ArtifactUtils.cpp 6.9 KB

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  1. /*
  2. * ArtifactUtils.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "ArtifactUtils.h"
  11. #include "CArtHandler.h"
  12. #include "IGameSettings.h"
  13. #include "spells/CSpellHandler.h"
  14. #include "GameLibrary.h"
  15. #include "mapObjects/CGHeroInstance.h"
  16. VCMI_LIB_NAMESPACE_BEGIN
  17. DLL_LINKAGE bool ArtifactUtils::checkIfSlotValid(const CArtifactSet & artSet, const ArtifactPosition & slot)
  18. {
  19. if(artSet.bearerType() == ArtBearer::HERO)
  20. {
  21. if(isSlotEquipment(slot) || isSlotBackpack(slot) || slot == ArtifactPosition::TRANSITION_POS)
  22. return true;
  23. }
  24. else if(artSet.bearerType() == ArtBearer::ALTAR)
  25. {
  26. if(isSlotBackpack(slot))
  27. return true;
  28. }
  29. else if(artSet.bearerType() == ArtBearer::COMMANDER)
  30. {
  31. if(vstd::contains(commanderSlots(), slot))
  32. return true;
  33. }
  34. else if(artSet.bearerType() == ArtBearer::CREATURE)
  35. {
  36. if(slot == ArtifactPosition::CREATURE_SLOT)
  37. return true;
  38. }
  39. return false;
  40. }
  41. DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtAnyPosition(const CArtifactSet * target, const ArtifactID & aid)
  42. {
  43. if(auto targetSlot = getArtEquippedPosition(target, aid); targetSlot != ArtifactPosition::PRE_FIRST)
  44. return targetSlot;
  45. return getArtBackpackPosition(target, aid);
  46. }
  47. DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtEquippedPosition(const CArtifactSet * target, const ArtifactID & aid)
  48. {
  49. const auto * art = aid.toArtifact();
  50. for(const auto & slot : art->getPossibleSlots().at(target->bearerType()))
  51. {
  52. if(art->canBePutAt(target, slot))
  53. return slot;
  54. }
  55. return ArtifactPosition::PRE_FIRST;
  56. }
  57. DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtBackpackPosition(const CArtifactSet * target, const ArtifactID & aid)
  58. {
  59. const auto * art = aid.toArtifact();
  60. if(target->bearerType() == ArtBearer::HERO)
  61. if(art->canBePutAt(target, ArtifactPosition::BACKPACK_START))
  62. {
  63. return ArtifactPosition::BACKPACK_START + target->artifactsInBackpack.size();
  64. }
  65. return ArtifactPosition::PRE_FIRST;
  66. }
  67. DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::unmovableSlots()
  68. {
  69. static const std::vector<ArtifactPosition> positions =
  70. {
  71. ArtifactPosition::SPELLBOOK,
  72. ArtifactPosition::MACH4
  73. };
  74. return positions;
  75. }
  76. DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::commonWornSlots()
  77. {
  78. static const std::vector<ArtifactPosition> positions =
  79. {
  80. ArtifactPosition::HEAD,
  81. ArtifactPosition::SHOULDERS,
  82. ArtifactPosition::NECK,
  83. ArtifactPosition::RIGHT_HAND,
  84. ArtifactPosition::LEFT_HAND,
  85. ArtifactPosition::TORSO,
  86. ArtifactPosition::RIGHT_RING,
  87. ArtifactPosition::LEFT_RING,
  88. ArtifactPosition::FEET,
  89. ArtifactPosition::MISC1,
  90. ArtifactPosition::MISC2,
  91. ArtifactPosition::MISC3,
  92. ArtifactPosition::MISC4,
  93. ArtifactPosition::MISC5,
  94. };
  95. return positions;
  96. }
  97. DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::allWornSlots()
  98. {
  99. static const std::vector<ArtifactPosition> positions =
  100. {
  101. ArtifactPosition::HEAD,
  102. ArtifactPosition::SHOULDERS,
  103. ArtifactPosition::NECK,
  104. ArtifactPosition::RIGHT_HAND,
  105. ArtifactPosition::LEFT_HAND,
  106. ArtifactPosition::TORSO,
  107. ArtifactPosition::RIGHT_RING,
  108. ArtifactPosition::LEFT_RING,
  109. ArtifactPosition::FEET,
  110. ArtifactPosition::MISC1,
  111. ArtifactPosition::MISC2,
  112. ArtifactPosition::MISC3,
  113. ArtifactPosition::MISC4,
  114. ArtifactPosition::MISC5,
  115. ArtifactPosition::MACH1,
  116. ArtifactPosition::MACH2,
  117. ArtifactPosition::MACH3,
  118. ArtifactPosition::MACH4,
  119. ArtifactPosition::SPELLBOOK
  120. };
  121. return positions;
  122. }
  123. DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::commanderSlots()
  124. {
  125. static const std::vector<ArtifactPosition> positions =
  126. {
  127. ArtifactPosition::COMMANDER1,
  128. ArtifactPosition::COMMANDER2,
  129. ArtifactPosition::COMMANDER3,
  130. ArtifactPosition::COMMANDER4,
  131. ArtifactPosition::COMMANDER5,
  132. ArtifactPosition::COMMANDER6
  133. };
  134. return positions;
  135. }
  136. DLL_LINKAGE bool ArtifactUtils::isArtRemovable(const std::pair<ArtifactPosition, ArtSlotInfo> & slot)
  137. {
  138. return slot.second.artifact
  139. && !slot.second.locked
  140. && !vstd::contains(unmovableSlots(), slot.first);
  141. }
  142. DLL_LINKAGE bool ArtifactUtils::checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, const ArtifactID & artID, const ArtifactPosition & slot)
  143. {
  144. // TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game?
  145. // Titan's Thunder creates new spellbook on equip
  146. if(artID == ArtifactID::TITANS_THUNDER && slot == ArtifactPosition::RIGHT_HAND)
  147. {
  148. if(heroPtr && !heroPtr->hasSpellbook())
  149. {
  150. return true;
  151. }
  152. }
  153. return false;
  154. }
  155. DLL_LINKAGE bool ArtifactUtils::isSlotBackpack(const ArtifactPosition & slot)
  156. {
  157. return slot >= ArtifactPosition::BACKPACK_START;
  158. }
  159. DLL_LINKAGE bool ArtifactUtils::isSlotEquipment(const ArtifactPosition & slot)
  160. {
  161. return slot < ArtifactPosition::BACKPACK_START && slot >= ArtifactPosition(0);
  162. }
  163. DLL_LINKAGE bool ArtifactUtils::isBackpackFreeSlots(const CArtifactSet * target, const size_t reqSlots)
  164. {
  165. if(target->bearerType() == ArtBearer::HERO)
  166. {
  167. const auto backpackCap = LIBRARY->engineSettings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  168. if(backpackCap < 0)
  169. return true;
  170. else
  171. return target->artifactsInBackpack.size() + reqSlots <= backpackCap;
  172. }
  173. else
  174. return false;
  175. }
  176. DLL_LINKAGE std::vector<const CArtifact*> ArtifactUtils::assemblyPossibilities(
  177. const CArtifactSet * artSet, const ArtifactID & aid, const bool onlyEquiped)
  178. {
  179. std::vector<const CArtifact*> arts;
  180. const auto * art = aid.toArtifact();
  181. if(art->isCombined())
  182. return arts;
  183. for(const auto combinedArt : art->getPartOf())
  184. {
  185. assert(combinedArt->isCombined());
  186. bool possible = true;
  187. CArtifactFittingSet fittingSet(*artSet);
  188. for(const auto part : combinedArt->getConstituents()) // check if all constituents are available
  189. {
  190. const auto slot = fittingSet.getArtPos(part->getId(), onlyEquiped, false);
  191. if(slot == ArtifactPosition::PRE_FIRST)
  192. {
  193. possible = false;
  194. break;
  195. }
  196. fittingSet.lockSlot(slot);
  197. }
  198. if(possible)
  199. arts.push_back(combinedArt);
  200. }
  201. return arts;
  202. }
  203. DLL_LINKAGE void ArtifactUtils::insertScrrollSpellName(std::string & description, const SpellID & sid)
  204. {
  205. // We expect scroll description to be like this: This scroll contains the [spell name] spell which is added
  206. // into spell book for as long as hero carries the scroll. So we want to replace text in [...] with a spell name.
  207. // However other language versions don't have name placeholder at all, so we have to be careful
  208. auto nameStart = description.find_first_of('[');
  209. auto nameEnd = description.find_first_of(']', nameStart);
  210. if(nameStart != std::string::npos && nameEnd != std::string::npos)
  211. {
  212. if(sid.getNum() >= 0)
  213. description = description.replace(nameStart, nameEnd - nameStart + 1, sid.toEntity(LIBRARY->spells())->getNameTranslated());
  214. else
  215. description = description.erase(nameStart, nameEnd - nameStart + 2); // erase "[spell name] " - including space
  216. }
  217. }
  218. VCMI_LIB_NAMESPACE_END