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							- #ifndef __COBJECTHANDLER_H__
 
- #define __COBJECTHANDLER_H__
 
- #include "../global.h"
 
- #include <string>
 
- #include <vector>
 
- #include <set>
 
- #include <map>
 
- #include <list>
 
- #include "CCreatureHandler.h"
 
- #include "../lib/HeroBonus.h"
 
- #ifndef _MSC_VER
 
- #include "CHeroHandler.h"
 
- #include "CTownHandler.h"
 
- #include "../lib/VCMI_Lib.h"
 
- #endif
 
- /*
 
-  * CObjectHandler.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
 
-  *
 
-  */
 
- using boost::logic::tribool;
 
- class IGameCallback;
 
- struct BattleResult;
 
- class CCPPObjectScript;
 
- class CGObjectInstance;
 
- class CScript;
 
- class CObjectScript;
 
- class CGHeroInstance;
 
- class CTown;
 
- class CHero;
 
- class CBuilding;
 
- class CSpell;
 
- class CGTownInstance;
 
- class CArtifact;
 
- class CGDefInfo;
 
- class CSpecObjInfo;
 
- struct TerrainTile;
 
- struct InfoWindow;
 
- class DLL_EXPORT CCastleEvent
 
- {
 
- public:
 
- 	std::string name, message;
 
- 	std::vector<si32> resources;  //gain / loss of resources
 
- 	ui8 players; //players for whom this event can be applied
 
- 	ui8 forHuman, forComputer;
 
- 	ui32 firstShow; //postpone of first encounter time in days
 
- 	ui32 forEvery; //every n days this event will occure
 
- 	ui8 bytes[6]; //build specific buildings (raw format, similar to town's)
 
- 	si32 gen[7]; //additional creatures in i-th level dwelling
 
- 	bool operator<(const CCastleEvent &drugie) const
 
- 	{
 
- 		return firstShow<drugie.firstShow;
 
- 	}
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & name & message & resources & players & forHuman & forComputer & firstShow 
 
- 			& forEvery & bytes & gen;
 
- 	}
 
- };
 
- class CQuest
 
- {
 
- public:
 
- 	ui8 missionType; //type of mission: 0 - no mission; 1 - reach level; 2 - reach main statistics values; 3 - win with a certain hero; 4 - win with a certain creature; 5 - collect some atifacts; 6 - have certain troops in army; 7 - collect resources; 8 - be a certain hero; 9 - be a certain playe
 
- 	si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
 
- 	ui32 m13489val;
 
- 	std::vector<ui32> m2stats;
 
- 	std::vector<ui16> m5arts; //artifacts id
 
- 	std::vector<std::pair<ui32, ui32> > m6creatures; //pair[cre id, cre count]
 
- 	std::vector<ui32> m7resources;
 
- 	std::string firstVisitText, nextVisitText, completedText;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & missionType & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
 
- 			& firstVisitText & nextVisitText & completedText;
 
- 	}
 
- };
 
- class DLL_EXPORT IObjectInterface
 
- {
 
- public:
 
- 	static IGameCallback *cb;
 
- 	IObjectInterface();
 
- 	virtual ~IObjectInterface();
 
- 	virtual void onHeroVisit(const CGHeroInstance * h) const;
 
- 	virtual void onHeroLeave(const CGHeroInstance * h) const;
 
- 	virtual void newTurn() const;
 
- 	virtual void initObj(); //synchr
 
- 	virtual void setProperty(ui8 what, ui32 val);//synchr
 
- };
 
- class DLL_EXPORT CGObjectInstance : protected IObjectInterface
 
- {
 
- protected:
 
- public:
 
- 	mutable std::string hoverName;
 
- 	int3 pos; //h3m pos
 
- 	si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
 
- 	si32 id;//number of object in CObjectHandler's vector		
 
- 	CGDefInfo * defInfo;
 
- 	CSpecObjInfo * info;
 
- 	ui8 animPhaseShift;
 
- 	ui8 tempOwner;
 
- 	ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
 
- 	virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
 
- 	virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
 
- 	int getOwner() const;
 
- 	void setOwner(int ow);
 
- 	int getWidth() const; //returns width of object graphic in tiles
 
- 	int getHeight() const; //returns height of object graphic in tiles
 
- 	bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
 
- 	bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) form left top tile of image (x, y in tiles)
 
- 	bool operator<(const CGObjectInstance & cmp) const;  //screen printing priority comparing
 
- 	CGObjectInstance();
 
- 	virtual ~CGObjectInstance();
 
- 	//CGObjectInstance(const CGObjectInstance & right);
 
- 	//CGObjectInstance& operator=(const CGObjectInstance & right);
 
- 	virtual const std::string & getHoverText() const;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	void initObj();
 
- 	void setProperty(ui8 what, ui32 val);//synchr
 
- 	virtual void setPropertyDer(ui8 what, ui32 val);//synchr
 
- 	friend class CGameHandler;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit;
 
- 		//definfo is handled by map serializer
 
- 	}
 
- };
 
- class DLL_EXPORT CPlayersVisited: public CGObjectInstance
 
- {
 
- public:
 
- 	std::set<ui8> players;
 
- 	bool hasVisited(ui8 player) const;
 
- 	void setPropertyDer(ui8 what, ui32 val);//synchr
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & players;
 
- 	}
 
- };
 
- class  DLL_EXPORT CArmedInstance: public CGObjectInstance
 
- {
 
- public:
 
- 	CCreatureSet army; //army
 
- 	virtual bool needsLastStack() const; //true if last stack cannot be taken
 
- 	int getArmyStrength() const; //sum of AI values of creatures
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 		h & army;
 
- 	}
 
- };
 
- class DLL_EXPORT CGHeroInstance : public CArmedInstance
 
- {
 
- public:
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	mutable int moveDir; //format:	123
 
- 					//		8 4
 
- 					//		765
 
- 	mutable ui8 isStanding, tacticFormationEnabled;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	CHero * type;
 
- 	ui32 exp; //experience point
 
- 	si32 level; //current level of hero
 
- 	std::string name; //may be custom
 
- 	std::string biography; //if custom
 
- 	si32 portrait; //may be custom
 
- 	si32 mana; // remaining spell points
 
- 	std::vector<si32> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
 
- 	std::vector<std::pair<ui8,ui8> > secSkills; //first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert); if hero has ability (-1, -1) it meansthat it should have default secondary abilities
 
- 	si32 movement; //remaining movement points
 
- 	si32 identifier; //from the map file
 
- 	ui8 sex;
 
- 	ui8 inTownGarrison; // if hero is in town garrison 
 
- 	CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
 
- 	std::vector<ui32> artifacts; //hero's artifacts from bag
 
- 	std::map<ui16,ui32> artifWorn; //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
 
- 	std::set<ui32> spells; //known spells (spell IDs)
 
- 	struct DLL_EXPORT Patrol
 
- 	{
 
- 		Patrol(){patrolling=false;patrolRadious=-1;};
 
- 		ui8 patrolling;
 
- 		si32 patrolRadious;
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & patrolling & patrolRadious;
 
- 		}
 
- 	} patrol;
 
- 	std::list<HeroBonus> bonuses;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & exp & level & name & biography & portrait & mana & primSkills & secSkills & movement
 
- 			& identifier & sex & inTownGarrison & artifacts & artifWorn & spells & patrol & bonuses;
 
- 		ui8 standardType = (VLC->heroh->heroes[subID] == type);
 
- 		h & standardType;
 
- 		if(!standardType)
 
- 			h & type;
 
- 		else if(!h.saving)
 
- 			type = VLC->heroh->heroes[subID];
 
- 		//visitied town pointer will be restored by map serialization method
 
- 	}
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
 
- 	int getSightRadious() const; //sight distance (should be used if player-owned structure)
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	const HeroBonus *getBonus(int from, int id) const;
 
- 	int valOfBonuses(HeroBonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then any
 
- 	bool hasBonusOfType(HeroBonus::BonusType type, int subtype = -1) const; //determines if hero has a bonus of given type (and optionally subtype)
 
- 	const std::string &getBiography() const;
 
- 	bool needsLastStack()const;
 
- 	unsigned int getTileCost(const TerrainTile &dest, const TerrainTile &from) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling
 
- 	unsigned int getLowestCreatureSpeed() const;
 
- 	int3 getPosition(bool h3m) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
 
- 	si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
 
- 	si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
 
- 	bool canWalkOnSea() const;
 
- 	int getCurrentLuck(int stack=-1, bool town=false) const;
 
- 	std::vector<std::pair<int,std::string> > getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
 
- 	int getCurrentMorale(int stack=-1, bool town=false) const; //if stack - position of creature, if -1 then morale for hero is calculated; town - if bonuses from town (tavern) should be considered
 
- 	std::vector<std::pair<int,std::string> > getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
 
- 	int getPrimSkillLevel(int id) const;
 
- 	ui8 getSecSkillLevel(const int & ID) const; //0 - no skill
 
- 	int maxMovePoints(bool onLand) const;
 
- 	ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
 
- 	const CArtifact * getArt(int pos) const;
 
- 	int getSpellSecLevel(int spell) const; //returns level of secondary ability (fire, water, earth, air magic) known to this hero and applicable to given spell; -1 if error
 
- 	static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
 
- 	double getHeroStrength() const;
 
- 	int getTotalStrength() const;
 
- 	ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be casted by this hero
 
- 	bool canCastThisSpell(const CSpell * spell) const; //determines if this hero can cast given spell; takes into account existing spell in spellbook, existing spellbook and artifact bonuses
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	void initHero(); 
 
- 	void initHero(int SUBID); 
 
- 	void initHeroDefInfo();
 
- 	CGHeroInstance();
 
- 	virtual ~CGHeroInstance();
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	void setPropertyDer(ui8 what, ui32 val);//synchr
 
- 	void initObj();
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- };
 
- class DLL_EXPORT CGTownInstance : public CArmedInstance
 
- {
 
- public:
 
- 	CTown * town;
 
- 	std::string name; // name of town
 
- 	si32 builded; //how many buildings has been built this turn
 
- 	si32 destroyed; //how many buildings has been destroyed this turn
 
- 	const CGHeroInstance * garrisonHero, *visitingHero;
 
- 	ui32 identifier; //special identifier from h3m (only > RoE maps)
 
- 	si32 alignment;
 
- 	std::set<si32> forbiddenBuildings, builtBuildings;
 
- 	std::vector<ui32> possibleSpells, obligatorySpells;
 
- 	std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
 
- 	struct StrInfo
 
- 	{
 
- 		std::map<si32,ui32> creatures; //level - available amount
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & creatures;
 
- 		}
 
- 	} strInfo;
 
- 	std::set<CCastleEvent> events;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings
 
- 			& possibleSpells & obligatorySpells & spells & strInfo & events;
 
- 		ui8 standardType = (&VLC->townh->towns[subID] == town);
 
- 		h & standardType;
 
- 		if(!standardType)
 
- 			h & town;
 
- 		else if(!h.saving)
 
- 			town = &VLC->townh->towns[subID];
 
- 		//garrison/visiting hero pointers will be restored in the map serialization
 
- 	}
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
 
- 	int getSightRadious() const; //returns sight distance
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	bool needsLastStack() const;
 
- 	int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
 
- 	int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
 
- 	int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
 
- 	bool creatureDwelling(const int & level, bool upgraded=false) const;
 
- 	int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
 
- 	int creatureGrowth(const int & level) const;
 
- 	bool hasFort() const;
 
- 	bool hasCapitol() const;
 
- 	int dailyIncome() const;
 
- 	int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
 
- 	CGTownInstance();
 
- 	virtual ~CGTownInstance();
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	void onHeroLeave(const CGHeroInstance * h) const;
 
- 	void initObj();
 
- };
 
- class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
 
- {
 
- public:
 
- 	std::set<si32> visitors; //ids of heroes who have visited this obj
 
- 	si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
 
- 	const std::string & getHoverText() const;
 
- 	void setPropertyDer(ui8 what, ui32 val);//synchr
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	void onNAHeroVisit(int heroID, bool alreadyVisited) const;
 
- 	void initObj();
 
- 	void treeSelected(int heroID, int resType, int resVal, int expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
 
- 	void schoolSelected(int heroID, ui32 which) const;
 
- 	void arenaSelected(int heroID, int primSkill) const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 		h & visitors & ttype;
 
- 	}
 
- };
 
- class DLL_EXPORT CGEvent : public CArmedInstance //event objects
 
- {
 
- public:
 
- 	std::string message;
 
- 	ui32 gainedExp;
 
- 	si32 manaDiff; //amount of gained / lost mana
 
- 	si32 moraleDiff; //morale modifier
 
- 	si32 luckDiff; //luck modifier
 
- 	std::vector<si32> resources;//gained / lost resources
 
- 	std::vector<si32> primskills;//gained / lost resources
 
- 	std::vector<si32> abilities; //gained abilities
 
- 	std::vector<si32> abilityLevels; //levels of gained abilities
 
- 	std::vector<si32> artifacts; //gained artifacts
 
- 	std::vector<si32> spells; //gained spells
 
- 	CCreatureSet creatures; //gained creatures
 
- 	ui8 availableFor; //players whom this event is available for
 
- 	ui8 computerActivate; //true if computre player can activate this event
 
- 	ui8 humanActivate; //true if human player can activate this event
 
- 	ui8 removeAfterVisit; //true if event is removed after occurring
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
 
- 			& abilities & abilityLevels & artifacts & spells & creatures & availableFor 
 
- 			& computerActivate & humanActivate;
 
- 	}
 
- 	void activated(const CGHeroInstance * h) const;
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	void endBattle(const CGHeroInstance *h, BattleResult *result) const;
 
- 	void giveContents(const CGHeroInstance *h, bool afterBattle) const;
 
- 	void getText( InfoWindow &iw, bool &afterBattle, int val, int positive, int negative, const CGHeroInstance * h ) const;
 
- 	void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
 
- };
 
- class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
 
- {
 
- public:
 
- 	ui32 identifier; //unique code for this monster (used in missions)
 
- 	si8 character; //chracter of this set of creatures (0 - the most friendly, 4 - the most hostile) => on init changed to 0 (compliant) - 10 value (savage)
 
- 	std::string message; //message printed for attacking hero
 
- 	std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
 
- 	si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
 
- 	ui8 neverFlees; //if true, the troops will never flee
 
- 	ui8 notGrowingTeam; //if true, number of units won't grow
 
- 	void fight(const CGHeroInstance *h) const;
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	void flee( const CGHeroInstance * h ) const;
 
- 	void endBattle(BattleResult *result) const;
 
- 	void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
 
- 	void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
 
- 	void initObj();
 
- 	int takenAction(const CGHeroInstance *h, bool allowJoin=true) const; //action on confrontation: -2 - fight, -1 - flee, >=0 - will join for given value of gold (may be 0)
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam;
 
- 	}
 
- }; 
 
- class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
 
- {
 
- public:
 
- 	std::string message;
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	void initObj();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 		h & message;
 
- 	}
 
- };
 
- class DLL_EXPORT CGSeerHut : public CGObjectInstance, public CQuest
 
- {
 
- public:
 
- 	ui8 rewardType; //type of reward: 0 - no reward; 1 - experience; 2 - mana points; 3 - morale bonus; 4 - luck bonus; 5 - resources; 6 - main ability bonus (attak, defence etd.); 7 - secondary ability gain; 8 - artifact; 9 - spell; 10 - creature
 
- 	si32 rID;
 
- 	si32 rVal;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
 
- 		h & rewardType & rID & rVal;
 
- 	}
 
- };
 
- class DLL_EXPORT CGWitchHut : public CPlayersVisited
 
- {
 
- public:
 
- 	std::vector<si32> allowedAbilities;
 
- 	ui32 ability;
 
- 	const std::string & getHoverText() const;
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	void initObj();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
 
- 		h & allowedAbilities & ability;
 
- 	}
 
- };
 
- class DLL_EXPORT CGScholar : public CGObjectInstance
 
- {
 
- public:
 
- 	ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
 
- 	ui16 bonusID; //ID of skill/spell
 
- 	void giveAnyBonus(const CGHeroInstance * h) const;
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	void initObj();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 		h & bonusType & id;
 
- 	}
 
- };
 
- class DLL_EXPORT CGGarrison : public CArmedInstance
 
- {
 
- public:
 
- 	ui8 removableUnits;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & removableUnits;
 
- 	}
 
- };
 
- class DLL_EXPORT CGArtifact : public CArmedInstance
 
- {
 
- public:
 
- 	std::string message;
 
- 	ui32 spell; //if it's spell scroll
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
 
- 	void endBattle(BattleResult *result, const CGHeroInstance *h) const;
 
- 	void pick( const CGHeroInstance * h ) const;
 
- 	void initObj();	
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & message & spell;
 
- 	}
 
- };
 
- class DLL_EXPORT CGResource : public CArmedInstance
 
- {
 
- public:
 
- 	ui32 amount; //0 if random
 
- 	std::string message;
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	void collectRes(int player) const;
 
- 	void initObj();
 
- 	void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
 
- 	void endBattle(BattleResult *result, const CGHeroInstance *h) const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & amount & message;
 
- 	}
 
- };
 
- class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest
 
- {
 
- public:
 
- 	ui32 type, val1, val2;
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	void initObj();
 
- 	void chosen(int which, int heroID) const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 		h & type & val1 & val2;
 
- 	}
 
- };
 
- class DLL_EXPORT CGShrine : public CPlayersVisited
 
- {
 
- public:
 
- 	ui8 spell; //number of spell or 255 if random
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	void initObj();
 
- 	const std::string & getHoverText() const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
 
- 		h & spell;
 
- 	}
 
- };
 
- class DLL_EXPORT CGPandoraBox : public CArmedInstance
 
- {
 
- public:
 
- 	std::string message;
 
- 	//gained things:
 
- 	ui32 gainedExp;
 
- 	si32 manaDiff; //amount of gained / lost mana
 
- 	si32 moraleDiff; //morale modifier
 
- 	si32 luckDiff; //luck modifier
 
- 	std::vector<si32> resources;//gained / lost resources
 
- 	std::vector<si32> primskills;//gained / lost resources
 
- 	std::vector<si32> abilities; //gained abilities
 
- 	std::vector<si32> abilityLevels; //levels of gained abilities
 
- 	std::vector<si32> artifacts; //gained artifacts
 
- 	std::vector<si32> spells; //gained spells
 
- 	CCreatureSet creatures; //gained creatures
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
 
- 			& abilities & abilityLevels & artifacts & spells & creatures;
 
- 	}
 
- };
 
- class DLL_EXPORT CGQuestGuard : public CGObjectInstance, public CQuest
 
- {
 
- public:
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CQuest&>(*this) & static_cast<CGObjectInstance&>(*this);
 
- 	}
 
- };
 
- class DLL_EXPORT CGMine : public CArmedInstance
 
- {
 
- public: 
 
- 	void offerLeavingGuards(const CGHeroInstance *h) const;
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	void newTurn() const;
 
- 	void initObj();	
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 	}
 
- };
 
- class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
 
- {
 
- public:
 
- 	ui8 visited; //true if object has been visited this week
 
- 	void setPropertyDer(ui8 what, ui32 val);//synchr
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	void newTurn() const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 		h & visited;
 
- 	}
 
- };
 
- class DLL_EXPORT CGTeleport : public CGObjectInstance //teleports and subterranean gates
 
- {
 
- public:
 
- 	static std::map<int,std::map<int, std::vector<int> > > objs; //map[ID][subID] => vector of ids
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	void initObj();	
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 	}
 
- };
 
- class DLL_EXPORT CGDwelling : public CGObjectInstance //teleports and subterranean gates
 
- {
 
- public:
 
- 	static std::map<int,std::map<int, std::vector<int> > > objs; //map[ID][subID] => vector of ids
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	void initObj();	
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 	}
 
- };
 
- class DLL_EXPORT CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
 
- {
 
- public:
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	const std::string & getHoverText() const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 	}
 
- };
 
- class DLL_EXPORT CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
 
- {
 
- public:
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	const std::string & getHoverText() const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 	}
 
- };
 
- class DLL_EXPORT CGObservatory : public CGObjectInstance //Redwood observatory
 
- {
 
- public:
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this);
 
- 	}
 
- };
 
- class DLL_EXPORT CGOnceVisitable : public CPlayersVisited //wagon, corpse, lean to, warriors tomb
 
- {
 
- public:
 
- 	ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
 
- 	ui32 bonusType, //id of res or artifact
 
- 		bonusVal; //resource amount (or not used)
 
- 	void onHeroVisit(const CGHeroInstance * h) const;
 
- 	const std::string & getHoverText() const;
 
- 	void initObj();	
 
- 	void searchTomb(const CGHeroInstance *h, ui32 accept) const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
 
- 		h & bonusType & bonusVal;
 
- 	}
 
- };
 
- class DLL_EXPORT CObjectHandler
 
- {
 
- public:
 
- 	std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
 
- 	void loadObjects();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & cregens;
 
- 	}
 
- };
 
- #endif // __COBJECTHANDLER_H__
 
 
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