ArtifactUtils.cpp 7.4 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 "GameSettings.h"
  13. #include "spells/CSpellHandler.h"
  14. #include "mapping/CMap.h"
  15. #include "mapObjects/CGHeroInstance.h"
  16. VCMI_LIB_NAMESPACE_BEGIN
  17. DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtAnyPosition(const CArtifactSet * target, const ArtifactID & aid)
  18. {
  19. const auto * art = aid.toArtifact();
  20. for(const auto & slot : art->getPossibleSlots().at(target->bearerType()))
  21. {
  22. if(art->canBePutAt(target, slot))
  23. return slot;
  24. }
  25. return getArtBackpackPosition(target, aid);
  26. }
  27. DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtBackpackPosition(const CArtifactSet * target, const ArtifactID & aid)
  28. {
  29. const auto * art = aid.toArtifact();
  30. if(target->bearerType() == ArtBearer::HERO)
  31. if(art->canBePutAt(target, ArtifactPosition::BACKPACK_START))
  32. {
  33. return ArtifactPosition::BACKPACK_START;
  34. }
  35. return ArtifactPosition::PRE_FIRST;
  36. }
  37. DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::unmovableSlots()
  38. {
  39. static const std::vector<ArtifactPosition> positions =
  40. {
  41. ArtifactPosition::SPELLBOOK,
  42. ArtifactPosition::MACH4
  43. };
  44. return positions;
  45. }
  46. DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::commonWornSlots()
  47. {
  48. static const std::vector<ArtifactPosition> positions =
  49. {
  50. ArtifactPosition::HEAD,
  51. ArtifactPosition::SHOULDERS,
  52. ArtifactPosition::NECK,
  53. ArtifactPosition::RIGHT_HAND,
  54. ArtifactPosition::LEFT_HAND,
  55. ArtifactPosition::TORSO,
  56. ArtifactPosition::RIGHT_RING,
  57. ArtifactPosition::LEFT_RING,
  58. ArtifactPosition::FEET,
  59. ArtifactPosition::MISC1,
  60. ArtifactPosition::MISC2,
  61. ArtifactPosition::MISC3,
  62. ArtifactPosition::MISC4,
  63. ArtifactPosition::MISC5,
  64. };
  65. return positions;
  66. }
  67. DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::allWornSlots()
  68. {
  69. static const std::vector<ArtifactPosition> positions =
  70. {
  71. ArtifactPosition::HEAD,
  72. ArtifactPosition::SHOULDERS,
  73. ArtifactPosition::NECK,
  74. ArtifactPosition::RIGHT_HAND,
  75. ArtifactPosition::LEFT_HAND,
  76. ArtifactPosition::TORSO,
  77. ArtifactPosition::RIGHT_RING,
  78. ArtifactPosition::LEFT_RING,
  79. ArtifactPosition::FEET,
  80. ArtifactPosition::MISC1,
  81. ArtifactPosition::MISC2,
  82. ArtifactPosition::MISC3,
  83. ArtifactPosition::MISC4,
  84. ArtifactPosition::MISC5,
  85. ArtifactPosition::MACH1,
  86. ArtifactPosition::MACH2,
  87. ArtifactPosition::MACH3,
  88. ArtifactPosition::MACH4,
  89. ArtifactPosition::SPELLBOOK
  90. };
  91. return positions;
  92. }
  93. DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::commanderSlots()
  94. {
  95. static const std::vector<ArtifactPosition> positions =
  96. {
  97. ArtifactPosition::COMMANDER1,
  98. ArtifactPosition::COMMANDER2,
  99. ArtifactPosition::COMMANDER3,
  100. ArtifactPosition::COMMANDER4,
  101. ArtifactPosition::COMMANDER5,
  102. ArtifactPosition::COMMANDER6
  103. };
  104. return positions;
  105. }
  106. DLL_LINKAGE bool ArtifactUtils::isArtRemovable(const std::pair<ArtifactPosition, ArtSlotInfo> & slot)
  107. {
  108. return slot.second.artifact
  109. && !slot.second.locked
  110. && !vstd::contains(unmovableSlots(), slot.first);
  111. }
  112. DLL_LINKAGE bool ArtifactUtils::checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, const ArtifactID & artID, const ArtifactPosition & slot)
  113. {
  114. // TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game?
  115. // Titan's Thunder creates new spellbook on equip
  116. if(artID == ArtifactID::TITANS_THUNDER && slot == ArtifactPosition::RIGHT_HAND)
  117. {
  118. if(heroPtr && !heroPtr->hasSpellbook())
  119. {
  120. return true;
  121. }
  122. }
  123. return false;
  124. }
  125. DLL_LINKAGE bool ArtifactUtils::isSlotBackpack(const ArtifactPosition & slot)
  126. {
  127. return slot >= ArtifactPosition::BACKPACK_START;
  128. }
  129. DLL_LINKAGE bool ArtifactUtils::isSlotEquipment(const ArtifactPosition & slot)
  130. {
  131. return slot < ArtifactPosition::BACKPACK_START && slot >= ArtifactPosition(0);
  132. }
  133. DLL_LINKAGE bool ArtifactUtils::isBackpackFreeSlots(const CArtifactSet * target, const size_t reqSlots)
  134. {
  135. if(target->bearerType() == ArtBearer::HERO)
  136. {
  137. const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  138. if(backpackCap < 0)
  139. return true;
  140. else
  141. return target->artifactsInBackpack.size() + reqSlots <= backpackCap;
  142. }
  143. else
  144. return false;
  145. }
  146. DLL_LINKAGE std::vector<const CArtifact*> ArtifactUtils::assemblyPossibilities(
  147. const CArtifactSet * artSet, const ArtifactID & aid)
  148. {
  149. std::vector<const CArtifact*> arts;
  150. const auto * art = aid.toArtifact();
  151. if(art->isCombined())
  152. return arts;
  153. for(const auto artifact : art->getPartOf())
  154. {
  155. assert(artifact->isCombined());
  156. bool possible = true;
  157. for(const auto constituent : artifact->getConstituents()) //check if all constituents are available
  158. {
  159. if(!artSet->hasArt(constituent->getId(), false, false, false))
  160. {
  161. possible = false;
  162. break;
  163. }
  164. }
  165. if(possible)
  166. arts.push_back(artifact);
  167. }
  168. return arts;
  169. }
  170. DLL_LINKAGE CArtifactInstance * ArtifactUtils::createScroll(const SpellID & sid)
  171. {
  172. auto ret = new CArtifactInstance(ArtifactID(ArtifactID::SPELL_SCROLL).toArtifact());
  173. auto bonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::SPELL,
  174. BonusSource::ARTIFACT_INSTANCE, -1, BonusSourceID(ArtifactID(ArtifactID::SPELL_SCROLL)), BonusSubtypeID(sid));
  175. ret->addNewBonus(bonus);
  176. return ret;
  177. }
  178. DLL_LINKAGE CArtifactInstance * ArtifactUtils::createNewArtifactInstance(const CArtifact * art)
  179. {
  180. assert(art);
  181. auto * artInst = new CArtifactInstance(art);
  182. if(art->isCombined())
  183. {
  184. for(const auto & part : art->getConstituents())
  185. artInst->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);
  186. }
  187. if(art->isGrowing())
  188. {
  189. auto bonus = std::make_shared<Bonus>();
  190. bonus->type = BonusType::LEVEL_COUNTER;
  191. bonus->val = 0;
  192. artInst->addNewBonus(bonus);
  193. }
  194. return artInst;
  195. }
  196. DLL_LINKAGE CArtifactInstance * ArtifactUtils::createNewArtifactInstance(const ArtifactID & aid)
  197. {
  198. return ArtifactUtils::createNewArtifactInstance(aid.toArtifact());
  199. }
  200. DLL_LINKAGE CArtifactInstance * ArtifactUtils::createArtifact(CMap * map, const ArtifactID & aid, SpellID spellID)
  201. {
  202. CArtifactInstance * art = nullptr;
  203. if(aid.getNum() >= 0)
  204. {
  205. if(spellID == SpellID::NONE)
  206. {
  207. art = ArtifactUtils::createNewArtifactInstance(aid);
  208. }
  209. else
  210. {
  211. art = ArtifactUtils::createScroll(spellID);
  212. }
  213. }
  214. else
  215. {
  216. art = new CArtifactInstance(); // random, empty
  217. }
  218. map->addNewArtifactInstance(art);
  219. if(art->artType && art->isCombined())
  220. {
  221. for(auto & part : art->getPartsInfo())
  222. {
  223. map->addNewArtifactInstance(part.art);
  224. }
  225. }
  226. return art;
  227. }
  228. DLL_LINKAGE void ArtifactUtils::insertScrrollSpellName(std::string & description, const SpellID & sid)
  229. {
  230. // We expect scroll description to be like this: This scroll contains the [spell name] spell which is added
  231. // into spell book for as long as hero carries the scroll. So we want to replace text in [...] with a spell name.
  232. // However other language versions don't have name placeholder at all, so we have to be careful
  233. auto nameStart = description.find_first_of('[');
  234. auto nameEnd = description.find_first_of(']', nameStart);
  235. if(nameStart != std::string::npos && nameEnd != std::string::npos)
  236. {
  237. if(sid.getNum() >= 0)
  238. description = description.replace(nameStart, nameEnd - nameStart + 1, sid.toEntity(VLC->spells())->getNameTranslated());
  239. else
  240. description = description.erase(nameStart, nameEnd - nameStart + 2); // erase "[spell name] " - including space
  241. }
  242. }
  243. VCMI_LIB_NAMESPACE_END