123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284 |
- /*
- * ArtifactUtils.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
- *
- */
- #include "ArtifactUtils.h"
- #include "CArtHandler.h"
- #include "IGameSettings.h"
- #include "spells/CSpellHandler.h"
- #include "mapObjects/CGHeroInstance.h"
- VCMI_LIB_NAMESPACE_BEGIN
- DLL_LINKAGE bool ArtifactUtils::checkIfSlotValid(const CArtifactSet & artSet, const ArtifactPosition & slot)
- {
- if(artSet.bearerType() == ArtBearer::HERO)
- {
- if(isSlotEquipment(slot) || isSlotBackpack(slot) || slot == ArtifactPosition::TRANSITION_POS)
- return true;
- }
- else if(artSet.bearerType() == ArtBearer::ALTAR)
- {
- if(isSlotBackpack(slot))
- return true;
- }
- else if(artSet.bearerType() == ArtBearer::COMMANDER)
- {
- if(vstd::contains(commanderSlots(), slot))
- return true;
- }
- else if(artSet.bearerType() == ArtBearer::CREATURE)
- {
- if(slot == ArtifactPosition::CREATURE_SLOT)
- return true;
- }
- return false;
- }
- DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtAnyPosition(const CArtifactSet * target, const ArtifactID & aid)
- {
- if(auto targetSlot = getArtEquippedPosition(target, aid); targetSlot != ArtifactPosition::PRE_FIRST)
- return targetSlot;
- return getArtBackpackPosition(target, aid);
- }
- DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtEquippedPosition(const CArtifactSet * target, const ArtifactID & aid)
- {
- const auto * art = aid.toArtifact();
- for(const auto & slot : art->getPossibleSlots().at(target->bearerType()))
- {
- if(art->canBePutAt(target, slot))
- return slot;
- }
- return ArtifactPosition::PRE_FIRST;
- }
- DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtBackpackPosition(const CArtifactSet * target, const ArtifactID & aid)
- {
- const auto * art = aid.toArtifact();
- if(target->bearerType() == ArtBearer::HERO)
- if(art->canBePutAt(target, ArtifactPosition::BACKPACK_START))
- {
- return ArtifactPosition::BACKPACK_START;
- }
- return ArtifactPosition::PRE_FIRST;
- }
- DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::unmovableSlots()
- {
- static const std::vector<ArtifactPosition> positions =
- {
- ArtifactPosition::SPELLBOOK,
- ArtifactPosition::MACH4
- };
- return positions;
- }
- DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::commonWornSlots()
- {
- static const std::vector<ArtifactPosition> positions =
- {
- ArtifactPosition::HEAD,
- ArtifactPosition::SHOULDERS,
- ArtifactPosition::NECK,
- ArtifactPosition::RIGHT_HAND,
- ArtifactPosition::LEFT_HAND,
- ArtifactPosition::TORSO,
- ArtifactPosition::RIGHT_RING,
- ArtifactPosition::LEFT_RING,
- ArtifactPosition::FEET,
- ArtifactPosition::MISC1,
- ArtifactPosition::MISC2,
- ArtifactPosition::MISC3,
- ArtifactPosition::MISC4,
- ArtifactPosition::MISC5,
- };
- return positions;
- }
- DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::allWornSlots()
- {
- static const std::vector<ArtifactPosition> positions =
- {
- ArtifactPosition::HEAD,
- ArtifactPosition::SHOULDERS,
- ArtifactPosition::NECK,
- ArtifactPosition::RIGHT_HAND,
- ArtifactPosition::LEFT_HAND,
- ArtifactPosition::TORSO,
- ArtifactPosition::RIGHT_RING,
- ArtifactPosition::LEFT_RING,
- ArtifactPosition::FEET,
- ArtifactPosition::MISC1,
- ArtifactPosition::MISC2,
- ArtifactPosition::MISC3,
- ArtifactPosition::MISC4,
- ArtifactPosition::MISC5,
- ArtifactPosition::MACH1,
- ArtifactPosition::MACH2,
- ArtifactPosition::MACH3,
- ArtifactPosition::MACH4,
- ArtifactPosition::SPELLBOOK
- };
- return positions;
- }
- DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::commanderSlots()
- {
- static const std::vector<ArtifactPosition> positions =
- {
- ArtifactPosition::COMMANDER1,
- ArtifactPosition::COMMANDER2,
- ArtifactPosition::COMMANDER3,
- ArtifactPosition::COMMANDER4,
- ArtifactPosition::COMMANDER5,
- ArtifactPosition::COMMANDER6
- };
- return positions;
- }
- DLL_LINKAGE bool ArtifactUtils::isArtRemovable(const std::pair<ArtifactPosition, ArtSlotInfo> & slot)
- {
- return slot.second.artifact
- && !slot.second.locked
- && !vstd::contains(unmovableSlots(), slot.first);
- }
- DLL_LINKAGE bool ArtifactUtils::checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, const ArtifactID & artID, const ArtifactPosition & slot)
- {
- // TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game?
- // Titan's Thunder creates new spellbook on equip
- if(artID == ArtifactID::TITANS_THUNDER && slot == ArtifactPosition::RIGHT_HAND)
- {
- if(heroPtr && !heroPtr->hasSpellbook())
- {
- return true;
- }
- }
- return false;
- }
- DLL_LINKAGE bool ArtifactUtils::isSlotBackpack(const ArtifactPosition & slot)
- {
- return slot >= ArtifactPosition::BACKPACK_START;
- }
- DLL_LINKAGE bool ArtifactUtils::isSlotEquipment(const ArtifactPosition & slot)
- {
- return slot < ArtifactPosition::BACKPACK_START && slot >= ArtifactPosition(0);
- }
- DLL_LINKAGE bool ArtifactUtils::isBackpackFreeSlots(const CArtifactSet * target, const size_t reqSlots)
- {
- if(target->bearerType() == ArtBearer::HERO)
- {
- const auto backpackCap = VLC->engineSettings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
- if(backpackCap < 0)
- return true;
- else
- return target->artifactsInBackpack.size() + reqSlots <= backpackCap;
- }
- else
- return false;
- }
- DLL_LINKAGE std::vector<const CArtifact*> ArtifactUtils::assemblyPossibilities(
- const CArtifactSet * artSet, const ArtifactID & aid, const bool onlyEquiped)
- {
- std::vector<const CArtifact*> arts;
- const auto * art = aid.toArtifact();
- if(art->isCombined())
- return arts;
- for(const auto artifact : art->getPartOf())
- {
- assert(artifact->isCombined());
- bool possible = true;
- for(const auto constituent : artifact->getConstituents()) //check if all constituents are available
- {
- if(!artSet->hasArt(constituent->getId(), onlyEquiped, false))
- {
- possible = false;
- break;
- }
- }
- if(possible)
- arts.push_back(artifact);
- }
- return arts;
- }
- DLL_LINKAGE CArtifactInstance * ArtifactUtils::createScroll(const SpellID & spellId)
- {
- return ArtifactUtils::createArtifact(ArtifactID::SPELL_SCROLL, spellId);
- }
- DLL_LINKAGE CArtifactInstance * ArtifactUtils::createArtifact(const ArtifactID & artId, const SpellID & spellId)
- {
- const std::function<CArtifactInstance*(const CArtifact*)> createArtInst =
- [&createArtInst, &spellId](const CArtifact * art) -> CArtifactInstance*
- {
- assert(art);
- auto * artInst = new CArtifactInstance(art);
- if(art->isCombined())
- {
- for(const auto & part : art->getConstituents())
- artInst->addPart(createArtInst(part), ArtifactPosition::PRE_FIRST);
- }
- if(art->isGrowing())
- {
- auto bonus = std::make_shared<Bonus>();
- bonus->type = BonusType::LEVEL_COUNTER;
- bonus->val = 0;
- artInst->addNewBonus(bonus);
- }
- if(art->isScroll())
- {
- artInst->addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::SPELL,
- BonusSource::ARTIFACT_INSTANCE, -1, BonusSourceID(ArtifactID(ArtifactID::SPELL_SCROLL)), BonusSubtypeID(spellId)));
- }
- return artInst;
- };
- if(artId.getNum() >= 0)
- {
- return createArtInst(artId.toArtifact());
- }
- else
- {
- return new CArtifactInstance(); // random, empty
- }
- }
- DLL_LINKAGE void ArtifactUtils::insertScrrollSpellName(std::string & description, const SpellID & sid)
- {
- // We expect scroll description to be like this: This scroll contains the [spell name] spell which is added
- // into spell book for as long as hero carries the scroll. So we want to replace text in [...] with a spell name.
- // However other language versions don't have name placeholder at all, so we have to be careful
- auto nameStart = description.find_first_of('[');
- auto nameEnd = description.find_first_of(']', nameStart);
- if(nameStart != std::string::npos && nameEnd != std::string::npos)
- {
- if(sid.getNum() >= 0)
- description = description.replace(nameStart, nameEnd - nameStart + 1, sid.toEntity(VLC->spells())->getNameTranslated());
- else
- description = description.erase(nameStart, nameEnd - nameStart + 2); // erase "[spell name] " - including space
- }
- }
- VCMI_LIB_NAMESPACE_END
|