ArtifactUtils.cpp 6.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248
  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 "StdInc.h"
  11. #include "ArtifactUtils.h"
  12. #include "ArtBearer.h"
  13. #include "CArtifact.h"
  14. #include "CArtifactFittingSet.h"
  15. #include "../../IGameSettings.h"
  16. #include "../../GameLibrary.h"
  17. #include "../../mapObjects/CGHeroInstance.h"
  18. #include <vcmi/spells/Spell.h>
  19. VCMI_LIB_NAMESPACE_BEGIN
  20. DLL_LINKAGE bool ArtifactUtils::checkIfSlotValid(const CArtifactSet & artSet, const ArtifactPosition & slot)
  21. {
  22. if(artSet.bearerType() == ArtBearer::HERO)
  23. {
  24. if(isSlotEquipment(slot) || isSlotBackpack(slot) || slot == ArtifactPosition::TRANSITION_POS)
  25. return true;
  26. }
  27. else if(artSet.bearerType() == ArtBearer::ALTAR)
  28. {
  29. if(isSlotBackpack(slot))
  30. return true;
  31. }
  32. else if(artSet.bearerType() == ArtBearer::COMMANDER)
  33. {
  34. if(vstd::contains(commanderSlots(), slot))
  35. return true;
  36. }
  37. else if(artSet.bearerType() == ArtBearer::CREATURE)
  38. {
  39. if(slot == ArtifactPosition::CREATURE_SLOT)
  40. return true;
  41. }
  42. return false;
  43. }
  44. DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtAnyPosition(const CArtifactSet * target, const ArtifactID & aid)
  45. {
  46. if(auto targetSlot = getArtEquippedPosition(target, aid); targetSlot != ArtifactPosition::PRE_FIRST)
  47. return targetSlot;
  48. return getArtBackpackPosition(target, aid);
  49. }
  50. DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtEquippedPosition(const CArtifactSet * target, const ArtifactID & aid)
  51. {
  52. const auto * art = aid.toArtifact();
  53. for(const auto & slot : art->getPossibleSlots().at(target->bearerType()))
  54. {
  55. if(art->canBePutAt(target, slot))
  56. return slot;
  57. }
  58. return ArtifactPosition::PRE_FIRST;
  59. }
  60. DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtBackpackPosition(const CArtifactSet * target, const ArtifactID & aid)
  61. {
  62. const auto * art = aid.toArtifact();
  63. if(target->bearerType() == ArtBearer::HERO)
  64. if(art->canBePutAt(target, ArtifactPosition::BACKPACK_START))
  65. {
  66. return ArtifactPosition::BACKPACK_START + target->artifactsInBackpack.size();
  67. }
  68. return ArtifactPosition::PRE_FIRST;
  69. }
  70. DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::unmovableSlots()
  71. {
  72. static const std::vector<ArtifactPosition> positions =
  73. {
  74. ArtifactPosition::SPELLBOOK,
  75. ArtifactPosition::MACH4
  76. };
  77. return positions;
  78. }
  79. DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::commonWornSlots()
  80. {
  81. static const std::vector<ArtifactPosition> positions =
  82. {
  83. ArtifactPosition::HEAD,
  84. ArtifactPosition::SHOULDERS,
  85. ArtifactPosition::NECK,
  86. ArtifactPosition::RIGHT_HAND,
  87. ArtifactPosition::LEFT_HAND,
  88. ArtifactPosition::TORSO,
  89. ArtifactPosition::RIGHT_RING,
  90. ArtifactPosition::LEFT_RING,
  91. ArtifactPosition::FEET,
  92. ArtifactPosition::MISC1,
  93. ArtifactPosition::MISC2,
  94. ArtifactPosition::MISC3,
  95. ArtifactPosition::MISC4,
  96. ArtifactPosition::MISC5,
  97. };
  98. return positions;
  99. }
  100. DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::allWornSlots()
  101. {
  102. static const std::vector<ArtifactPosition> positions =
  103. {
  104. ArtifactPosition::HEAD,
  105. ArtifactPosition::SHOULDERS,
  106. ArtifactPosition::NECK,
  107. ArtifactPosition::RIGHT_HAND,
  108. ArtifactPosition::LEFT_HAND,
  109. ArtifactPosition::TORSO,
  110. ArtifactPosition::RIGHT_RING,
  111. ArtifactPosition::LEFT_RING,
  112. ArtifactPosition::FEET,
  113. ArtifactPosition::MISC1,
  114. ArtifactPosition::MISC2,
  115. ArtifactPosition::MISC3,
  116. ArtifactPosition::MISC4,
  117. ArtifactPosition::MISC5,
  118. ArtifactPosition::MACH1,
  119. ArtifactPosition::MACH2,
  120. ArtifactPosition::MACH3,
  121. ArtifactPosition::MACH4,
  122. ArtifactPosition::SPELLBOOK
  123. };
  124. return positions;
  125. }
  126. DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::commanderSlots()
  127. {
  128. static const std::vector<ArtifactPosition> positions =
  129. {
  130. ArtifactPosition::COMMANDER1,
  131. ArtifactPosition::COMMANDER2,
  132. ArtifactPosition::COMMANDER3,
  133. ArtifactPosition::COMMANDER4,
  134. ArtifactPosition::COMMANDER5,
  135. ArtifactPosition::COMMANDER6
  136. };
  137. return positions;
  138. }
  139. DLL_LINKAGE bool ArtifactUtils::isArtRemovable(const std::pair<ArtifactPosition, ArtSlotInfo> & slot)
  140. {
  141. return slot.second.getArt()
  142. && !slot.second.locked
  143. && !vstd::contains(unmovableSlots(), slot.first);
  144. }
  145. DLL_LINKAGE bool ArtifactUtils::checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, const ArtifactID & artID, const ArtifactPosition & slot)
  146. {
  147. // TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game?
  148. // Titan's Thunder creates new spellbook on equip
  149. if(artID == ArtifactID::TITANS_THUNDER && slot == ArtifactPosition::RIGHT_HAND)
  150. {
  151. if(heroPtr && !heroPtr->hasSpellbook())
  152. {
  153. return true;
  154. }
  155. }
  156. return false;
  157. }
  158. DLL_LINKAGE bool ArtifactUtils::isSlotBackpack(const ArtifactPosition & slot)
  159. {
  160. return slot >= ArtifactPosition::BACKPACK_START;
  161. }
  162. DLL_LINKAGE bool ArtifactUtils::isSlotEquipment(const ArtifactPosition & slot)
  163. {
  164. return slot < ArtifactPosition::BACKPACK_START && slot >= ArtifactPosition(0);
  165. }
  166. DLL_LINKAGE bool ArtifactUtils::isBackpackFreeSlots(const CArtifactSet * target, const size_t reqSlots)
  167. {
  168. if(target->bearerType() == ArtBearer::HERO)
  169. {
  170. const auto backpackCap = LIBRARY->engineSettings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  171. if(backpackCap < 0)
  172. return true;
  173. else
  174. return target->artifactsInBackpack.size() + reqSlots <= backpackCap;
  175. }
  176. else
  177. return false;
  178. }
  179. DLL_LINKAGE std::vector<const CArtifact*> ArtifactUtils::assemblyPossibilities(
  180. const CArtifactSet * artSet, const ArtifactID & aid, const bool onlyEquiped)
  181. {
  182. std::vector<const CArtifact*> arts;
  183. const auto * art = aid.toArtifact();
  184. if(art->isCombined())
  185. return arts;
  186. for(const auto combinedArt : art->getPartOf())
  187. {
  188. assert(combinedArt->isCombined());
  189. bool possible = true;
  190. CArtifactFittingSet fittingSet(*artSet);
  191. for(const auto part : combinedArt->getConstituents()) // check if all constituents are available
  192. {
  193. const auto slot = fittingSet.getArtPos(part->getId(), onlyEquiped, false);
  194. if(slot == ArtifactPosition::PRE_FIRST)
  195. {
  196. possible = false;
  197. break;
  198. }
  199. fittingSet.lockSlot(slot);
  200. }
  201. if(possible)
  202. arts.push_back(combinedArt);
  203. }
  204. return arts;
  205. }
  206. DLL_LINKAGE void ArtifactUtils::insertScrrollSpellName(std::string & description, const SpellID & sid)
  207. {
  208. // We expect scroll description to be like this: This scroll contains the [spell name] spell which is added
  209. // into spell book for as long as hero carries the scroll. So we want to replace text in [...] with a spell name.
  210. // However other language versions don't have name placeholder at all, so we have to be careful
  211. auto nameStart = description.find_first_of('[');
  212. auto nameEnd = description.find_first_of(']', nameStart);
  213. if(nameStart != std::string::npos && nameEnd != std::string::npos)
  214. {
  215. if(sid.getNum() >= 0)
  216. description = description.replace(nameStart, nameEnd - nameStart + 1, sid.toEntity(LIBRARY)->getNameTranslated());
  217. else
  218. description = description.erase(nameStart, nameEnd - nameStart + 2); // erase "[spell name] " - including space
  219. }
  220. }
  221. VCMI_LIB_NAMESPACE_END