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