| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312 | #ifndef __CARTHANDLER_H__#define __CARTHANDLER_H__#include "../global.h"#include "../lib/HeroBonus.h"#include <set>#include <list>#include "../lib/ConstTransitivePtr.h"/* * CArtHandler.h, 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 * */class CDefHandler;class CArtifact;class CGHeroInstance;struct ArtifactLocation;class DLL_EXPORT CArtifact : public CBonusSystemNode //container for artifacts{public:	std::string name, description; //set if custom	enum EartClass {ART_SPECIAL=1, ART_TREASURE=2, ART_MINOR=4, ART_MAJOR=8, ART_RELIC=16}; //artifact classes	const std::string &Name() const; //getter	const std::string &Description() const; //getter	bool isBig () const;	int getArtClassSerial() const; //0 - treasure, 1 - minor, 2 - major, 3 - relic, 4 - spell scroll, 5 - other	std::string nodeName() const OVERRIDE;	ui32 price;	std::vector<ui16> possibleSlots; //ids of slots where artifact can be placed	std::vector<ui32> * constituents; // Artifacts IDs a combined artifact consists of, or NULL.	std::vector<ui32> * constituentOf; // Reverse map of constituents.	EartClass aClass;	si32 id;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CBonusSystemNode&>(*this);		h & name & description & price & possibleSlots & constituents & constituentOf & aClass & id;	}	CArtifact();	~CArtifact();	//override	//void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;};class DLL_EXPORT CArtifactInstance : public CBonusSystemNode{public:	void init();	CArtifactInstance(CArtifact *Art);	CArtifactInstance();	ConstTransitivePtr<CArtifact> artType; 	si32 id; //id of the instance	//CArtifactInstance(int aid);	std::string nodeName() const OVERRIDE;	void deserializationFix();	void setType(CArtifact *Art);	int firstAvailableSlot(const CGHeroInstance *h) const;	int firstBackpackSlot(const CGHeroInstance *h) const;	int getGivenSpellID() const; //to be used with scrolls (and similar arts), -1 if none	virtual bool canBePutAt(const ArtifactLocation &al, bool assumeDestRemoved = false) const;	virtual bool canBeDisassembled() const;	virtual void putAt(CGHeroInstance *h, ui16 slot);	virtual void removeFrom(CGHeroInstance *h, ui16 slot);	virtual bool isPart(const CArtifactInstance *supposedPart) const; //checks if this a part of this artifact: artifact instance is a part of itself, additionally truth is returned for consituents of combined arts	std::vector<const CArtifact *> assemblyPossibilities(const CGHeroInstance *h) const;	void move(ArtifactLocation &src, ArtifactLocation &dst);	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CBonusSystemNode&>(*this);		h & artType & id;		BONUS_TREE_DESERIALIZATION_FIX	}	static CArtifactInstance *createScroll(const CSpell *s);	static CArtifactInstance *createNewArtifactInstance(CArtifact *Art);	static CArtifactInstance *createNewArtifactInstance(int aid);};class DLL_EXPORT CCombinedArtifactInstance : public CArtifactInstance{	CCombinedArtifactInstance(CArtifact *Art);public:	struct ConstituentInfo	{		ConstTransitivePtr<CArtifactInstance> art;		si16 slot;		template <typename Handler> void serialize(Handler &h, const int version)		{			h & art & slot;		}		bool operator==(const ConstituentInfo &rhs) const;		ConstituentInfo(CArtifactInstance *art = NULL, ui16 slot = -1);	};	std::vector<ConstituentInfo> constituentsInfo;	bool canBePutAt(const ArtifactLocation &al, bool assumeDestRemoved = false) const OVERRIDE;	bool canBeDisassembled() const OVERRIDE;	void putAt(CGHeroInstance *h, ui16 slot) OVERRIDE;	void removeFrom(CGHeroInstance *h, ui16 slot) OVERRIDE;	bool isPart(const CArtifactInstance *supposedPart) const OVERRIDE;	void createConstituents();	void addAsConstituent(CArtifactInstance *art, int slot);	CArtifactInstance *figureMainConstituent(ui16 slot); //main constituent is replcaed with us (combined art), not lock	CCombinedArtifactInstance();	void deserializationFix();	friend class CArtifactInstance;	friend struct AssembledArtifact;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CArtifactInstance&>(*this);		h & constituentsInfo;		BONUS_TREE_DESERIALIZATION_FIX	}};// class DLL_EXPORT IModableArt : public CArtifact //artifact which can have different properties, such as scroll or banner// { //used only for dynamic cast :P// public:// 	si32 ID; //used for smart serialization// // 	template <typename Handler> void serialize(Handler &h, const int version)// 	{// 		h & static_cast<CArtifact&>(*this);// 		h & ID;// 	}// };// // class DLL_EXPORT CScroll : public IModableArt // Spell Scroll// {// public:// 	CScroll(){spellid=0;};// 	CScroll(spelltype sid){spellid = sid;};// 	spelltype spellid;// 	void Init();// 	void SetProperty (int mod){spellid = mod;};// 	template <typename Handler> void serialize(Handler &h, const int version)// 	{// 		h & static_cast<IModableArt&>(*this);// 		h & spellid;// 	}// };// // class DLL_EXPORT CCustomizableArt : public IModableArt // Warlord's Banner with multiple options// {// public:// 	ui8 mode;// 	CCustomizableArt(){mode=0;};// 	void Init(){};// 	void SetProperty (int mod){};// 	template <typename Handler> void serialize(Handler &h, const int version)// 	{// 		h & static_cast<IModableArt&>(*this);// 		h & mode;// 	}// };// // class DLL_EXPORT CCommanderArt : public IModableArt // Growing with time// {// public:// 	ui32 level;// 	CCommanderArt(){level = 0;};// 	void Init(){};// 	void SetProperty (int mod){level = mod;};// 	void Upgrade(){level++;};// 	template <typename Handler> void serialize(Handler &h, const int version)// 	{// 		h & static_cast<IModableArt&>(*this);// 		h & level;// 	}// };class DLL_EXPORT CArtHandler //handles artifacts{	void giveArtBonus(int aid, Bonus::BonusType type, int val, int subtype = -1, int valType = Bonus::BASE_NUMBER, ILimiter * limiter = NULL);	void giveArtBonus(int aid, Bonus::BonusType type, int val, int subtype, IPropagator* propagator);public:	std::vector<CArtifact*> treasures, minors, majors, relics;	std::vector< ConstTransitivePtr<CArtifact> > artifacts;	std::vector<CArtifact *> allowedArtifacts;	std::set<ui32> bigArtifacts; // Artifacts that cannot be moved to backpack, e.g. war machines.	//std::map<ui32, ui8> modableArtifacts; //1-scroll, 2-banner, 3-commander art with progressive bonus	void loadArtifacts(bool onlyTxt);	void sortArts();	void addBonuses();	void clear();	void clearHlpLists();	ui16 getRandomArt (int flags);	ui16 getArtSync (ui32 rand, int flags);	void getAllowedArts(std::vector<ConstTransitivePtr<CArtifact> > &out, std::vector<CArtifact*> *arts, int flag);	void getAllowed(std::vector<ConstTransitivePtr<CArtifact> > &out, int flags);	void erasePickedArt (si32 id);	bool isBigArtifact (ui32 artID) const {return bigArtifacts.find(artID) != bigArtifacts.end();}// 	void equipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID, const CArtifact* art) const;// 	void unequipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID) const;	void initAllowedArtifactsList(const std::vector<ui8> &allowed); //allowed[art_id] -> 0 if not allowed, 1 if allowed	static int convertMachineID(int id, bool creToArt);	CArtHandler();	~CArtHandler();	template <typename Handler> void serialize(Handler &h, const int version)	{		h & artifacts & allowedArtifacts & treasures & minors & majors & relics;		//if(!h.saving) sortArts();	}};struct DLL_EXPORT ArtSlotInfo{	ConstTransitivePtr<CArtifactInstance> artifact;	ui8 locked; //if locked, then artifact points to the combined artifact	ArtSlotInfo()	{		locked = false;	}	template <typename Handler> void serialize(Handler &h, const int version)	{		h & artifact & locked;	}};class DLL_EXPORT IArtifactSetBase { ///artifacts containerpublic:	virtual void setNewArtSlot(ui16 slot, CArtifactInstance *art, bool locked);	virtual const CArtifactInstance* getArt(ui16 pos, bool excludeLocked = true) const;	virtual CArtifactInstance* getArt(ui16 pos, bool excludeLocked = true); //NULL - no artifact	virtual bool hasArt(ui32 aid, bool onlyWorn = false) const;	virtual bool isPositionFree(ui16 pos, bool onlyLockCheck = false) const;	virtual ArtSlotInfo &retreiveNewArtSlot(ui16 slot)=0;	virtual void eraseArtSlot(ui16 slot)=0;	virtual const ArtSlotInfo *getSlot(ui16 pos) const=0;	virtual si32 getArtPos(int aid, bool onlyWorn = true) const=0; //looks for equipped artifact with given ID and returns its slot ID or -1 if none(if more than one such artifact lower ID is returned)	virtual si32 getArtPos(const CArtifactInstance *art) const=0;	virtual const CArtifactInstance *getArtByInstanceId(int artInstId) const=0;	virtual si32 getArtTypeId(ui16 pos) const=0;};class DLL_EXPORT CArtifactSet : public IArtifactSetBase{ ///hero artifactspublic:	std::vector<ArtSlotInfo> artifactsInBackpack; //hero's artifacts from bag	bmap<ui16, ArtSlotInfo> artifactsWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5	ArtSlotInfo &retreiveNewArtSlot(ui16 slot);	void eraseArtSlot(ui16 slot);	const ArtSlotInfo *getSlot(ui16 pos) const;	si32 getArtPos(int aid, bool onlyWorn = true) const;	si32 getArtPos(const CArtifactInstance *art) const;	const CArtifactInstance *getArtByInstanceId(int artInstId) const;	si32 getArtTypeId(ui16 pos) const;	virtual ~CArtifactSet();	template <typename Handler> void serialize(Handler &h, const int version)	{		h & artifactsInBackpack & artifactsWorn;	}};class DLL_EXPORT CCreatureArtifactSet : public IArtifactSetBase{ ///creature artifactspublic:	std::vector<ArtSlotInfo> artifactsInBackpack; //artifacts carried by creature - 4 max	ArtSlotInfo activeArtifact; //position 0 - Arts::CREATURE_ART	ArtSlotInfo &retreiveNewArtSlot(ui16 slot);	void eraseArtSlot(ui16 slot);	const ArtSlotInfo *getSlot(ui16 pos)const;	si32 getArtPos(int aid, bool onlyWorn = true) const;	si32 getArtPos(const CArtifactInstance *art) const;	const CArtifactInstance *getArtByInstanceId(int artInstId) const;	si32 getArtTypeId(ui16 pos) const;	virtual ~CCreatureArtifactSet(){};	template <typename Handler> void serialize(Handler &h, const int version)	{		h & artifactsInBackpack & activeArtifact;	}};#endif // __CARTHANDLER_H__
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