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vcmi/lib/CArtHandler.h
mateuszb f1c78e3260 * creature ID refactoring
* double week creatures are configurable now
2013-02-07 17:34:50 +00:00

291 lines
11 KiB
C++

#pragma once
#include "../lib/HeroBonus.h"
#include "../lib/ConstTransitivePtr.h"
#include "JsonNode.h"
#include "GameConstants.h"
/*
* CArtHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CDefHandler;
class CArtifact;
class CGHeroInstance;
struct ArtifactLocation;
class CArtifactSet;
class CArtifactInstance;
#define ART_BEARER_LIST \
ART_BEARER(HERO)\
ART_BEARER(CREATURE)\
ART_BEARER(COMMANDER)
namespace ArtBearer
{
enum ArtBearer
{
#define ART_BEARER(x) x,
ART_BEARER_LIST
#undef ART_BEARER
};
}
class DLL_LINKAGE CArtifact : public CBonusSystemNode //container for artifacts
{
protected:
std::string name, description; //set if custom
std::string eventText; //short story displayed upon picking
public:
enum EartClass {ART_SPECIAL=1, ART_TREASURE=2, ART_MINOR=4, ART_MAJOR=8, ART_RELIC=16}; //artifact classes
std::string image;
std::string large; // big image for cutom artifacts, used in drag & drop
std::string advMapDef; //used for adventure map object
si32 iconIndex; //TODO: handle automatically
const std::string &Name() const; //getter
const std::string &Description() const; //getter
const std::string &EventText() const;
bool isBig () const;
void setName (std::string desc);
void setDescription (std::string desc);
void setEventText (std::string desc);
void addConstituent (ArtifactID::ArtifactID component);
int getArtClassSerial() const; //0 - treasure, 1 - minor, 2 - major, 3 - relic, 4 - spell scroll, 5 - other
std::string nodeName() const OVERRIDE;
void addNewBonus(Bonus *b) OVERRIDE;
virtual void levelUpArtifact (CArtifactInstance * art){};
ui32 price;
bmap<ArtBearer::ArtBearer, std::vector<ArtifactPosition::ArtifactPosition> > possibleSlots; //Bearer Type => ids of slots where artifact can be placed
std::vector<ArtifactID::ArtifactID> * constituents; // Artifacts IDs a combined artifact consists of, or NULL.
std::vector<ArtifactID::ArtifactID> * constituentOf; // Reverse map of constituents.
EartClass aClass;
ArtifactID::ArtifactID id;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBonusSystemNode&>(*this);
h & name & description & eventText & image & large & advMapDef & iconIndex &
price & possibleSlots & constituents & constituentOf & aClass & id;
}
CArtifact();
~CArtifact();
//override
//void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
};
class DLL_LINKAGE CGrowingArtifact : public CArtifact //for example commander artifacts getting bonuses after battle
{
public:
std::vector <std::pair <ui16, Bonus> > bonusesPerLevel; //bonus given each n levels
std::vector <std::pair <ui16, Bonus> > thresholdBonuses; //after certain level they will be added once
void levelUpArtifact (CArtifactInstance * art);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArtifact&>(*this);
h & bonusesPerLevel & thresholdBonuses;
}
};
class DLL_LINKAGE CArtifactInstance : public CBonusSystemNode
{
protected:
void init();
CArtifactInstance(CArtifact *Art);
public:
CArtifactInstance();
ConstTransitivePtr<CArtifact> artType;
TArtifactInstanceID id;
//CArtifactInstance(int aid);
std::string nodeName() const OVERRIDE;
void deserializationFix();
void setType(CArtifact *Art);
ArtifactPosition::ArtifactPosition firstAvailableSlot(const CArtifactSet *h) const;
ArtifactPosition::ArtifactPosition firstBackpackSlot(const CArtifactSet *h) const;
int getGivenSpellID() const; //to be used with scrolls (and similar arts), -1 if none
virtual bool canBePutAt(const CArtifactSet *artSet, ArtifactPosition::ArtifactPosition slot, bool assumeDestRemoved = false) const;
bool canBePutAt(const ArtifactLocation al, bool assumeDestRemoved = false) const; //forwards to the above one
virtual bool canBeDisassembled() const;
virtual void putAt(ArtifactLocation al);
virtual void removeFrom(ArtifactLocation al);
virtual bool isPart(const CArtifactInstance *supposedPart) const; //checks if this a part of this artifact: artifact instance is a part of itself, additionally truth is returned for consituents of combined arts
std::vector<const CArtifact *> assemblyPossibilities(const CArtifactSet *h) const;
void move(ArtifactLocation src, ArtifactLocation dst);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBonusSystemNode&>(*this);
h & artType & id;
BONUS_TREE_DESERIALIZATION_FIX
}
static CArtifactInstance *createScroll(const CSpell *s);
static CArtifactInstance *createNewArtifactInstance(CArtifact *Art);
static CArtifactInstance *createNewArtifactInstance(int aid);
};
class DLL_LINKAGE CCombinedArtifactInstance : public CArtifactInstance
{
CCombinedArtifactInstance(CArtifact *Art);
public:
struct ConstituentInfo
{
ConstTransitivePtr<CArtifactInstance> art;
ArtifactPosition::ArtifactPosition slot;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & art & slot;
}
bool operator==(const ConstituentInfo &rhs) const;
ConstituentInfo(CArtifactInstance *art = NULL, ArtifactPosition::ArtifactPosition slot = ArtifactPosition::PRE_FIRST);
};
std::vector<ConstituentInfo> constituentsInfo;
bool canBePutAt(const CArtifactSet *artSet, ArtifactPosition::ArtifactPosition slot, bool assumeDestRemoved = false) const OVERRIDE;
bool canBeDisassembled() const OVERRIDE;
void putAt(ArtifactLocation al) OVERRIDE;
void removeFrom(ArtifactLocation al) OVERRIDE;
bool isPart(const CArtifactInstance *supposedPart) const OVERRIDE;
void createConstituents();
void addAsConstituent(CArtifactInstance *art, ArtifactPosition::ArtifactPosition slot);
CArtifactInstance *figureMainConstituent(const ArtifactLocation al); //main constituent is replcaed with us (combined art), not lock
CCombinedArtifactInstance();
void deserializationFix();
friend class CArtifactInstance;
friend struct AssembledArtifact;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArtifactInstance&>(*this);
h & constituentsInfo;
BONUS_TREE_DESERIALIZATION_FIX
}
};
class DLL_LINKAGE CArtHandler //handles artifacts
{
void giveArtBonus(ArtifactID::ArtifactID aid, Bonus::BonusType type, int val, int subtype = -1, Bonus::ValueType valType = Bonus::BASE_NUMBER, shared_ptr<ILimiter> limiter = shared_ptr<ILimiter>(), int additionalinfo = 0);
void giveArtBonus(ArtifactID::ArtifactID aid, Bonus::BonusType type, int val, int subtype, shared_ptr<IPropagator> propagator, int additionalinfo = 0);
void giveArtBonus(ArtifactID::ArtifactID aid, Bonus *bonus);
public:
std::vector<CArtifact*> treasures, minors, majors, relics;
std::vector< ConstTransitivePtr<CArtifact> > artifacts;
std::vector<CArtifact *> allowedArtifacts;
std::set<ArtifactID::ArtifactID> bigArtifacts; // Artifacts that cannot be moved to backpack, e.g. war machines.
std::set<ArtifactID::ArtifactID> growingArtifacts;
void loadArtifacts(bool onlyTxt);
/// load all artifacts from json structure
void load(const JsonNode & node);
/// load one artifact from json config
CArtifact * loadArtifact(const JsonNode & node);
///read (optional) components of combined artifact
void readComponents (const JsonNode & node, CArtifact * art);
void sortArts();
void addBonuses();
void clear();
void clearHlpLists();
ui16 getRandomArt (int flags);
ui16 getArtSync (ui32 rand, int flags);
bool legalArtifact(int id);
void getAllowedArts(std::vector<ConstTransitivePtr<CArtifact> > &out, std::vector<CArtifact*> *arts, int flag);
void getAllowed(std::vector<ConstTransitivePtr<CArtifact> > &out, int flags);
void erasePickedArt (TArtifactInstanceID id);
bool isBigArtifact (ArtifactID::ArtifactID artID) const {return bigArtifacts.find(artID) != bigArtifacts.end();}
void initAllowedArtifactsList(const std::vector<bool> &allowed); //allowed[art_id] -> 0 if not allowed, 1 if allowed
static ArtifactID::ArtifactID creatureToMachineID(CreatureID::CreatureID id);
static CreatureID::CreatureID machineIDToCreature(ArtifactID::ArtifactID id);
void makeItCreatureArt (CArtifact * a, bool onlyCreature = true);
void makeItCreatureArt (TArtifactInstanceID aid, bool onlyCreature = true);
void makeItCommanderArt (CArtifact * a, bool onlyCommander = true);
void makeItCommanderArt (TArtifactInstanceID aid, bool onlyCommander = true);
CArtHandler();
~CArtHandler();
/**
* Gets a list of default allowed artifacts.
*
* @return a list of allowed artifacts, the index is the artifact id
*/
std::vector<bool> getDefaultAllowedArtifacts() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & artifacts & allowedArtifacts & treasures & minors & majors & relics
& growingArtifacts;
//if(!h.saving) sortArts();
}
};
struct DLL_LINKAGE ArtSlotInfo
{
ConstTransitivePtr<CArtifactInstance> artifact;
ui8 locked; //if locked, then artifact points to the combined artifact
ArtSlotInfo()
{
locked = false;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & artifact & locked;
}
};
class DLL_LINKAGE CArtifactSet
{
public:
std::vector<ArtSlotInfo> artifactsInBackpack; //hero's artifacts from bag
bmap<ArtifactPosition::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
ArtSlotInfo &retreiveNewArtSlot(ArtifactPosition::ArtifactPosition slot);
void setNewArtSlot(ArtifactPosition::ArtifactPosition slot, CArtifactInstance *art, bool locked);
void eraseArtSlot(ArtifactPosition::ArtifactPosition slot);
const ArtSlotInfo *getSlot(ArtifactPosition::ArtifactPosition pos) const;
const CArtifactInstance* getArt(ArtifactPosition::ArtifactPosition pos, bool excludeLocked = true) const; //NULL - no artifact
CArtifactInstance* getArt(ArtifactPosition::ArtifactPosition pos, bool excludeLocked = true); //NULL - no artifact
ArtifactPosition::ArtifactPosition getArtPos(int aid, bool onlyWorn = true) const; //looks for equipped artifact with given ID and returns its slot ID or -1 if none(if more than one such artifact lower ID is returned)
ArtifactPosition::ArtifactPosition getArtPos(const CArtifactInstance *art) const;
const CArtifactInstance *getArtByInstanceId(TArtifactInstanceID artInstId) const;
bool hasArt(ui32 aid, bool onlyWorn = false) const; //checks if hero possess artifact of given id (either in backack or worn)
bool isPositionFree(ArtifactPosition::ArtifactPosition pos, bool onlyLockCheck = false) const;
si32 getArtTypeId(ArtifactPosition::ArtifactPosition pos) const;
virtual ArtBearer::ArtBearer bearerType() const = 0;
virtual ~CArtifactSet();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & artifactsInBackpack & artifactsWorn;
}
void artDeserializationFix(CBonusSystemNode *node);
};