Bonus::SHOOTER));
giveArtBonus(137, Bonus::NO_WALL_PENALTY, 0, 0, 0, new HasAnotherBonusLimiter(Bonus::SHOOTER));
giveArtBonus(137, Bonus::FREE_SHOOTING, 0, 0, 0, new HasAnotherBonusLimiter(Bonus::SHOOTER));
//Wizard's Well
giveArtBonus(138, Bonus::FULL_MANA_REGENERATION, 0);
//Ring of the Magi
giveArtBonus(139, Bonus::SPELL_DURATION, +50);
//Cornucopia
giveArtBonus(140, Bonus::GENERATE_RESOURCE, +4, Res::MERCURY);
giveArtBonus(140, Bonus::GENERATE_RESOURCE, +4, Res::SULFUR);
giveArtBonus(140, Bonus::GENERATE_RESOURCE, +4, Res::CRYSTAL);
giveArtBonus(140, Bonus::GENERATE_RESOURCE, +4, Res::GEMS);
}
void CArtHandler::clear()
{
BOOST_FOREACH(CArtifact *art, artifacts)
delete art;
artifacts.clear();
clearHlpLists();
}
// /**
// * Locally equips an artifact to a hero's worn slots. Unequips an already present artifact.
// * Does not test if the operation is legal.
// * @param artifWorn A hero's set of worn artifacts.
// * @param bonuses Optional list of bonuses to update.
// */
// void CArtHandler::equipArtifact( std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID, const CArtifact* art ) const
// {
// unequipArtifact(artifWorn, slotID);
//
// if (art) //false when artifact is NULL -> slot set to empty
// {
// const CArtifact &artifact = *art;
//
// // Add artifact.
// artifWorn[slotID] = art;
//
// // Add locks, in reverse order of being removed.
// if (artifact.constituents != NULL)
// {
// bool destConsumed = false; // Determines which constituent that will be counted for together with the artifact.
//
// BOOST_FOREACH(ui32 constituentID, *artifact.constituents)
// {
// const CArtifact &constituent = *artifacts[constituentID];
//
// if (!destConsumed && vstd::contains(constituent.possibleSlots, slotID))
// {
// destConsumed = true;
// }
// else
// {
// BOOST_FOREACH(ui16 slot, constituent.possibleSlots)
// {
// if (!vstd::contains(artifWorn, slot))
// {
// artifWorn[slot] = VLC->arth->artifacts[145]; //lock
// break;
// }
// }
// }
// }
// }
// }
// }
//
// /**
// * Locally unequips an artifact from a hero's worn slots.
// * Does not test if the operation is legal.
// * @param artifWorn A hero's set of worn artifacts.
// * @param bonuses Optional list of bonuses to update.
// */
// void CArtHandler::unequipArtifact(std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID) const
// {
// if (!vstd::contains(artifWorn, slotID))
// return;
//
// const CArtifact &artifact = *artifWorn[slotID];
//
// // Remove artifact, if it's not already removed.
// artifWorn.erase(slotID);
//
// // Remove locks, in reverse order of being added.
// if (artifact.constituents != NULL)
// {
// bool destConsumed = false;
//
// BOOST_FOREACH(ui32 constituentID, *artifact.constituents)
// {
// const CArtifact &constituent = *artifacts[constituentID];
//
// if (!destConsumed && vstd::contains(constituent.possibleSlots, slotID))
// {
// destConsumed = true;
// }
// else
// {
// BOOST_REVERSE_FOREACH(ui16 slot, constituent.possibleSlots)
// {
// if (vstd::contains(artifWorn, slot) && artifWorn[slot]->id == 145)
// {
// artifWorn.erase(slot);
// break;
// }
// }
// }
// }
// }
// }
void CArtHandler::clearHlpLists()
{
treasures.clear();
minors.clear();
majors.clear();
relics.clear();
}
void CArtHandler::initAllowedArtifactsList(const std::vector<ui8> &allowed)
{
allowedArtifacts.clear();
clearHlpLists();
for (int i=0; i<144; ++i) //yes, 144
{
if (allowed[i])
allowedArtifacts.push_back(artifacts[i]);
}
}
CArtifactInstance::CArtifactInstance()
{
init();
}
CArtifactInstance::CArtifactInstance( CArtifact *Art)
{
init();
setType(Art);
}
// CArtifactInstance::CArtifactInstance(int aid)
// {
// init();
// setType(VLC->arth->artifacts[aid]);
// }
void CArtifactInstance::setType( CArtifact *Art )
{
artType = Art;
attachTo(Art);
}
std::string CArtifactInstance::nodeName() const
{
return "Artifact instance of " + (artType ? artType->Name() : std::string("uninitialized")) + " type";
}
CArtifactInstance * CArtifactInstance::createScroll( const CSpell *s)
{
CArtifactInstance *ret = new CArtifactInstance(VLC->arth->artifacts[1]);
Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, 1, s->id);
ret->addNewBonus(b);
return ret;
}
void CArtifactInstance::init()
{
id = -1;
setNodeType(ARTIFACT_INSTANCE);
}
int CArtifactInstance::firstAvailableSlot(const CGHeroInstance *h) const
{
BOOST_FOREACH(ui16 slot, artType->possibleSlots)
{
if(canBePutAt(ArtifactLocation(h, slot))) //if(artType->fitsAt(h->artifWorn, slot))
{
//we've found a free suitable slot.
return slot;
}
}
//if haven't find proper slot, use backpack
return firstBackpackSlot(h);
}
int CArtifactInstance::firstBackpackSlot(const CGHeroInstance *h) const
{
if(!artType->isBig()) //discard big artifact
return GameConstants::BACKPACK_START + h->artifactsInBackpack.size();
return -1;
}
bool CArtifactInstance::canBePutAt(const ArtifactLocation &al, bool assumeDestRemoved /*= false*/) const
{
if(al.slot >= GameConstants::BACKPACK_START)
{
if(artType->isBig())
return false;
//TODO backpack limit
return true;
}
if(!vstd::contains(artType->possibleSlots, al.slot))
return false;
return al.hero->isPositionFree(al.slot, assumeDestRemoved);
}
void CArtifactInstance::putAt(CGHeroInstance *h, ui16 slot)
{
assert(canBePutAt(ArtifactLocation(h, slot)));
h->setNewArtSlot(slot, this, false);
if(slot < GameConstants::BACKPACK_START)
h->attachTo(this);
}
void CArtifactInstance::removeFrom(CGHeroInstance *h, ui16 slot)
{
assert(h->CArtifactSet::getArt(slot) == this);
h->eraseArtSlot(slot);
if(slot < GameConstants::BACKPACK_START)
h->detachFrom(this);
//TODO delete me?
}
bool CArtifactInstance::canBeDisassembled() const
{
return artType->constituents && artType->constituentOf->size();
}
std::vector<const CArtifact *> CArtifactInstance::assemblyPossibilities(const CGHeroInstance *h) const
{
std::vector<const CArtifact *> ret;
if(!artType->constituentOf //not a part of combined artifact
|| artType->constituents) //combined artifact already: no combining of combined artifacts... for now.
return ret;
BOOST_FOREACH(ui32 possibleCombinedArt, *artType->constituentOf)
{
const CArtifact * const artifact = VLC->arth->artifacts[possibleCombinedArt];
assert(artifact->constituents);
bool possible = true;
BOOST_FOREACH(ui32 constituentID, *artifact->constituents) //check if all constituents are available
{
if(!h->hasArt(constituentID, true)) //constituent must be equipped
{
possible = false;
break;
}
}
if(possible)
ret.push_back(artifact);
}
return ret;
}
void CArtifactInstance::move(ArtifactLocation &src, ArtifactLocation &dst)
{
removeFrom(src.hero, src.slot);
putAt(dst.hero, dst.slot);
if (artType->id == 135 && dst.slot == ArtifactPosition::RIGHT_HAND && !dst.hero->hasSpellbook()) //Titan's Thunder creates new spellbook on equip
dst.hero->giveArtifact(0);
}
CArtifactInstance * CArtifactInstance::createNewArtifactInstance(CArtifact *Art)
{
if(!Art->constituents)
return new CArtifactInstance(Art);
else
{
CCombinedArtifactInstance * ret = new CCombinedArtifactInstance(Art);
ret->createConstituents();
return ret;
}
}
CArtifactInstance * CArtifactInstance::createNewArtifactInstance(int aid)
{
return createNewArtifactInstance(VLC->arth->artifacts[aid]);
}
void CArtifactInstance::deserializationFix()
{
setType(artType);
}
int CArtifactInstance::getGivenSpellID() const
{
const Bonus * b = getBonus(Selector::type(Bonus::SPELL));
if(!b)
{
tlog3 << "Warning: " << nodeName() << " doesn't bear any spell!\n";
return -1;
}
return b->subtype;
}
bool CArtifactInstance::isPart(const CArtifactInstance *supposedPart) const
{
return supposedPart == this;
}
bool CCombinedArtifactInstance::canBePutAt(const ArtifactLocation &al, bool assumeDestRemoved /*= false*/) const
{
bool canMainArtifactBePlaced = CArtifactInstance::canBePutAt(al, assumeDestRemoved);
if(!canMainArtifactBePlaced)
return false; //no is no...
if(al.slot >= GameConstants::BACKPACK_START)
return true; //we can always remove combined art to the backapck
assert(artType->constituents);
std::vector<ConstituentInfo> constituentsToBePlaced = constituentsInfo; //we'll remove constituents from that list, as we find a suitable slot for them
//it may be that we picked a combined artifact in hero screen (though technically it's still there) to move it
//so we remove from the list all constituents that are already present on dst hero in the form of locks
BOOST_FOREACH(const ConstituentInfo &constituent, constituentsInfo)
{
if(constituent.art == al.hero->getArt(constituent.slot, false)) //no need to worry about locked constituent
constituentsToBePlaced -= constituent;
}
//we iterate over all active slots and check if constituents fits them
for (int i = 0; i < GameConstants::BACKPACK_START; i++)
{
for(std::vector<ConstituentInfo>::iterator art = constituentsToBePlaced.begin(); art != constituentsToBePlaced.end(); art++)
{
if(art->art->canBePutAt(ArtifactLocation(al.hero, i), i == al.slot)) // i == al.slot because we can remove already worn artifact only from that slot that is our main destination
{
constituentsToBePlaced.erase(art);
break;
}
}
}
return constituentsToBePlaced.empty();
}
bool CCombinedArtifactInstance::canBeDisassembled() const
{
return true;
}
CCombinedArtifactInstance::CCombinedArtifactInstance(CArtifact *Art)
: CArtifactInstance(Art) //TODO: seems unued, but need to be written
{
}
CCombinedArtifactInstance::CCombinedArtifactInstance()
{
}
void CCombinedArtifactInstance::createConstituents()
{
assert(artType);
assert(artType->constituents);
BOOST_FOREACH(ui32 a, *artType->constituents)
{
addAsConstituent(CArtifactInstance::createNewArtifactInstance(a), -1);
}
}
void CCombinedArtifactInstance::addAsConstituent(CArtifactInstance *art, int slot)
{
assert(vstd::contains(*artType->constituents, art->artType->id));
assert(art->getParentNodes().size() == 1 && art->getParentNodes().front() == art->artType);
constituentsInfo.push_back(ConstituentInfo(art, slot));
attachTo(art);
}
void CCombinedArtifactInstance::putAt(CGHeroInstance *h, ui16 slot)
{
if(slot >= GameConstants::BACKPACK_START)
{
CArtifactInstance::putAt(h, slot);
BOOST_FOREACH(ConstituentInfo &ci, constituentsInfo)
ci.slot = -1;
}
else
{
CArtifactInstance *mainConstituent = figureMainConstituent(slot); //it'll be replaced with combined artifact, not a lock
CArtifactInstance::putAt(h, slot); //puts combined art (this)
BOOST_FOREACH(ConstituentInfo &ci, constituentsInfo)
{
if(ci.art != mainConstituent)
{
int pos = -1;
if(vstd::isbetween(ci.slot, 0, GameConstants::BACKPACK_START) && ci.art->canBePutAt(ArtifactLocation(h, ci.slot))) //there is a valid suggestion where to place lock
pos = ci.slot;
else
ci.slot = pos = ci.art->firstAvailableSlot(h);
assert(pos < GameConstants::BACKPACK_START);
h->setNewArtSlot(pos, ci.art, true); //sets as lock
}
else
{
ci.slot = -1;
}
}
}
}
void CCombinedArtifactInstance::removeFrom(CGHeroInstance *h, ui16 slot)
{
if(slot >= GameConstants::BACKPACK_START)
{
CArtifactInstance::removeFrom(h, slot);
}
else
{
BOOST_FOREACH(ConstituentInfo &ci, constituentsInfo)
{
if(ci.slot >= 0)
{
h->eraseArtSlot(ci.slot);
ci.slot = -1;
}
else
{
//main constituent
CArtifactInstance::removeFrom(h, slot);
}
}
}
}
CArtifactInstance * CCombinedArtifactInstance::figureMainConstituent(ui16 slot)
{
CArtifactInstance *mainConstituent = NULL; //it'll be replaced with combined artifact, not a lock
BOOST_FOREACH(ConstituentInfo &ci, constituentsInfo)
if(ci.slot == slot)
mainConstituent = ci.art;
if(!mainConstituent)
{
BOOST_FOREACH(ConstituentInfo &ci, constituentsInfo)
{
if(vstd::contains(ci.art->artType->possibleSlots, slot))
{
mainConstituent = ci.art;
}
}
}
return mainConstituent;
}
void CCombinedArtifactInstance::deserializationFix()
{
BOOST_FOREACH(ConstituentInfo &ci, constituentsInfo)
attachTo(ci.art);
}
bool CCombinedArtifactInstance::isPart(const CArtifactInstance *supposedPart) const
{
bool me = CArtifactInstance::isPart(supposedPart);
if(me)
return true;
//check for constituents
BOOST_FOREACH(const ConstituentInfo &constituent, constituentsInfo)
if(constituent.art == supposedPart)
return true;
return false;
}
CCombinedArtifactInstance::ConstituentInfo::ConstituentInfo(CArtifactInstance *Art /*= NULL*/, ui16 Slot /*= -1*/)
{
art = Art;
slot = Slot;
}
bool CCombinedArtifactInstance::ConstituentInfo::operator==(const ConstituentInfo &rhs) const
{
return art == rhs.art && slot == rhs.slot;
}
const CArtifactInstance* IArtifactSetBase::getArt(ui16 pos, bool excludeLocked) const
{
if(const ArtSlotInfo *si = getSlot(pos))
{
if(si->artifact && (!excludeLocked || !si->locked))
return si->artifact;
}
return NULL;
}
bool IArtifactSetBase::hasArt(ui32 aid, bool onlyWorn) const
{
return getArtPos(aid, onlyWorn) != -1;
}
bool IArtifactSetBase::isPositionFree(ui16 pos, bool onlyLockCheck) const
{
if(const ArtSlotInfo *s = getSlot(pos))
return (onlyLockCheck || !s->artifact) && !s->locked;
return true; //no slot means not used
}
void IArtifactSetBase::setNewArtSlot(ui16 slot, CArtifactInstance *art, bool locked)
{
ArtSlotInfo &asi = retreiveNewArtSlot(slot);
asi.artifact = art;
asi.locked = locked;
}
CArtifactInstance* IArtifactSetBase::getArt(ui16 pos, bool excludeLocked /*= true*/)
{
return const_cast<CArtifactInstance*>((const_cast<const IArtifactSetBase*>(this))->getArt(pos, excludeLocked));
}
si32 CArtifactSet::getArtPos(int aid, bool onlyWorn /*= true*/) const
{
for(std::map<ui16, ArtSlotInfo>::const_iterator i = artifactsWorn.begin(); i != artifactsWorn.end(); i++)
if(i->second.artifact->artType->id == aid)
return i->first;
if(onlyWorn)
return -1;
for(int i = 0; i < artifactsInBackpack.size(); i++)
if(artifactsInBackpack[i].artifact->artType->id == aid)
return GameConstants::BACKPACK_START + i;
return -1;
}
si32 CArtifactSet::getArtPos(const CArtifactInstance *art) const
{
for(std::map<ui16, ArtSlotInfo>::const_iterator i = artifactsWorn.begin(); i != artifactsWorn.end(); i++)
if(i->second.artifact == art)
return i->first;
for(int i = 0; i < artifactsInBackpack.size(); i++)
if(artifactsInBackpack[i].artifact == art)
return GameConstants::BACKPACK_START + i;
return -1;
}
const CArtifactInstance * CArtifactSet::getArtByInstanceId(int artInstId) const
{
for(std::map<ui16, ArtSlotInfo>::const_iterator i = artifactsWorn.begin(); i != artifactsWorn.end(); i++)
if(i->second.artifact->id == artInstId)
return i->second.artifact;
for(int i = 0; i < artifactsInBackpack.size(); i++)
if(artifactsInBackpack[i].artifact->id == artInstId)
return artifactsInBackpack[i].artifact;
return NULL;
}
const ArtSlotInfo * CArtifactSet::getSlot(ui16 pos) const
{
if(vstd::contains(artifactsWorn, pos))
return &artifactsWorn[pos];
if(pos >= ArtifactPosition::AFTER_LAST )
{
int backpackPos = (int)pos - GameConstants::BACKPACK_START;
if(backpackPos < 0 || backpackPos >= artifactsInBackpack.size())
return NULL;
else
return &artifactsInBackpack[backpackPos];
}
return NULL;
}
si32 CArtifactSet::getArtTypeId(ui16 pos) const
{
const CArtifactInstance * const a = getArt(pos);
if(!a)
{
tlog2 << (dynamic_cast<const CGHeroInstance*>(this))->name << " has no artifact at " << pos << " (getArtTypeId)\n";
return -1;
}
return a->artType->id;
}
CArtifactSet::~CArtifactSet()
{
}
ArtSlotInfo & CArtifactSet::retreiveNewArtSlot(ui16 slot)
{
assert(!vstd::contains(artifactsWorn, slot));
ArtSlotInfo &ret = slot < GameConstants::BACKPACK_START
? artifactsWorn[slot]
: *artifactsInBackpack.insert(artifactsInBackpack.begin() + (slot - GameConstants::BACKPACK_START), ArtSlotInfo());
return ret;
}
void CArtifactSet::eraseArtSlot(ui16 slot)
{
if(slot < GameConstants::BACKPACK_START)
{
artifactsWorn.erase(slot);
}
else
{
slot -= GameConstants::BACKPACK_START;
artifactsInBackpack.erase(artifactsInBackpack.begin() + slot);
}
}
ArtSlotInfo & CCreatureArtifactSet::retreiveNewArtSlot(ui16 slot)
{
assert(slot); //ke?
ArtSlotInfo &ret = slot <= GameConstants::CREATURE_ART
? activeArtifact
: *artifactsInBackpack.insert(artifactsInBackpack.begin() + (slot - 1), ArtSlotInfo());
return ret;
}
void CCreatureArtifactSet::eraseArtSlot(ui16 slot)
{
if(slot == GameConstants::CREATURE_ART)
{
activeArtifact.artifact = NULL; //hmm?
}
else
{
slot -= 1;
artifactsInBackpack.erase(artifactsInBackpack.begin() + slot);
}
}
const ArtSlotInfo * CCreatureArtifactSet::getSlot(ui16 pos) const
{
if (pos == GameConstants::CREATURE_ART)
return &activeArtifact;
else if(pos > GameConstants::CREATURE_ART)
{
int backpackPos = (int)pos - 1;
if(backpackPos < 0 || backpackPos >= artifactsInBackpack.size())
return NULL;
else
return &artifactsInBackpack[backpackPos];
}
return NULL;
}
si32 CCreatureArtifactSet::getArtPos(int aid, bool onlyWorn) const
{
if (aid == activeArtifact.artifact->artType->id )
return GameConstants::CREATURE_ART;
if(onlyWorn)
return -1;
for(int i = 0; i < artifactsInBackpack.size(); i++)
{
if(artifactsInBackpack[i].artifact->artType->id == aid)
return i + 1;
}
return -1;
}
si32 CCreatureArtifactSet::getArtPos(const CArtifactInstance *art) const
{
if (activeArtifact.artifact == art)
return GameConstants::CREATURE_ART;
for(int i = 0; i < artifactsInBackpack.size(); i++)
if(artifactsInBackpack[i].artifact == art)
return GameConstants::BACKPACK_START + i;
return -1;
}
const CArtifactInstance * CCreatureArtifactSet::getArtByInstanceId(int artInstId) const
{
if (activeArtifact.artifact->id == artInstId)
return activeArtifact.artifact;
for(int i = 0; i < artifactsInBackpack.size(); i++)
if(artifactsInBackpack[i].artifact->id == artInstId)
return artifactsInBackpack[i].artifact;
return NULL;
}
si32 CCreatureArtifactSet::getArtTypeId(ui16 pos) const
{
const CArtifactInstance * const a = getArt(pos);
if(!a)
{
tlog2 << "Stack has no artifact at " << pos << " (getArtTypeId)\n";
return -1;
}
return a->artType->id;
}