CObjectHandler.h 41 KB

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  1. #ifndef __COBJECTHANDLER_H__
  2. #define __COBJECTHANDLER_H__
  3. #include "../global.h"
  4. #include <string>
  5. #include <vector>
  6. #include <set>
  7. #include <map>
  8. #include <list>
  9. #include "CCreatureHandler.h"
  10. #include "../lib/HeroBonus.h"
  11. #ifndef _MSC_VER
  12. #include "CHeroHandler.h"
  13. #include "CTownHandler.h"
  14. #include "../lib/VCMI_Lib.h"
  15. #endif
  16. /*
  17. * CObjectHandler.h, part of VCMI engine
  18. *
  19. * Authors: listed in file AUTHORS in main folder
  20. *
  21. * License: GNU General Public License v2.0 or later
  22. * Full text of license available in license.txt file, in main folder
  23. *
  24. */
  25. class IGameCallback;
  26. struct BattleResult;
  27. class CCPPObjectScript;
  28. class CGObjectInstance;
  29. class CScript;
  30. class CObjectScript;
  31. class CGHeroInstance;
  32. class CTown;
  33. class CHero;
  34. class CBuilding;
  35. class CSpell;
  36. class CGTownInstance;
  37. class CGTownBuilding;
  38. class CArtifact;
  39. class CGDefInfo;
  40. class CSpecObjInfo;
  41. struct TerrainTile;
  42. struct InfoWindow;
  43. struct Component;
  44. struct BankConfig;
  45. class CGBoat;
  46. class DLL_EXPORT CCastleEvent
  47. {
  48. public:
  49. std::string name, message;
  50. std::vector<si32> resources; //gain / loss of resources
  51. ui8 players; //players for whom this event can be applied
  52. ui8 forHuman, forComputer;
  53. ui32 firstShow; //postpone of first encounter time in days
  54. ui32 forEvery; //every n days this event will occure
  55. ui8 bytes[6]; //build specific buildings (raw format, similar to town's)
  56. si32 gen[7]; //additional creatures in i-th level dwelling
  57. bool operator<(const CCastleEvent &drugie) const
  58. {
  59. return firstShow<drugie.firstShow;
  60. }
  61. template <typename Handler> void serialize(Handler &h, const int version)
  62. {
  63. h & name & message & resources & players & forHuman & forComputer & firstShow
  64. & forEvery & bytes & gen;
  65. }
  66. };
  67. class DLL_EXPORT CQuest
  68. {
  69. public:
  70. enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
  71. MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9};
  72. ui8 missionType, progress;
  73. si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
  74. ui32 m13489val;
  75. std::vector<ui32> m2stats;
  76. std::vector<ui16> m5arts; //artifacts id
  77. TSlots m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
  78. std::vector<ui32> m7resources;
  79. std::string firstVisitText, nextVisitText, completedText;
  80. bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
  81. virtual void completeQuest (const CGHeroInstance * h) const {};
  82. template <typename Handler> void serialize(Handler &h, const int version)
  83. {
  84. h & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  85. & firstVisitText & nextVisitText & completedText;
  86. }
  87. };
  88. class DLL_EXPORT IObjectInterface
  89. {
  90. public:
  91. static IGameCallback *cb;
  92. IObjectInterface();
  93. virtual ~IObjectInterface();
  94. virtual void onHeroVisit(const CGHeroInstance * h) const;
  95. virtual void onHeroLeave(const CGHeroInstance * h) const;
  96. virtual void newTurn() const;
  97. virtual void initObj(); //synchr
  98. virtual void setProperty(ui8 what, ui32 val);//synchr
  99. static void preInit(); //called before objs receive their initObj
  100. static void postInit();//caleed after objs receive their initObj
  101. };
  102. class DLL_EXPORT IShipyard
  103. {
  104. public:
  105. const CGObjectInstance *o;
  106. IShipyard(const CGObjectInstance *O);
  107. virtual void getBoatCost(std::vector<si32> &cost) const;
  108. virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  109. virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
  110. //virtual bool validLocation() const; //returns true if there is a water tile near where boat can be placed
  111. int3 bestLocation() const; //returns location when the boat should be placed
  112. int state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
  113. static const IShipyard *castFrom(const CGObjectInstance *obj);
  114. static IShipyard *castFrom(CGObjectInstance *obj);
  115. };
  116. class DLL_EXPORT CGObjectInstance : public IObjectInterface
  117. {
  118. protected:
  119. void getNameVis(std::string &hname) const;
  120. void giveDummyBonus(int heroID, ui8 duration = HeroBonus::ONE_DAY) const;
  121. public:
  122. mutable std::string hoverName;
  123. int3 pos; //h3m pos
  124. si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
  125. si32 id;//number of object in CObjectHandler's vector
  126. CGDefInfo * defInfo;
  127. ui8 animPhaseShift;
  128. ui8 tempOwner;
  129. ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
  130. virtual ui8 getPassableness() const; //bitmap - if the bit is set the corresponding player can pass through the visitable tiles of object, even if it's blockvis; if not set - default properties from definfo are used
  131. virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  132. virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
  133. void getSightTiles(std::set<int3> &tiles) const; //returns reference to the set
  134. int getOwner() const;
  135. void setOwner(int ow);
  136. int getWidth() const; //returns width of object graphic in tiles
  137. int getHeight() const; //returns height of object graphic in tiles
  138. 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)
  139. int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
  140. 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)
  141. bool coveringAt(int x, int y) const; //returns true if object covers with picture location (x, y) form left top tile of maximal possible image (8 x 6 tiles) (x, y in tiles)
  142. bool hasShadowAt(int x, int y) const;//returns true if object covers with shadow location (x, y) form left top tile of maximal possible image (8 x 6 tiles) (x, y in tiles)
  143. std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
  144. bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
  145. CGObjectInstance();
  146. virtual ~CGObjectInstance();
  147. //CGObjectInstance(const CGObjectInstance & right);
  148. //CGObjectInstance& operator=(const CGObjectInstance & right);
  149. virtual const std::string & getHoverText() const;
  150. //////////////////////////////////////////////////////////////////////////
  151. void initObj();
  152. void onHeroVisit(const CGHeroInstance * h) const;
  153. void setProperty(ui8 what, ui32 val);//synchr
  154. virtual void setPropertyDer(ui8 what, ui32 val);//synchr
  155. friend class CGameHandler;
  156. template <typename Handler> void serialize(Handler &h, const int version)
  157. {
  158. h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit;
  159. //definfo is handled by map serializer
  160. }
  161. };
  162. class CGHeroPlaceholder : public CGObjectInstance
  163. {
  164. public:
  165. //subID stores id of hero type. If it's 0xff then following field is used
  166. ui8 power;
  167. template <typename Handler> void serialize(Handler &h, const int version)
  168. {
  169. h & static_cast<CGObjectInstance&>(*this);
  170. h & power;
  171. }
  172. };
  173. class DLL_EXPORT CPlayersVisited: public CGObjectInstance
  174. {
  175. public:
  176. std::set<ui8> players; //players that visited this object
  177. bool hasVisited(ui8 player) const;
  178. virtual void setPropertyDer( ui8 what, ui32 val );
  179. template <typename Handler> void serialize(Handler &h, const int version)
  180. {
  181. h & static_cast<CGObjectInstance&>(*this);
  182. h & players;
  183. }
  184. };
  185. class DLL_EXPORT CArmedInstance: public CGObjectInstance
  186. {
  187. public:
  188. CCreatureSet army; //army
  189. virtual bool needsLastStack() const; //true if last stack cannot be taken
  190. int getArmyStrength() const; //sum of AI values of creatures
  191. ui64 getPower (TSlot slot) const; //value of specific stack
  192. std::string getRoughAmount (TSlot slot) const; //rought size of specific stack
  193. template <typename Handler> void serialize(Handler &h, const int version)
  194. {
  195. h & static_cast<CGObjectInstance&>(*this);
  196. h & army;
  197. }
  198. };
  199. class DLL_EXPORT CGHeroInstance : public CArmedInstance
  200. {
  201. public:
  202. //////////////////////////////////////////////////////////////////////////
  203. ui8 moveDir; //format: 123
  204. // 8 4
  205. // 765
  206. mutable ui8 isStanding, tacticFormationEnabled;
  207. //////////////////////////////////////////////////////////////////////////
  208. CHero * type;
  209. ui64 exp; //experience points
  210. si32 level; //current level of hero
  211. std::string name; //may be custom
  212. std::string biography; //if custom
  213. si32 portrait; //may be custom
  214. si32 mana; // remaining spell points
  215. std::vector<si32> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
  216. 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
  217. si32 movement; //remaining movement points
  218. ui8 sex;
  219. ui8 inTownGarrison; // if hero is in town garrison
  220. CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
  221. CGBoat *boat; //set to CGBoat when sailing
  222. std::vector<ui32> artifacts; //hero's artifacts from bag
  223. 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
  224. std::set<ui32> spells; //known spells (spell IDs)
  225. struct DLL_EXPORT Patrol
  226. {
  227. Patrol(){patrolling=false;patrolRadious=-1;};
  228. ui8 patrolling;
  229. si32 patrolRadious;
  230. template <typename Handler> void serialize(Handler &h, const int version)
  231. {
  232. h & patrolling & patrolRadious;
  233. }
  234. } patrol;
  235. BonusList bonuses;
  236. //////////////////////////////////////////////////////////////////////////
  237. template <typename Handler> void serialize(Handler &h, const int version)
  238. {
  239. h & static_cast<CArmedInstance&>(*this);
  240. h & exp & level & name & biography & portrait & mana & primSkills & secSkills & movement
  241. & sex & inTownGarrison & artifacts & artifWorn & spells & patrol & bonuses
  242. & moveDir;
  243. ui8 standardType = (VLC->heroh->heroes[subID] == type);
  244. h & standardType;
  245. if(!standardType)
  246. h & type;
  247. else if(!h.saving)
  248. type = VLC->heroh->heroes[subID];
  249. //visitied town pointer will be restored by map serialization method
  250. }
  251. //////////////////////////////////////////////////////////////////////////
  252. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  253. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  254. //////////////////////////////////////////////////////////////////////////
  255. const std::string &getBiography() const;
  256. bool needsLastStack()const;
  257. 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
  258. unsigned int getLowestCreatureSpeed() const;
  259. int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  260. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  261. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  262. bool canWalkOnSea() const;
  263. int getCurrentLuck(int stack=-1, bool town=false) const;
  264. const BonusList *ownerBonuses() const;
  265. const HeroBonus *getBonus(int from, int id) const;
  266. int valOfBonuses(HeroBonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then any
  267. bool hasBonusOfType(HeroBonus::BonusType type, int subtype = -1) const; //determines if hero has a bonus of given type (and optionally subtype)
  268. void getModifiersWDescr(std::vector<std::pair<int,std::string> > &out, HeroBonus::BonusType type, int subtype = -1) const; //out: pairs<modifier value, modifier description>
  269. template<int N> void getModifiersWDescr(std::vector<std::pair<int,std::string> > &out, const HeroBonus::BonusType (&types)[N]) const //retreive array of types
  270. {
  271. for (int i = 0; i < N; i++)
  272. getModifiersWDescr(out, types[i]);
  273. }
  274. std::vector<std::pair<int,std::string> > getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
  275. 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
  276. std::vector<std::pair<int,std::string> > getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
  277. int getPrimSkillLevel(int id) const; //0-attack, 1-defence, 2-spell power, 3-knowledge
  278. ui8 getSecSkillLevel(const int & ID) const; //0 - no skill
  279. int maxMovePoints(bool onLand) const;
  280. ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
  281. const CArtifact * getArt(int pos) const;
  282. si32 getArtPos(int aid) const; //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)
  283. bool hasArt(ui32 aid) const; //checks if hero possess artifact of given id (either in backack or worn)
  284. 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
  285. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  286. double getHeroStrength() const;
  287. int getTotalStrength() const;
  288. ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be cast by this hero (0 - none, 1 - basic etc)
  289. 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
  290. std::pair<ui32, si32> calculateNecromancy (const BattleResult &battleResult) const;
  291. void showNecromancyDialog (std::pair<ui32, si32> raisedStack) const;
  292. //////////////////////////////////////////////////////////////////////////
  293. void initHero();
  294. void initHero(int SUBID);
  295. void recreateArtBonuses();
  296. void giveArtifact (ui32 aid);
  297. void initHeroDefInfo();
  298. CGHeroInstance();
  299. virtual ~CGHeroInstance();
  300. //////////////////////////////////////////////////////////////////////////
  301. void setPropertyDer(ui8 what, ui32 val);//synchr
  302. void initObj();
  303. void onHeroVisit(const CGHeroInstance * h) const;
  304. };
  305. class DLL_EXPORT CGDwelling : public CArmedInstance
  306. {
  307. public:
  308. CSpecObjInfo * info; //h3m info about dewlling
  309. std::vector<std::pair<ui32, std::vector<ui32> > > creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
  310. template <typename Handler> void serialize(Handler &h, const int version)
  311. {
  312. h & static_cast<CArmedInstance&>(*this) & creatures;
  313. }
  314. void initObj();
  315. void setProperty(ui8 what, ui32 val);
  316. void onHeroVisit(const CGHeroInstance * h) const;
  317. void newTurn() const;
  318. void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
  319. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  320. void wantsFight(const CGHeroInstance *h, ui32 answer) const;
  321. };
  322. class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  323. {
  324. public:
  325. std::set<si32> visitors; //ids of heroes who have visited this obj
  326. si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
  327. const std::string & getHoverText() const;
  328. void setPropertyDer(ui8 what, ui32 val);//synchr
  329. void onHeroVisit(const CGHeroInstance * h) const;
  330. void onNAHeroVisit(int heroID, bool alreadyVisited) const;
  331. void initObj();
  332. void treeSelected(int heroID, int resType, int resVal, ui64 expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
  333. void schoolSelected(int heroID, ui32 which) const;
  334. void arenaSelected(int heroID, int primSkill) const;
  335. template <typename Handler> void serialize(Handler &h, const int version)
  336. {
  337. h & static_cast<CGObjectInstance&>(*this);
  338. h & visitors & ttype;
  339. }
  340. };
  341. class DLL_EXPORT CGTownBuilding : public IObjectInterface
  342. {
  343. ///basic class for town structures handled as map objects
  344. public:
  345. si32 ID; //from buildig list
  346. si32 id; //identifies its index on towns vector
  347. CGTownInstance *town;
  348. template <typename Handler> void serialize(Handler &h, const int version)
  349. {
  350. h & ID & id;
  351. }
  352. };
  353. class DLL_EXPORT COPWBonus : public CGTownBuilding
  354. {///used for OPW bonusing structures
  355. public:
  356. std::set<si32> visitors;
  357. void setProperty(ui8 what, ui32 val);
  358. void onHeroVisit (const CGHeroInstance * h) const;
  359. COPWBonus (int index, CGTownInstance *TOWN);
  360. COPWBonus (){ID = 0; town = NULL;};
  361. template <typename Handler> void serialize(Handler &h, const int version)
  362. {
  363. h & static_cast<CGTownBuilding&>(*this);
  364. h & visitors;
  365. }
  366. };
  367. class DLL_EXPORT CTownBonus : public CGTownBuilding
  368. {
  369. ///used for one-time bonusing structures
  370. ///feel free to merge inheritance tree
  371. public:
  372. std::set<si32> visitors;
  373. void setProperty(ui8 what, ui32 val);
  374. void onHeroVisit (const CGHeroInstance * h) const;
  375. CTownBonus (int index, CGTownInstance *TOWN);
  376. CTownBonus (){ID = 0; town = NULL;};
  377. template <typename Handler> void serialize(Handler &h, const int version)
  378. {
  379. h & static_cast<CGTownBuilding&>(*this);
  380. h & visitors;
  381. }
  382. };
  383. class DLL_EXPORT CGTownInstance : public CGDwelling, public IShipyard
  384. {
  385. public:
  386. CTown * town;
  387. std::string name; // name of town
  388. si32 builded; //how many buildings has been built this turn
  389. si32 destroyed; //how many buildings has been destroyed this turn
  390. const CGHeroInstance * garrisonHero, *visitingHero;
  391. ui32 identifier; //special identifier from h3m (only > RoE maps)
  392. si32 alignment;
  393. std::set<si32> forbiddenBuildings, builtBuildings;
  394. std::vector<CGTownBuilding*> bonusingBuildings;
  395. std::vector<ui32> possibleSpells, obligatorySpells;
  396. std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
  397. std::set<CCastleEvent> events;
  398. std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
  399. //////////////////////////////////////////////////////////////////////////
  400. template <typename Handler> void serialize(Handler &h, const int version)
  401. {
  402. h & static_cast<CGDwelling&>(*this);
  403. h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings & bonusValue
  404. & possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
  405. for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
  406. (*i)->town = this;
  407. ui8 standardType = (&VLC->townh->towns[subID] == town);
  408. h & standardType;
  409. if(!standardType)
  410. h & town;
  411. else if(!h.saving)
  412. town = &VLC->townh->towns[subID];
  413. //garrison/visiting hero pointers will be restored in the map serialization
  414. }
  415. //////////////////////////////////////////////////////////////////////////
  416. ui8 getPassableness() const; //bitmap - if the bit is set the corresponding player can pass through the visitable tiles of object, even if it's blockvis; if not set - default properties from definfo are used
  417. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  418. int getSightRadious() const; //returns sight distance
  419. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  420. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  421. void setPropertyDer(ui8 what, ui32 val);
  422. void newTurn() const;
  423. //////////////////////////////////////////////////////////////////////////
  424. bool needsLastStack() const;
  425. int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
  426. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  427. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  428. bool creatureDwelling(const int & level, bool upgraded=false) const;
  429. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  430. int creatureGrowth(const int & level) const;
  431. bool hasFort() const;
  432. bool hasCapitol() const;
  433. int dailyIncome() const; //calculates daily income of this town
  434. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  435. void removeCapitols (ui8 owner, bool me) const;
  436. int defenceBonus(int type) const;//primary skills bonuses for defending hero
  437. CGTownInstance();
  438. virtual ~CGTownInstance();
  439. //////////////////////////////////////////////////////////////////////////
  440. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  441. void onHeroVisit(const CGHeroInstance * h) const;
  442. void onHeroLeave(const CGHeroInstance * h) const;
  443. void initObj();
  444. };
  445. class DLL_EXPORT CGPandoraBox : public CArmedInstance
  446. {
  447. public:
  448. std::string message;
  449. ui8 removeAfterVisit; //true if event is removed after occurring
  450. //gained things:
  451. ui32 gainedExp;
  452. si32 manaDiff; //amount of gained / lost mana
  453. si32 moraleDiff; //morale modifier
  454. si32 luckDiff; //luck modifier
  455. std::vector<si32> resources;//gained / lost resources
  456. std::vector<si32> primskills;//gained / lost resources
  457. std::vector<si32> abilities; //gained abilities
  458. std::vector<si32> abilityLevels; //levels of gained abilities
  459. std::vector<si32> artifacts; //gained artifacts
  460. std::vector<si32> spells; //gained spells
  461. CCreatureSet creatures; //gained creatures
  462. void initObj();
  463. void onHeroVisit(const CGHeroInstance * h) const;
  464. void open (const CGHeroInstance * h, ui32 accept) const;
  465. void endBattle(const CGHeroInstance *h, BattleResult *result) const;
  466. void giveContents(const CGHeroInstance *h, bool afterBattle) const;
  467. void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
  468. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  469. template <typename Handler> void serialize(Handler &h, const int version)
  470. {
  471. h & static_cast<CArmedInstance&>(*this);
  472. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  473. & abilities & abilityLevels & artifacts & spells & creatures & army;
  474. }
  475. };
  476. class DLL_EXPORT CGEvent : public CGPandoraBox //event objects
  477. {
  478. public:
  479. ui8 availableFor; //players whom this event is available for
  480. ui8 computerActivate; //true if computre player can activate this event
  481. ui8 humanActivate; //true if human player can activate this event
  482. template <typename Handler> void serialize(Handler &h, const int version)
  483. {
  484. h & static_cast<CArmedInstance&>(*this);
  485. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  486. & abilities & abilityLevels & artifacts & spells & creatures & availableFor
  487. & computerActivate & humanActivate & army;
  488. }
  489. void onHeroVisit(const CGHeroInstance * h) const;
  490. void activated(const CGHeroInstance * h) const;
  491. };
  492. class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
  493. {
  494. public:
  495. ui32 identifier; //unique code for this monster (used in missions)
  496. 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)
  497. std::string message; //message printed for attacking hero
  498. std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
  499. si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
  500. ui8 neverFlees; //if true, the troops will never flee
  501. ui8 notGrowingTeam; //if true, number of units won't grow
  502. void fight(const CGHeroInstance *h) const;
  503. void onHeroVisit(const CGHeroInstance * h) const;
  504. //const std::string & getHoverText() const;
  505. void flee( const CGHeroInstance * h ) const;
  506. void endBattle(BattleResult *result) const;
  507. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  508. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  509. void initObj();
  510. 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)
  511. template <typename Handler> void serialize(Handler &h, const int version)
  512. {
  513. h & static_cast<CArmedInstance&>(*this);
  514. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam;
  515. }
  516. };
  517. class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
  518. {
  519. public:
  520. std::string message;
  521. void onHeroVisit(const CGHeroInstance * h) const;
  522. void initObj();
  523. template <typename Handler> void serialize(Handler &h, const int version)
  524. {
  525. h & static_cast<CGObjectInstance&>(*this);
  526. h & message;
  527. }
  528. };
  529. class DLL_EXPORT CGSeerHut : public CGObjectInstance, public CQuest
  530. {
  531. public:
  532. 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
  533. si32 rID; //reward ID
  534. si32 rVal; //reward value
  535. ui8 textOption; //store randomized mission write-ups rather than entire string (?)
  536. std::string seerName;
  537. void initObj();
  538. const std::string & getHoverText() const;
  539. void setPropertyDer (ui8 what, ui32 val);
  540. int checkDirection() const; //calculates the region of map where monster is placed
  541. void newTurn() const;
  542. void onHeroVisit (const CGHeroInstance * h) const;
  543. void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
  544. void completeQuest (const CGHeroInstance * h) const;
  545. template <typename Handler> void serialize(Handler &h, const int version)
  546. {
  547. h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
  548. h & rewardType & rID & rVal & textOption & seerName;
  549. }
  550. };
  551. class DLL_EXPORT CGQuestGuard : public CGSeerHut
  552. {
  553. public:
  554. void initObj();
  555. void completeQuest (const CGHeroInstance * h) const;
  556. template <typename Handler> void serialize(Handler &h, const int version)
  557. {
  558. h & static_cast<CGSeerHut&>(*this);
  559. }
  560. };
  561. class DLL_EXPORT CGWitchHut : public CPlayersVisited
  562. {
  563. public:
  564. std::vector<si32> allowedAbilities;
  565. ui32 ability;
  566. const std::string & getHoverText() const;
  567. void onHeroVisit(const CGHeroInstance * h) const;
  568. void initObj();
  569. template <typename Handler> void serialize(Handler &h, const int version)
  570. {
  571. h & static_cast<CPlayersVisited&>(*this);
  572. h & allowedAbilities & ability;
  573. }
  574. };
  575. class DLL_EXPORT CGScholar : public CGObjectInstance
  576. {
  577. public:
  578. ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
  579. ui16 bonusID; //ID of skill/spell
  580. void giveAnyBonus(const CGHeroInstance * h) const;
  581. void onHeroVisit(const CGHeroInstance * h) const;
  582. void initObj();
  583. template <typename Handler> void serialize(Handler &h, const int version)
  584. {
  585. h & static_cast<CGObjectInstance&>(*this);
  586. h & bonusType & bonusID;
  587. }
  588. };
  589. class DLL_EXPORT CGGarrison : public CArmedInstance
  590. {
  591. public:
  592. ui8 removableUnits;
  593. ui8 getPassableness() const;
  594. void onHeroVisit (const CGHeroInstance *h) const;
  595. void fightOver (const CGHeroInstance *h, BattleResult *result) const;
  596. template <typename Handler> void serialize(Handler &h, const int version)
  597. {
  598. h & static_cast<CArmedInstance&>(*this);
  599. h & removableUnits;
  600. }
  601. };
  602. class DLL_EXPORT CGArtifact : public CArmedInstance
  603. {
  604. public:
  605. std::string message;
  606. ui32 spell; //if it's spell scroll
  607. void onHeroVisit(const CGHeroInstance * h) const;
  608. void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
  609. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  610. void pick( const CGHeroInstance * h ) const;
  611. void initObj();
  612. template <typename Handler> void serialize(Handler &h, const int version)
  613. {
  614. h & static_cast<CArmedInstance&>(*this);
  615. h & message & spell;
  616. }
  617. };
  618. class DLL_EXPORT CGResource : public CArmedInstance
  619. {
  620. public:
  621. ui32 amount; //0 if random
  622. std::string message;
  623. void onHeroVisit(const CGHeroInstance * h) const;
  624. void collectRes(int player) const;
  625. void initObj();
  626. void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
  627. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  628. template <typename Handler> void serialize(Handler &h, const int version)
  629. {
  630. h & static_cast<CArmedInstance&>(*this);
  631. h & amount & message;
  632. }
  633. };
  634. class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
  635. {
  636. public:
  637. ui32 type, val1, val2;
  638. void onHeroVisit(const CGHeroInstance * h) const;
  639. void initObj();
  640. void chosen(int which, int heroID) const;
  641. template <typename Handler> void serialize(Handler &h, const int version)
  642. {
  643. h & static_cast<CGObjectInstance&>(*this);
  644. h & type & val1 & val2;
  645. }
  646. };
  647. class DLL_EXPORT CGShrine : public CPlayersVisited
  648. {
  649. public:
  650. ui8 spell; //number of spell or 255 if random
  651. void onHeroVisit(const CGHeroInstance * h) const;
  652. void initObj();
  653. const std::string & getHoverText() const;
  654. template <typename Handler> void serialize(Handler &h, const int version)
  655. {
  656. h & static_cast<CPlayersVisited&>(*this);;
  657. h & spell;
  658. }
  659. };
  660. class DLL_EXPORT CGMine : public CArmedInstance
  661. {
  662. public:
  663. void offerLeavingGuards(const CGHeroInstance *h) const;
  664. void onHeroVisit(const CGHeroInstance * h) const;
  665. void newTurn() const;
  666. void initObj();
  667. template <typename Handler> void serialize(Handler &h, const int version)
  668. {
  669. h & static_cast<CArmedInstance&>(*this);
  670. }
  671. };
  672. class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  673. {
  674. public:
  675. ui8 visited; //true if object has been visited this week
  676. void setPropertyDer(ui8 what, ui32 val);//synchr
  677. void onHeroVisit(const CGHeroInstance * h) const;
  678. void newTurn() const;
  679. template <typename Handler> void serialize(Handler &h, const int version)
  680. {
  681. h & static_cast<CGObjectInstance&>(*this);
  682. h & visited;
  683. }
  684. };
  685. class DLL_EXPORT CGTeleport : public CGObjectInstance //teleports and subterranean gates
  686. {
  687. public:
  688. static std::map<int,std::map<int, std::vector<int> > > objs; //teleports: map[ID][subID] => vector of ids
  689. static std::vector<std::pair<int, int> > gates; //subterranean gates: pairs of ids
  690. void onHeroVisit(const CGHeroInstance * h) const;
  691. void initObj();
  692. static void postInit();
  693. template <typename Handler> void serialize(Handler &h, const int version)
  694. {
  695. h & static_cast<CGObjectInstance&>(*this);
  696. }
  697. };
  698. class DLL_EXPORT CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  699. {
  700. public:
  701. void onHeroVisit(const CGHeroInstance * h) const;
  702. const std::string & getHoverText() const;
  703. void initObj();
  704. template <typename Handler> void serialize(Handler &h, const int version)
  705. {
  706. h & static_cast<CGObjectInstance&>(*this);
  707. }
  708. };
  709. class DLL_EXPORT CGMagicSpring : public CGVisitableOPW
  710. {///unfortunatelly, this one is quite different than others
  711. public:
  712. void onHeroVisit(const CGHeroInstance * h) const;
  713. const std::string & getHoverText() const;
  714. template <typename Handler> void serialize(Handler &h, const int version)
  715. {
  716. h & static_cast<CGObjectInstance&>(*this);
  717. h & visited;
  718. }
  719. };
  720. class DLL_EXPORT CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  721. {
  722. public:
  723. void onHeroVisit(const CGHeroInstance * h) const;
  724. const std::string & getHoverText() const;
  725. template <typename Handler> void serialize(Handler &h, const int version)
  726. {
  727. h & static_cast<CGObjectInstance&>(*this);
  728. }
  729. };
  730. class DLL_EXPORT CGSirens : public CGObjectInstance
  731. {
  732. public:
  733. void onHeroVisit(const CGHeroInstance * h) const;
  734. const std::string & getHoverText() const;
  735. void initObj();
  736. template <typename Handler> void serialize(Handler &h, const int version)
  737. {
  738. h & static_cast<CGObjectInstance&>(*this);
  739. }
  740. };
  741. class DLL_EXPORT CGObservatory : public CGObjectInstance //Redwood observatory
  742. {
  743. public:
  744. void onHeroVisit(const CGHeroInstance * h) const;
  745. template <typename Handler> void serialize(Handler &h, const int version)
  746. {
  747. h & static_cast<CGObjectInstance&>(*this);
  748. }
  749. };
  750. class DLL_EXPORT CGKeys : public CGObjectInstance //Base class for Keymaster and guards
  751. {
  752. public:
  753. static std::map <ui8, std::set <ui8> > playerKeyMap; //[players][keysowned]
  754. //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
  755. void setPropertyDer (ui8 what, ui32 val);
  756. bool wasMyColorVisited (int player) const;
  757. template <typename Handler> void serialize(Handler &h, const int version)
  758. {
  759. h & static_cast<CGObjectInstance&>(*this);
  760. }
  761. };
  762. class DLL_EXPORT CGKeymasterTent : public CGKeys
  763. {
  764. public:
  765. void onHeroVisit(const CGHeroInstance * h) const;
  766. const std::string & getHoverText() const;
  767. template <typename Handler> void serialize(Handler &h, const int version)
  768. {
  769. h & static_cast<CGObjectInstance&>(*this);
  770. }
  771. };
  772. class DLL_EXPORT CGBorderGuard : public CGKeys
  773. {
  774. public:
  775. void initObj();
  776. const std::string & getHoverText() const;
  777. void onHeroVisit(const CGHeroInstance * h) const;
  778. void openGate(const CGHeroInstance *h, ui32 accept) const;
  779. template <typename Handler> void serialize(Handler &h, const int version)
  780. {
  781. h & static_cast<CGObjectInstance&>(*this);
  782. h & blockVisit;
  783. }
  784. };
  785. class DLL_EXPORT CGBorderGate : public CGBorderGuard //not fully imlemented, waiting for garrison
  786. {
  787. public:
  788. void onHeroVisit(const CGHeroInstance * h) const;
  789. ui8 getPassableness() const;
  790. };
  791. class DLL_EXPORT CGBoat : public CGObjectInstance
  792. {
  793. public:
  794. ui8 direction;
  795. const CGHeroInstance *hero; //hero on board
  796. void initObj();
  797. CGBoat()
  798. {
  799. hero = NULL;
  800. direction = 4;
  801. }
  802. template <typename Handler> void serialize(Handler &h, const int version)
  803. {
  804. h & static_cast<CGObjectInstance&>(*this) & direction;
  805. }
  806. };
  807. class DLL_EXPORT CGOnceVisitable : public CPlayersVisited
  808. ///wagon, corpse, lean to, warriors tomb
  809. {
  810. public:
  811. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  812. ui32 bonusType, //id of res or artifact
  813. bonusVal; //resource amount (or not used)
  814. void onHeroVisit(const CGHeroInstance * h) const;
  815. const std::string & getHoverText() const;
  816. void initObj();
  817. void searchTomb(const CGHeroInstance *h, ui32 accept) const;
  818. template <typename Handler> void serialize(Handler &h, const int version)
  819. {
  820. h & static_cast<CPlayersVisited&>(*this);;
  821. h & artOrRes & bonusType & bonusVal;
  822. }
  823. };
  824. class DLL_EXPORT CBank : public CArmedInstance
  825. {
  826. public:
  827. int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
  828. BankConfig *bc;
  829. float multiplier; //for improved banks script
  830. std::vector<ui32> artifacts; //fixed and deterministic
  831. ui32 daycounter;
  832. void initObj();
  833. const std::string & getHoverText() const;
  834. void setPropertyDer (ui8 what, ui32 val);
  835. void initialize() const;
  836. void reset(ui16 var1);
  837. void newTurn() const;
  838. virtual void onHeroVisit (const CGHeroInstance * h) const;
  839. virtual void fightGuards (const CGHeroInstance *h, ui32 accept) const;
  840. virtual void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  841. template <typename Handler> void serialize(Handler &h, const int version)
  842. {
  843. h & static_cast<CGObjectInstance&>(*this);
  844. h & index & multiplier & artifacts & daycounter & bc;
  845. }
  846. };
  847. class DLL_EXPORT CGPyramid : public CBank
  848. {
  849. public:
  850. static BankConfig pyramidConfig;
  851. ui16 spell;
  852. void initObj();
  853. const std::string & getHoverText() const;
  854. void newTurn() const {}; //empty, no reset
  855. void onHeroVisit (const CGHeroInstance * h) const;
  856. void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  857. template <typename Handler> void serialize(Handler &h, const int version)
  858. {
  859. h & static_cast<CBank&>(*this);
  860. h & spell;
  861. }
  862. };
  863. class CGShipyard : public CGObjectInstance, public IShipyard
  864. {
  865. public:
  866. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  867. CGShipyard();
  868. void onHeroVisit(const CGHeroInstance * h) const;
  869. };
  870. class DLL_EXPORT CGMagi : public CGObjectInstance
  871. {
  872. public:
  873. static std::map <si32, std::vector<si32> > eyelist; //[subID][id], supports multiple sets as in H5
  874. void initObj();
  875. void onHeroVisit(const CGHeroInstance * h) const;
  876. template <typename Handler> void serialize(Handler &h, const int version)
  877. {
  878. h & static_cast<CGObjectInstance&>(*this);
  879. }
  880. };
  881. class DLL_EXPORT CCartographer : public CPlayersVisited
  882. {
  883. ///behaviour varies depending on surface and floor
  884. public:
  885. void onHeroVisit( const CGHeroInstance * h ) const;
  886. void buyMap (const CGHeroInstance *h, ui32 accept) const;
  887. template <typename Handler> void serialize(Handler &h, const int version)
  888. {
  889. h & static_cast<CPlayersVisited&>(*this);
  890. h & players;
  891. }
  892. };
  893. class DLL_EXPORT CShop : public CGObjectInstance
  894. {
  895. ///base class for university, art merchant, slave market etc.
  896. public:
  897. std::map<ui16, Component*> available;
  898. std::map<ui16, Component*> chosen, bought; //redundant?
  899. //keys are unique for all three maps
  900. std::map<ui16, ui32> price;
  901. void initObj() {};
  902. void setPropertyDer (ui8 what, ui32 val);
  903. void newTurn() const;
  904. virtual void reset (ui32 val) {}; //get new items for Black Market, Tavern, Refugee Camp
  905. virtual void onHeroVisit (const CGHeroInstance * h) const {};
  906. virtual void trade (const CGHeroInstance * h) const {};
  907. template <typename Handler> void serialize(Handler &h, const int version)
  908. {
  909. h & available & chosen & bought & price;
  910. }
  911. };
  912. class DLL_EXPORT CGArtMerchant : public CShop
  913. {
  914. public:
  915. void reset (ui32 val);
  916. void onHeroVisit (const CGHeroInstance * h) const {};
  917. };
  918. class DLL_EXPORT CGRefugeeCamp : public CShop
  919. {
  920. public:
  921. void reset (ui32 val);
  922. void onHeroVisit (const CGHeroInstance * h) const {};
  923. };
  924. class DLL_EXPORT CGDenOfthieves : public CGObjectInstance
  925. {
  926. void onHeroVisit (const CGHeroInstance * h) const;
  927. };
  928. class DLL_EXPORT CGObelisk : public CPlayersVisited
  929. {
  930. public:
  931. static ui8 obeliskCount; //how many obelisks are on map
  932. static std::map<ui8, ui8> visited; //map: color_id => how many obelisks has been visited
  933. void setPropertyDer (ui8 what, ui32 val);
  934. void onHeroVisit(const CGHeroInstance * h) const;
  935. void initObj();
  936. const std::string & getHoverText() const;
  937. template <typename Handler> void serialize(Handler &h, const int version)
  938. {
  939. h & static_cast<CPlayersVisited&>(*this);;
  940. }
  941. };
  942. class DLL_EXPORT CGLighthouse : public CGObjectInstance
  943. {
  944. public:
  945. void onHeroVisit(const CGHeroInstance * h) const;
  946. void initObj();
  947. const std::string & getHoverText() const;
  948. template <typename Handler> void serialize(Handler &h, const int version)
  949. {
  950. h & static_cast<CGObjectInstance&>(*this);;
  951. }
  952. void giveBonusTo( ui8 player ) const;
  953. };
  954. struct BankConfig
  955. {
  956. BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
  957. ui8 level; //1 - 4, how hard the battle will be
  958. ui8 chance; //chance for this level being chosen
  959. ui8 upgradeChance; //chance for creatures to be in upgraded versions
  960. std::vector< std::pair <ui16, ui32> > guards; //creature ID, amount
  961. ui32 combatValue; //how hard are guards of this level
  962. std::vector<si32> resources; //resources given in case of victory
  963. std::vector< std::pair <ui16, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
  964. std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
  965. ui32 value; //overall value of given things
  966. ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
  967. ui16 easiest; //?!?
  968. template <typename Handler> void serialize(Handler &h, const int version)
  969. {
  970. h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
  971. }
  972. };
  973. class DLL_EXPORT CObjectHandler
  974. {
  975. public:
  976. std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
  977. std::map <ui32, std::vector <BankConfig*> > banksInfo; //[index][preset]
  978. std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
  979. void loadObjects();
  980. template <typename Handler> void serialize(Handler &h, const int version)
  981. {
  982. h & cregens & banksInfo & creBanksNames;
  983. }
  984. };
  985. #endif // __COBJECTHANDLER_H__