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- /*
- * 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 "GameLibrary.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 + target->artifactsInBackpack.size();
- }
- 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 = LIBRARY->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 combinedArt : art->getPartOf())
- {
- assert(combinedArt->isCombined());
- bool possible = true;
- CArtifactFittingSet fittingSet(*artSet);
- for(const auto part : combinedArt->getConstituents()) // check if all constituents are available
- {
- const auto slot = fittingSet.getArtPos(part->getId(), onlyEquiped, false);
- if(slot == ArtifactPosition::PRE_FIRST)
- {
- possible = false;
- break;
- }
- fittingSet.lockSlot(slot);
- }
- if(possible)
- arts.push_back(combinedArt);
- }
- return arts;
- }
- 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(LIBRARY->spells())->getNameTranslated());
- else
- description = description.erase(nameStart, nameEnd - nameStart + 2); // erase "[spell name] " - including space
- }
- }
- VCMI_LIB_NAMESPACE_END
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