CObjectHandler.h 50 KB

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  1. #pragma once
  2. #include "../lib/CCreatureSet.h"
  3. #include "CArtHandler.h"
  4. #include "../lib/ConstTransitivePtr.h"
  5. #include "int3.h"
  6. #include "GameConstants.h"
  7. #include "ResourceSet.h"
  8. /*
  9. * CObjectHandler.h, part of VCMI engine
  10. *
  11. * Authors: listed in file AUTHORS in main folder
  12. *
  13. * License: GNU General Public License v2.0 or later
  14. * Full text of license available in license.txt file, in main folder
  15. *
  16. */
  17. class CGameState;
  18. class CArtifactInstance;
  19. struct MetaString;
  20. struct BattleInfo;
  21. struct QuestInfo;
  22. class IGameCallback;
  23. struct BattleResult;
  24. class CCPPObjectScript;
  25. class CGObjectInstance;
  26. class CScript;
  27. class CObjectScript;
  28. class CGHeroInstance;
  29. class CTown;
  30. class CHero;
  31. class CBuilding;
  32. class CSpell;
  33. class CGTownInstance;
  34. class CGTownBuilding;
  35. class CArtifact;
  36. class CGDefInfo;
  37. class CSpecObjInfo;
  38. class CCastleEvent;
  39. struct TerrainTile;
  40. struct InfoWindow;
  41. struct Component;
  42. struct BankConfig;
  43. struct UpdateHerospecialty;
  44. struct NewArtifact;
  45. class CGBoat;
  46. class CArtifactSet;
  47. class CCommanderInstance;
  48. class DLL_LINKAGE CQuest
  49. {
  50. public:
  51. enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
  52. MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9, MISSION_KEYMASTER = 10};
  53. enum Eprogress {NOT_ACTIVE, IN_PROGRESS, COMPLETE};
  54. si32 qid; //unique quest id for serialization / identification
  55. Emission missionType;
  56. Eprogress progress;
  57. si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
  58. ui32 m13489val;
  59. std::vector<ui32> m2stats;
  60. std::vector<ui16> m5arts; //artifacts id
  61. std::vector<CStackBasicDescriptor> m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
  62. std::vector<ui32> m7resources; //TODO: use resourceset?
  63. //following field are used only for kill creature/hero missions, the original objects became inaccessible after their removal, so we need to store info needed for messages / hover text
  64. ui8 textOption;
  65. CStackBasicDescriptor stackToKill;
  66. ui8 stackDirection;
  67. std::string heroName; //backup of hero name
  68. si32 heroPortrait;
  69. std::string firstVisitText, nextVisitText, completedText;
  70. bool isCustomFirst, isCustomNext, isCustomComplete;
  71. CQuest(){missionType = MISSION_NONE;}; //default constructor
  72. virtual bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
  73. virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = NULL) const;
  74. virtual void getCompletionText (MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = NULL) const;
  75. virtual void getRolloverText (MetaString &text, bool onHover) const; //hover or quest log entry
  76. virtual void completeQuest (const CGHeroInstance * h) const {};
  77. virtual void addReplacements(MetaString &out, const std::string &base) const;
  78. bool operator== (const CQuest & quest) const
  79. {
  80. return (quest.qid == qid);
  81. }
  82. template <typename Handler> void serialize(Handler &h, const int version)
  83. {
  84. h & qid & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  85. & textOption & stackToKill & stackDirection & heroName & heroPortrait
  86. & firstVisitText & nextVisitText & completedText & isCustomFirst & isCustomNext & isCustomComplete;
  87. }
  88. };
  89. class DLL_LINKAGE IObjectInterface
  90. {
  91. public:
  92. static IGameCallback *cb;
  93. IObjectInterface();
  94. virtual ~IObjectInterface();
  95. virtual void onHeroVisit(const CGHeroInstance * h) const;
  96. virtual void onHeroLeave(const CGHeroInstance * h) const;
  97. virtual void newTurn() const;
  98. virtual void initObj(); //synchr
  99. virtual void setProperty(ui8 what, ui32 val);//synchr
  100. //unified interface, AI helpers
  101. virtual bool wasVisited (PlayerColor player) const;
  102. virtual bool wasVisited (const CGHeroInstance * h) const;
  103. static void preInit(); //called before objs receive their initObj
  104. static void postInit();//called after objs receive their initObj
  105. };
  106. class DLL_LINKAGE IBoatGenerator
  107. {
  108. public:
  109. const CGObjectInstance *o;
  110. IBoatGenerator(const CGObjectInstance *O);
  111. virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  112. virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
  113. int3 bestLocation() const; //returns location when the boat should be placed
  114. enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER};
  115. EGeneratorState state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
  116. void getProblemText(MetaString &out, const CGHeroInstance *visitor = NULL) const;
  117. };
  118. class DLL_LINKAGE IShipyard : public IBoatGenerator
  119. {
  120. public:
  121. IShipyard(const CGObjectInstance *O);
  122. virtual void getBoatCost(std::vector<si32> &cost) const;
  123. static const IShipyard *castFrom(const CGObjectInstance *obj);
  124. static IShipyard *castFrom(CGObjectInstance *obj);
  125. };
  126. class DLL_LINKAGE IMarket
  127. {
  128. public:
  129. const CGObjectInstance *o;
  130. IMarket(const CGObjectInstance *O);
  131. virtual int getMarketEfficiency() const =0;
  132. virtual bool allowsTrade(EMarketMode::EMarketMode mode) const;
  133. virtual int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  134. virtual std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  135. bool getOffer(int id1, int id2, int &val1, int &val2, EMarketMode::EMarketMode mode) const; //val1 - how many units of id1 player has to give to receive val2 units
  136. std::vector<EMarketMode::EMarketMode> availableModes() const;
  137. static const IMarket *castFrom(const CGObjectInstance *obj, bool verbose = true);
  138. };
  139. class DLL_LINKAGE CGObjectInstance : public IObjectInterface
  140. {
  141. public:
  142. mutable std::string hoverName;
  143. int3 pos; //h3m pos
  144. Obj ID;
  145. si32 subID; //normal subID (this one from OH3 maps ;])
  146. ObjectInstanceID id;//number of object in map's vector
  147. CGDefInfo * defInfo;
  148. PlayerColor tempOwner;
  149. bool blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
  150. 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
  151. virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  152. virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
  153. void getSightTiles(boost::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
  154. PlayerColor getOwner() const;
  155. void setOwner(PlayerColor ow);
  156. int getWidth() const; //returns width of object graphic in tiles
  157. int getHeight() const; //returns height of object graphic in tiles
  158. 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)
  159. int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
  160. int3 visitablePos() const;
  161. 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)
  162. 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)
  163. 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)
  164. std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
  165. bool isVisitable() const; //returns true if object is visitable
  166. bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
  167. void hideTiles(PlayerColor ourplayer, int radius) const;
  168. CGObjectInstance();
  169. virtual ~CGObjectInstance();
  170. //CGObjectInstance(const CGObjectInstance & right);
  171. //CGObjectInstance& operator=(const CGObjectInstance & right);
  172. virtual const std::string & getHoverText() const;
  173. ///IObjectInterface
  174. void initObj() override;
  175. void onHeroVisit(const CGHeroInstance * h) const override;
  176. void setProperty(ui8 what, ui32 val) override;//synchr
  177. friend class CGameHandler;
  178. template <typename Handler> void serialize(Handler &h, const int version)
  179. {
  180. h & hoverName & pos & ID & subID & id & tempOwner & blockVisit & defInfo;
  181. //definfo is handled by map serializer
  182. }
  183. protected:
  184. virtual void setPropertyDer(ui8 what, ui32 val);//synchr
  185. void getNameVis(std::string &hname) const;
  186. void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
  187. };
  188. class CGHeroPlaceholder : public CGObjectInstance
  189. {
  190. public:
  191. //subID stores id of hero type. If it's 0xff then following field is used
  192. ui8 power;
  193. template <typename Handler> void serialize(Handler &h, const int version)
  194. {
  195. h & static_cast<CGObjectInstance&>(*this);
  196. h & power;
  197. }
  198. };
  199. class DLL_LINKAGE CPlayersVisited: public CGObjectInstance
  200. {
  201. public:
  202. std::set<PlayerColor> players; //players that visited this object
  203. bool wasVisited(PlayerColor player) const;
  204. bool wasVisited(TeamID team) const;
  205. void setPropertyDer(ui8 what, ui32 val) override;
  206. template <typename Handler> void serialize(Handler &h, const int version)
  207. {
  208. h & static_cast<CGObjectInstance&>(*this);
  209. h & players;
  210. }
  211. };
  212. class DLL_LINKAGE CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet
  213. {
  214. public:
  215. BattleInfo *battle; //set to the current battle, if engaged
  216. void randomizeArmy(int type);
  217. void updateMoraleBonusFromArmy();
  218. void armyChanged() override;
  219. //////////////////////////////////////////////////////////////////////////
  220. // int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface ???
  221. virtual CBonusSystemNode *whereShouldBeAttached(CGameState *gs);
  222. virtual CBonusSystemNode *whatShouldBeAttached();
  223. //////////////////////////////////////////////////////////////////////////
  224. CArmedInstance();
  225. template <typename Handler> void serialize(Handler &h, const int version)
  226. {
  227. h & static_cast<CGObjectInstance&>(*this);
  228. h & static_cast<CBonusSystemNode&>(*this);
  229. h & static_cast<CCreatureSet&>(*this);
  230. }
  231. };
  232. class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
  233. {
  234. public:
  235. enum ECanDig
  236. {
  237. CAN_DIG, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED
  238. };
  239. //////////////////////////////////////////////////////////////////////////
  240. ui8 moveDir; //format: 123
  241. // 8 4
  242. // 765
  243. mutable ui8 isStanding, tacticFormationEnabled;
  244. //////////////////////////////////////////////////////////////////////////
  245. ConstTransitivePtr<CHero> type;
  246. TExpType exp; //experience points
  247. ui32 level; //current level of hero
  248. std::string name; //may be custom
  249. std::string biography; //if custom
  250. si32 portrait; //may be custom
  251. si32 mana; // remaining spell points
  252. std::vector<std::pair<SecondarySkill,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
  253. ui32 movement; //remaining movement points
  254. ui8 sex;
  255. bool inTownGarrison; // if hero is in town garrison
  256. ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
  257. ConstTransitivePtr<CCommanderInstance> commander;
  258. const CGBoat *boat; //set to CGBoat when sailing
  259. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  260. //std::map<ui16, const CArtifact*> 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
  261. std::set<SpellID> spells; //known spells (spell IDs)
  262. struct DLL_LINKAGE Patrol
  263. {
  264. Patrol(){patrolling=false;patrolRadious=-1;};
  265. bool patrolling;
  266. ui32 patrolRadious;
  267. template <typename Handler> void serialize(Handler &h, const int version)
  268. {
  269. h & patrolling & patrolRadious;
  270. }
  271. } patrol;
  272. struct DLL_LINKAGE HeroSpecial : CBonusSystemNode
  273. {
  274. bool growsWithLevel;
  275. HeroSpecial(){growsWithLevel = false;};
  276. template <typename Handler> void serialize(Handler &h, const int version)
  277. {
  278. h & static_cast<CBonusSystemNode&>(*this);
  279. h & growsWithLevel;
  280. }
  281. };
  282. std::vector<HeroSpecial*> specialty;
  283. //BonusList bonuses;
  284. //////////////////////////////////////////////////////////////////////////
  285. template <typename Handler> void serialize(Handler &h, const int version)
  286. {
  287. h & static_cast<CArmedInstance&>(*this);
  288. h & static_cast<CArtifactSet&>(*this);
  289. h & exp & level & name & biography & portrait & mana & secSkills & movement
  290. & sex & inTownGarrison & /*artifacts & artifWorn & */spells & patrol & moveDir;
  291. h & type & specialty & commander;
  292. BONUS_TREE_DESERIALIZATION_FIX
  293. //visitied town pointer will be restored by map serialization method
  294. }
  295. //////////////////////////////////////////////////////////////////////////
  296. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  297. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  298. //////////////////////////////////////////////////////////////////////////
  299. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  300. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  301. //////////////////////////////////////////////////////////////////////////
  302. bool hasSpellbook() const;
  303. EAlignment::EAlignment getAlignment() const;
  304. const std::string &getBiography() const;
  305. bool needsLastStack()const;
  306. ui32 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
  307. ui32 getLowestCreatureSpeed() const;
  308. int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  309. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  310. bool canWalkOnSea() const;
  311. int getCurrentLuck(int stack=-1, bool town=false) const;
  312. int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
  313. ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
  314. void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
  315. bool canLearnSkill() const; ///true if hero has free secondary skill slot
  316. int maxMovePoints(bool onLand) const;
  317. int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false) const;
  318. // const CArtifact* getArtAtPos(ui16 pos) const; //NULL - no artifact
  319. // const CArtifact * getArt(int pos) const;
  320. // 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)
  321. // bool hasArt(ui32 aid) const; //checks if hero possess artifact of given id (either in backack or worn)
  322. //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
  323. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  324. double getHeroStrength() const;
  325. ui64 getTotalStrength() const;
  326. TExpType calculateXp(TExpType exp) const; //apply learning skill
  327. ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = NULL) const; //returns level on which given spell would be cast by this hero (0 - none, 1 - basic etc); optionally returns number of selected school by arg - 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic,
  328. 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
  329. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  330. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
  331. ECanDig diggingStatus() const; //0 - can dig; 1 - lack of movement; 2 -
  332. //////////////////////////////////////////////////////////////////////////
  333. void initHero();
  334. void initHero(int SUBID);
  335. void putArtifact(ArtifactPosition pos, CArtifactInstance *art);
  336. void putInBackpack(CArtifactInstance *art);
  337. void initExp();
  338. void initArmy(IArmyDescriptor *dst = NULL);
  339. //void giveArtifact (ui32 aid);
  340. void initHeroDefInfo();
  341. void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
  342. void Updatespecialty();
  343. void updateSkill(SecondarySkill which, int val);
  344. CGHeroInstance();
  345. virtual ~CGHeroInstance();
  346. //////////////////////////////////////////////////////////////////////////
  347. //
  348. ArtBearer::ArtBearer bearerType() const override;
  349. //////////////////////////////////////////////////////////////////////////
  350. CBonusSystemNode *whereShouldBeAttached(CGameState *gs) override;
  351. std::string nodeName() const override;
  352. void deserializationFix();
  353. void initObj() override;
  354. void onHeroVisit(const CGHeroInstance * h) const override;
  355. protected:
  356. void setPropertyDer(ui8 what, ui32 val) override;//synchr
  357. };
  358. class DLL_LINKAGE CSpecObjInfo
  359. {
  360. public:
  361. virtual ~CSpecObjInfo(){};
  362. PlayerColor player; //owner
  363. };
  364. class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo
  365. {
  366. public:
  367. bool asCastle;
  368. ui32 identifier;
  369. ui8 castles[2]; //allowed castles
  370. };
  371. class DLL_LINKAGE CCreGenLeveledInfo : public virtual CSpecObjInfo
  372. {
  373. public:
  374. ui8 minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
  375. };
  376. class DLL_LINKAGE CCreGenLeveledCastleInfo : public CCreGenAsCastleInfo, public CCreGenLeveledInfo
  377. {
  378. };
  379. class DLL_LINKAGE CGDwelling : public CArmedInstance
  380. {
  381. public:
  382. typedef std::vector<std::pair<ui32, std::vector<CreatureID> > > TCreaturesSet;
  383. CSpecObjInfo * info; //h3m info about dewlling
  384. TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
  385. template <typename Handler> void serialize(Handler &h, const int version)
  386. {
  387. h & static_cast<CArmedInstance&>(*this) & creatures;
  388. }
  389. void initObj() override;
  390. void onHeroVisit(const CGHeroInstance * h) const override;
  391. void newTurn() const override;
  392. void setProperty(ui8 what, ui32 val) override;
  393. private:
  394. void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
  395. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  396. void wantsFight(const CGHeroInstance *h, ui32 answer) const;
  397. };
  398. class DLL_LINKAGE CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  399. {
  400. public:
  401. std::set<ObjectInstanceID> visitors; //ids of heroes who have visited this obj
  402. si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
  403. const std::string & getHoverText() const override;
  404. void onHeroVisit(const CGHeroInstance * h) const override;
  405. void initObj() override;
  406. bool wasVisited (const CGHeroInstance * h) const override;
  407. template <typename Handler> void serialize(Handler &h, const int version)
  408. {
  409. h & static_cast<CGObjectInstance&>(*this);
  410. h & visitors & ttype;
  411. }
  412. protected:
  413. void setPropertyDer(ui8 what, ui32 val) override;//synchr
  414. private:
  415. void onNAHeroVisit(ObjectInstanceID heroID, bool alreadyVisited) const;
  416. ///dialog callbacks
  417. void treeSelected(ObjectInstanceID heroID, int resType, int resVal, TExpType expVal, ui32 result) const;
  418. void schoolSelected(ObjectInstanceID heroID, ui32 which) const;
  419. void arenaSelected(ObjectInstanceID heroID, int primSkill) const;
  420. };
  421. class DLL_LINKAGE CGTownBuilding : public IObjectInterface
  422. {
  423. ///basic class for town structures handled as map objects
  424. public:
  425. BuildingID ID; //from buildig list
  426. si32 id; //identifies its index on towns vector
  427. CGTownInstance *town;
  428. template <typename Handler> void serialize(Handler &h, const int version)
  429. {
  430. h & ID & id;
  431. }
  432. };
  433. class DLL_LINKAGE COPWBonus : public CGTownBuilding
  434. {///used for OPW bonusing structures
  435. public:
  436. std::set<si32> visitors;
  437. void setProperty(ui8 what, ui32 val) override;
  438. void onHeroVisit (const CGHeroInstance * h) const override;
  439. COPWBonus (BuildingID index, CGTownInstance *TOWN);
  440. COPWBonus (){ID = BuildingID::NONE; town = NULL;};
  441. template <typename Handler> void serialize(Handler &h, const int version)
  442. {
  443. h & static_cast<CGTownBuilding&>(*this);
  444. h & visitors;
  445. }
  446. };
  447. class DLL_LINKAGE CTownBonus : public CGTownBuilding
  448. {
  449. ///used for one-time bonusing structures
  450. ///feel free to merge inheritance tree
  451. public:
  452. std::set<ObjectInstanceID> visitors;
  453. void setProperty(ui8 what, ui32 val) override;
  454. void onHeroVisit (const CGHeroInstance * h) const override;
  455. CTownBonus (BuildingID index, CGTownInstance *TOWN);
  456. CTownBonus (){ID = BuildingID::NONE; town = NULL;};
  457. template <typename Handler> void serialize(Handler &h, const int version)
  458. {
  459. h & static_cast<CGTownBuilding&>(*this);
  460. h & visitors;
  461. }
  462. };
  463. class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode
  464. {
  465. public:
  466. CTownAndVisitingHero();
  467. };
  468. struct DLL_LINKAGE GrowthInfo
  469. {
  470. struct Entry
  471. {
  472. int count;
  473. std::string description;
  474. Entry(const std::string &format, int _count);
  475. Entry(int subID, BuildingID building, int _count);
  476. };
  477. std::vector<Entry> entries;
  478. int totalGrowth() const;
  479. };
  480. class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket
  481. {
  482. public:
  483. enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
  484. CTownAndVisitingHero townAndVis;
  485. CTown * town;
  486. std::string name; // name of town
  487. si32 builded; //how many buildings has been built this turn
  488. si32 destroyed; //how many buildings has been destroyed this turn
  489. ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
  490. ui32 identifier; //special identifier from h3m (only > RoE maps)
  491. si32 alignment;
  492. std::set<BuildingID> forbiddenBuildings, builtBuildings;
  493. std::vector<CGTownBuilding*> bonusingBuildings;
  494. std::vector<SpellID> possibleSpells, obligatorySpells;
  495. std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
  496. std::list<CCastleEvent> events;
  497. std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
  498. //////////////////////////////////////////////////////////////////////////
  499. static std::vector<const CArtifact *> merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought)
  500. static std::vector<int> universitySkills;//skills for university of magic
  501. template <typename Handler> void serialize(Handler &h, const int version)
  502. {
  503. h & static_cast<CGDwelling&>(*this);
  504. h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings & bonusValue
  505. & possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
  506. for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
  507. (*i)->town = this;
  508. h & town & townAndVis;
  509. BONUS_TREE_DESERIALIZATION_FIX
  510. //garrison/visiting hero pointers will be restored in the map serialization
  511. }
  512. //////////////////////////////////////////////////////////////////////////
  513. CBonusSystemNode *whatShouldBeAttached() override;
  514. std::string nodeName() const override;
  515. void deserializationFix();
  516. void recreateBuildingsBonuses();
  517. bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr prop, int subtype = -1); //returns true if building is built and bonus has been added
  518. bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype = -1); //convienence version of above
  519. void setVisitingHero(CGHeroInstance *h);
  520. void setGarrisonedHero(CGHeroInstance *h);
  521. const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
  522. //////////////////////////////////////////////////////////////////////////
  523. 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
  524. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  525. int getSightRadious() const; //returns sight distance
  526. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  527. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  528. int getMarketEfficiency() const override; //=market count
  529. bool allowsTrade(EMarketMode::EMarketMode mode) const;
  530. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  531. //////////////////////////////////////////////////////////////////////////
  532. bool needsLastStack() const;
  533. CGTownInstance::EFortLevel fortLevel() const;
  534. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  535. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  536. int creatureDwellingLevel(int dwelling) const;
  537. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  538. int creatureGrowth(const int & level) const;
  539. GrowthInfo getGrowthInfo(int level) const;
  540. bool hasFort() const;
  541. bool hasCapitol() const;
  542. //checks if building is constructed and town has same subID
  543. bool hasBuilt(BuildingID buildingID) const;
  544. bool hasBuilt(BuildingID buildingID, int townID) const;
  545. int dailyIncome() const; //calculates daily income of this town
  546. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  547. bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
  548. void removeCapitols (PlayerColor owner) const;
  549. void addHeroToStructureVisitors(const CGHeroInstance *h, si32 structureInstanceID) const; //hero must be visiting or garrisoned in town
  550. CGTownInstance();
  551. virtual ~CGTownInstance();
  552. ///IObjectInterface overrides
  553. void newTurn() const override;
  554. void onHeroVisit(const CGHeroInstance * h) const override;
  555. void onHeroLeave(const CGHeroInstance * h) const override;
  556. void initObj() override;
  557. protected:
  558. void setPropertyDer(ui8 what, ui32 val) override;
  559. private:
  560. ///dialog callbacks
  561. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  562. };
  563. class DLL_LINKAGE CGPandoraBox : public CArmedInstance
  564. {
  565. public:
  566. std::string message;
  567. //gained things:
  568. ui32 gainedExp;
  569. si32 manaDiff; //amount of gained / lost mana
  570. si32 moraleDiff; //morale modifier
  571. si32 luckDiff; //luck modifier
  572. TResources resources;//gained / lost resources
  573. std::vector<si32> primskills;//gained / lost prim skills
  574. std::vector<SecondarySkill> abilities; //gained abilities
  575. std::vector<si32> abilityLevels; //levels of gained abilities
  576. std::vector<ArtifactID> artifacts; //gained artifacts
  577. std::vector<SpellID> spells; //gained spells
  578. CCreatureSet creatures; //gained creatures
  579. void initObj() override;
  580. void onHeroVisit(const CGHeroInstance * h) const override;
  581. template <typename Handler> void serialize(Handler &h, const int version)
  582. {
  583. h & static_cast<CArmedInstance&>(*this);
  584. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  585. & abilities & abilityLevels & artifacts & spells & creatures;
  586. }
  587. protected:
  588. void endBattle(const CGHeroInstance *h, BattleResult *result) const;
  589. void giveContents(const CGHeroInstance *h, bool afterBattle) const;
  590. private:
  591. void open (const CGHeroInstance * h, ui32 accept) const;
  592. void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
  593. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  594. };
  595. class DLL_LINKAGE CGEvent : public CGPandoraBox //event objects
  596. {
  597. public:
  598. bool removeAfterVisit; //true if event is removed after occurring
  599. ui8 availableFor; //players whom this event is available for
  600. bool computerActivate; //true if computer player can activate this event
  601. bool humanActivate; //true if human player can activate this event
  602. template <typename Handler> void serialize(Handler &h, const int version)
  603. {
  604. h & static_cast<CGPandoraBox &>(*this);
  605. h & removeAfterVisit & availableFor & computerActivate & humanActivate;
  606. }
  607. void onHeroVisit(const CGHeroInstance * h) const override;
  608. private:
  609. void activated(const CGHeroInstance * h) const;
  610. };
  611. class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map
  612. {
  613. public:
  614. ui32 identifier; //unique code for this monster (used in missions)
  615. si8 character; //character of this set of creatures (0 - the most friendly, 4 - the most hostile) => on init changed to -4 (compliant) ... 10 value (savage)
  616. std::string message; //message printed for attacking hero
  617. TResources resources; // resources given to hero that has won with monsters
  618. ArtifactID gainedArtifact; //ID of artifact gained to hero, -1 if none
  619. bool neverFlees; //if true, the troops will never flee
  620. bool notGrowingTeam; //if true, number of units won't grow
  621. ui64 temppower; //used to handle fractional stack growth for tiny stacks
  622. void onHeroVisit(const CGHeroInstance * h) const override;
  623. const std::string & getHoverText() const override;
  624. void initObj() override;
  625. void newTurn() const override;
  626. struct DLL_LINKAGE RestoredCreature // info about merging stacks after battle back into one
  627. {
  628. si32 basicType;
  629. template <typename Handler> void serialize(Handler &h, const int version)
  630. {
  631. h & basicType;
  632. }
  633. } restore;
  634. template <typename Handler> void serialize(Handler &h, const int version)
  635. {
  636. h & static_cast<CArmedInstance&>(*this);
  637. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower & restore;
  638. }
  639. protected:
  640. void setPropertyDer(ui8 what, ui32 val) override;
  641. private:
  642. void fight(const CGHeroInstance *h) const;
  643. void flee( const CGHeroInstance * h ) const;
  644. void endBattle(BattleResult *result) const;
  645. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  646. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  647. 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)
  648. };
  649. class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
  650. {
  651. public:
  652. std::string message;
  653. void onHeroVisit(const CGHeroInstance * h) const override;
  654. void initObj() override;
  655. template <typename Handler> void serialize(Handler &h, const int version)
  656. {
  657. h & static_cast<CGObjectInstance&>(*this);
  658. h & message;
  659. }
  660. };
  661. class DLL_LINKAGE IQuestObject
  662. {
  663. public:
  664. CQuest * quest;
  665. IQuestObject(){quest = new CQuest;};
  666. virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = NULL) const;
  667. virtual bool checkQuest (const CGHeroInstance * h) const;
  668. template <typename Handler> void serialize(Handler &h, const int version)
  669. {
  670. h & quest;
  671. }
  672. };
  673. class DLL_LINKAGE CGSeerHut : public CArmedInstance, public IQuestObject //army is used when giving reward
  674. {
  675. public:
  676. enum ERewardType {NOTHING, EXPERIENCE, MANA_POINTS, MORALE_BONUS, LUCK_BONUS, RESOURCES, PRIMARY_SKILL, SECONDARY_SKILL, ARTIFACT, SPELL, CREATURE};
  677. ERewardType rewardType;
  678. si32 rID; //reward ID
  679. si32 rVal; //reward value
  680. std::string seerName;
  681. CGSeerHut() : IQuestObject(){};
  682. void initObj() override;
  683. const std::string & getHoverText() const override;
  684. void newTurn() const override;
  685. void onHeroVisit(const CGHeroInstance * h) const override;
  686. int checkDirection() const; //calculates the region of map where monster is placed
  687. void setObjToKill(); //remember creatures / heroes to kill after they are initialized
  688. const CGHeroInstance *getHeroToKill(bool allowNull = false) const;
  689. const CGCreature *getCreatureToKill(bool allowNull = false) const;
  690. void getRolloverText (MetaString &text, bool onHover) const;
  691. void getCompletionText(MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = NULL) const;
  692. void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
  693. void completeQuest (const CGHeroInstance * h) const;
  694. template <typename Handler> void serialize(Handler &h, const int version)
  695. {
  696. h & static_cast<CArmedInstance&>(*this) & static_cast<IQuestObject&>(*this);
  697. h & rewardType & rID & rVal & seerName;
  698. }
  699. protected:
  700. void setPropertyDer(ui8 what, ui32 val) override;
  701. };
  702. class DLL_LINKAGE CGQuestGuard : public CGSeerHut
  703. {
  704. public:
  705. CGQuestGuard() : CGSeerHut(){};
  706. void initObj() override;
  707. void completeQuest (const CGHeroInstance * h) const;
  708. template <typename Handler> void serialize(Handler &h, const int version)
  709. {
  710. h & static_cast<CGSeerHut&>(*this);
  711. }
  712. };
  713. class DLL_LINKAGE CGWitchHut : public CPlayersVisited
  714. {
  715. public:
  716. std::vector<si32> allowedAbilities;
  717. ui32 ability;
  718. const std::string & getHoverText() const override;
  719. void onHeroVisit(const CGHeroInstance * h) const override;
  720. void initObj() override;
  721. template <typename Handler> void serialize(Handler &h, const int version)
  722. {
  723. h & static_cast<CPlayersVisited&>(*this);
  724. h & allowedAbilities & ability;
  725. }
  726. };
  727. class DLL_LINKAGE CGScholar : public CGObjectInstance
  728. {
  729. public:
  730. enum EBonusType {PRIM_SKILL, SECONDARY_SKILL, SPELL, RANDOM = 255};
  731. EBonusType bonusType;
  732. ui16 bonusID; //ID of skill/spell
  733. // void giveAnyBonus(const CGHeroInstance * h) const; //TODO: remove
  734. void onHeroVisit(const CGHeroInstance * h) const override;
  735. void initObj() override;
  736. template <typename Handler> void serialize(Handler &h, const int version)
  737. {
  738. h & static_cast<CGObjectInstance&>(*this);
  739. h & bonusType & bonusID;
  740. }
  741. };
  742. class DLL_LINKAGE CGGarrison : public CArmedInstance
  743. {
  744. public:
  745. bool removableUnits;
  746. ui8 getPassableness() const;
  747. void onHeroVisit(const CGHeroInstance * h) const override;
  748. void fightOver (const CGHeroInstance *h, BattleResult *result) const;
  749. template <typename Handler> void serialize(Handler &h, const int version)
  750. {
  751. h & static_cast<CArmedInstance&>(*this);
  752. h & removableUnits;
  753. }
  754. };
  755. class DLL_LINKAGE CGArtifact : public CArmedInstance
  756. {
  757. public:
  758. CArtifactInstance *storedArtifact;
  759. std::string message;
  760. void onHeroVisit(const CGHeroInstance * h) const override;
  761. void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
  762. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  763. void pick( const CGHeroInstance * h ) const;
  764. void initObj() override;
  765. template <typename Handler> void serialize(Handler &h, const int version)
  766. {
  767. h & static_cast<CArmedInstance&>(*this);
  768. h & message & storedArtifact;
  769. }
  770. };
  771. class DLL_LINKAGE CGResource : public CArmedInstance
  772. {
  773. public:
  774. ui32 amount; //0 if random
  775. std::string message;
  776. void onHeroVisit(const CGHeroInstance * h) const override;
  777. void initObj() override;
  778. void collectRes(PlayerColor player) const;
  779. void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
  780. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  781. template <typename Handler> void serialize(Handler &h, const int version)
  782. {
  783. h & static_cast<CArmedInstance&>(*this);
  784. h & amount & message;
  785. }
  786. };
  787. class DLL_LINKAGE CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
  788. {
  789. public:
  790. ui32 type, val1, val2;
  791. void onHeroVisit(const CGHeroInstance * h) const override;
  792. void initObj() override;
  793. void chosen(int which, ObjectInstanceID heroID) const;
  794. template <typename Handler> void serialize(Handler &h, const int version)
  795. {
  796. h & static_cast<CGObjectInstance&>(*this);
  797. h & type & val1 & val2;
  798. }
  799. };
  800. class DLL_LINKAGE CGShrine : public CPlayersVisited
  801. {
  802. public:
  803. SpellID spell; //id of spell or NONE if random
  804. void onHeroVisit(const CGHeroInstance * h) const override;
  805. void initObj() override;
  806. const std::string & getHoverText() const override;
  807. template <typename Handler> void serialize(Handler &h, const int version)
  808. {
  809. h & static_cast<CPlayersVisited&>(*this);;
  810. h & spell;
  811. }
  812. };
  813. class DLL_LINKAGE CGMine : public CArmedInstance
  814. {
  815. public:
  816. Res::ERes producedResource;
  817. ui32 producedQuantity;
  818. void offerLeavingGuards(const CGHeroInstance *h) const;
  819. void endBattle(BattleResult *result, PlayerColor attackingPlayer) const;
  820. void fight(ui32 agreed, const CGHeroInstance *h) const;
  821. void onHeroVisit(const CGHeroInstance * h) const override;
  822. void flagMine(PlayerColor player) const;
  823. void newTurn() const override;
  824. void initObj() override;
  825. template <typename Handler> void serialize(Handler &h, const int version)
  826. {
  827. h & static_cast<CArmedInstance&>(*this);
  828. h & producedResource & producedQuantity;
  829. }
  830. ui32 defaultResProduction();
  831. };
  832. class DLL_LINKAGE CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  833. {
  834. public:
  835. ui8 visited; //true if object has been visited this week
  836. bool wasVisited(PlayerColor player) const;
  837. void onHeroVisit(const CGHeroInstance * h) const override;
  838. void newTurn() const override;
  839. template <typename Handler> void serialize(Handler &h, const int version)
  840. {
  841. h & static_cast<CGObjectInstance&>(*this);
  842. h & visited;
  843. }
  844. protected:
  845. void setPropertyDer(ui8 what, ui32 val) override;
  846. };
  847. class DLL_LINKAGE CGTeleport : public CGObjectInstance //teleports and subterranean gates
  848. {
  849. public:
  850. static std::map<Obj, std::map<int, std::vector<ObjectInstanceID> > > objs; //teleports: map[ID][subID] => vector of ids
  851. static std::vector<std::pair<ObjectInstanceID, ObjectInstanceID> > gates; //subterranean gates: pairs of ids
  852. void onHeroVisit(const CGHeroInstance * h) const override;
  853. void initObj() override;
  854. static void postInit();
  855. static ObjectInstanceID getMatchingGate(ObjectInstanceID id); //receives id of one subterranean gate and returns id of the paired one, -1 if none
  856. template <typename Handler> void serialize(Handler &h, const int version)
  857. {
  858. h & static_cast<CGObjectInstance&>(*this);
  859. }
  860. };
  861. class DLL_LINKAGE CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  862. {
  863. public:
  864. bool wasVisited (const CGHeroInstance * h) const;
  865. void onHeroVisit(const CGHeroInstance * h) const override;
  866. const std::string & getHoverText() const override;
  867. void initObj() override;
  868. template <typename Handler> void serialize(Handler &h, const int version)
  869. {
  870. h & static_cast<CGObjectInstance&>(*this);
  871. }
  872. };
  873. class DLL_LINKAGE CGMagicSpring : public CGVisitableOPW
  874. {///unfortunately, this one is quite different than others
  875. public:
  876. void onHeroVisit(const CGHeroInstance * h) const override;
  877. const std::string & getHoverText() const override;
  878. template <typename Handler> void serialize(Handler &h, const int version)
  879. {
  880. h & static_cast<CGObjectInstance&>(*this);
  881. h & visited;
  882. }
  883. };
  884. class DLL_LINKAGE CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  885. {
  886. public:
  887. void onHeroVisit(const CGHeroInstance * h) const override;
  888. const std::string & getHoverText() const override;
  889. template <typename Handler> void serialize(Handler &h, const int version)
  890. {
  891. h & static_cast<CGObjectInstance&>(*this);
  892. }
  893. };
  894. class DLL_LINKAGE CGSirens : public CGObjectInstance
  895. {
  896. public:
  897. void onHeroVisit(const CGHeroInstance * h) const override;
  898. const std::string & getHoverText() const override;
  899. void initObj() override;
  900. template <typename Handler> void serialize(Handler &h, const int version)
  901. {
  902. h & static_cast<CGObjectInstance&>(*this);
  903. }
  904. };
  905. class DLL_LINKAGE CGObservatory : public CGObjectInstance //Redwood observatory
  906. {
  907. public:
  908. void onHeroVisit(const CGHeroInstance * h) const override;
  909. template <typename Handler> void serialize(Handler &h, const int version)
  910. {
  911. h & static_cast<CGObjectInstance&>(*this);
  912. }
  913. };
  914. class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards
  915. {
  916. public:
  917. static std::map <PlayerColor, std::set <ui8> > playerKeyMap; //[players][keysowned]
  918. //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
  919. const std::string getName() const; //depending on color
  920. bool wasMyColorVisited (PlayerColor player) const;
  921. const std::string & getHoverText() const override;
  922. template <typename Handler> void serialize(Handler &h, const int version)
  923. {
  924. h & static_cast<CGObjectInstance&>(*this);
  925. }
  926. protected:
  927. void setPropertyDer(ui8 what, ui32 val) override;
  928. };
  929. class DLL_LINKAGE CGKeymasterTent : public CGKeys
  930. {
  931. public:
  932. bool wasVisited (PlayerColor player) const;
  933. void onHeroVisit(const CGHeroInstance * h) const override;
  934. template <typename Handler> void serialize(Handler &h, const int version)
  935. {
  936. h & static_cast<CGObjectInstance&>(*this);
  937. }
  938. };
  939. class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject
  940. {
  941. public:
  942. CGBorderGuard() : IQuestObject(){};
  943. void initObj() override;
  944. void onHeroVisit(const CGHeroInstance * h) const override;
  945. void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = NULL) const;
  946. void getRolloverText (MetaString &text, bool onHover) const;
  947. bool checkQuest (const CGHeroInstance * h) const;
  948. void openGate(const CGHeroInstance *h, ui32 accept) const;
  949. template <typename Handler> void serialize(Handler &h, const int version)
  950. {
  951. h & static_cast<IQuestObject&>(*this);
  952. h & static_cast<CGObjectInstance&>(*this);
  953. h & blockVisit;
  954. }
  955. };
  956. class DLL_LINKAGE CGBorderGate : public CGBorderGuard
  957. {
  958. public:
  959. CGBorderGate() : CGBorderGuard(){};
  960. void onHeroVisit(const CGHeroInstance * h) const override;
  961. ui8 getPassableness() const override;
  962. template <typename Handler> void serialize(Handler &h, const int version)
  963. {
  964. h & static_cast<CGBorderGuard&>(*this); //need to serialize or object will be empty
  965. }
  966. };
  967. class DLL_LINKAGE CGBoat : public CGObjectInstance
  968. {
  969. public:
  970. ui8 direction;
  971. const CGHeroInstance *hero; //hero on board
  972. void initObj() override;
  973. CGBoat()
  974. {
  975. hero = NULL;
  976. direction = 4;
  977. }
  978. template <typename Handler> void serialize(Handler &h, const int version)
  979. {
  980. h & static_cast<CGObjectInstance&>(*this) & direction;
  981. }
  982. };
  983. class DLL_LINKAGE CGOnceVisitable : public CPlayersVisited
  984. ///wagon, corpse, lean to, warriors tomb
  985. {
  986. public:
  987. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  988. ui32 bonusType, //id of res or artifact
  989. bonusVal; //resource amount (or not used)
  990. void onHeroVisit(const CGHeroInstance * h) const override;
  991. const std::string & getHoverText() const override;
  992. void initObj() override;
  993. void searchTomb(const CGHeroInstance *h, ui32 accept) const;
  994. template <typename Handler> void serialize(Handler &h, const int version)
  995. {
  996. h & static_cast<CPlayersVisited&>(*this);;
  997. h & artOrRes & bonusType & bonusVal;
  998. }
  999. };
  1000. class DLL_LINKAGE CBank : public CArmedInstance
  1001. {
  1002. public:
  1003. int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
  1004. BankConfig *bc;
  1005. double multiplier; //for improved banks script
  1006. std::vector<ui32> artifacts; //fixed and deterministic
  1007. ui32 daycounter;
  1008. void initObj() override;
  1009. const std::string & getHoverText() const override;
  1010. void initialize() const;
  1011. void reset(ui16 var1);
  1012. void newTurn() const override;
  1013. bool wasVisited (PlayerColor player) const override;
  1014. void onHeroVisit(const CGHeroInstance * h) const override;
  1015. virtual void fightGuards (const CGHeroInstance *h, ui32 accept) const;
  1016. virtual void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  1017. template <typename Handler> void serialize(Handler &h, const int version)
  1018. {
  1019. h & static_cast<CArmedInstance&>(*this);
  1020. h & index & multiplier & artifacts & daycounter & bc;
  1021. }
  1022. protected:
  1023. void setPropertyDer(ui8 what, ui32 val) override;
  1024. };
  1025. class DLL_LINKAGE CGPyramid : public CBank
  1026. {
  1027. public:
  1028. ui16 spell;
  1029. void initObj() override;
  1030. const std::string & getHoverText() const override;
  1031. void newTurn() const override {}; //empty, no reset
  1032. void onHeroVisit(const CGHeroInstance * h) const override;
  1033. void endBattle (const CGHeroInstance *h, const BattleResult *result) const override;
  1034. template <typename Handler> void serialize(Handler &h, const int version)
  1035. {
  1036. h & static_cast<CBank&>(*this);
  1037. h & spell;
  1038. }
  1039. };
  1040. class CGShipyard : public CGObjectInstance, public IShipyard
  1041. {
  1042. public:
  1043. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  1044. CGShipyard();
  1045. void onHeroVisit(const CGHeroInstance * h) const override;
  1046. };
  1047. class DLL_LINKAGE CGMagi : public CGObjectInstance
  1048. {
  1049. public:
  1050. static std::map <si32, std::vector<ObjectInstanceID> > eyelist; //[subID][id], supports multiple sets as in H5
  1051. void initObj() override;
  1052. void onHeroVisit(const CGHeroInstance * h) const override;
  1053. template <typename Handler> void serialize(Handler &h, const int version)
  1054. {
  1055. h & static_cast<CGObjectInstance&>(*this);
  1056. }
  1057. };
  1058. class DLL_LINKAGE CCartographer : public CPlayersVisited
  1059. {
  1060. ///behaviour varies depending on surface and floor
  1061. public:
  1062. void onHeroVisit(const CGHeroInstance * h) const override;
  1063. void buyMap (const CGHeroInstance *h, ui32 accept) const;
  1064. template <typename Handler> void serialize(Handler &h, const int version)
  1065. {
  1066. h & static_cast<CPlayersVisited&>(*this);
  1067. }
  1068. };
  1069. class DLL_LINKAGE CGDenOfthieves : public CGObjectInstance
  1070. {
  1071. void onHeroVisit(const CGHeroInstance * h) const override;
  1072. };
  1073. class DLL_LINKAGE CGObelisk : public CPlayersVisited
  1074. {
  1075. public:
  1076. static ui8 obeliskCount; //how many obelisks are on map
  1077. static std::map<TeamID, ui8> visited; //map: team_id => how many obelisks has been visited
  1078. void onHeroVisit(const CGHeroInstance * h) const override;
  1079. void initObj() override;
  1080. const std::string & getHoverText() const override;
  1081. template <typename Handler> void serialize(Handler &h, const int version)
  1082. {
  1083. h & static_cast<CPlayersVisited&>(*this);
  1084. }
  1085. protected:
  1086. void setPropertyDer(ui8 what, ui32 val) override;
  1087. };
  1088. class DLL_LINKAGE CGLighthouse : public CGObjectInstance
  1089. {
  1090. public:
  1091. void onHeroVisit(const CGHeroInstance * h) const override;
  1092. void initObj() override;
  1093. const std::string & getHoverText() const override;
  1094. template <typename Handler> void serialize(Handler &h, const int version)
  1095. {
  1096. h & static_cast<CGObjectInstance&>(*this);
  1097. }
  1098. void giveBonusTo( PlayerColor player ) const;
  1099. };
  1100. class DLL_LINKAGE CGMarket : public CGObjectInstance, public IMarket
  1101. {
  1102. public:
  1103. CGMarket();
  1104. ///IObjectIntercae
  1105. void onHeroVisit(const CGHeroInstance * h) const override; //open trading window
  1106. ///IMarket
  1107. int getMarketEfficiency() const override;
  1108. bool allowsTrade(EMarketMode::EMarketMode mode) const override;
  1109. int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const override; //-1 if unlimited
  1110. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
  1111. template <typename Handler> void serialize(Handler &h, const int version)
  1112. {
  1113. h & static_cast<CGObjectInstance&>(*this);
  1114. }
  1115. };
  1116. class DLL_LINKAGE CGBlackMarket : public CGMarket
  1117. {
  1118. public:
  1119. std::vector<const CArtifact *> artifacts; //available artifacts
  1120. void newTurn() const override; //reset artifacts for black market every month
  1121. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
  1122. template <typename Handler> void serialize(Handler &h, const int version)
  1123. {
  1124. h & static_cast<CGMarket&>(*this);
  1125. h & artifacts;
  1126. }
  1127. };
  1128. class DLL_LINKAGE CGUniversity : public CGMarket
  1129. {
  1130. public:
  1131. std::vector<int> skills; //available skills
  1132. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  1133. void initObj() override;//set skills for trade
  1134. void onHeroVisit(const CGHeroInstance * h) const override; //open window
  1135. template <typename Handler> void serialize(Handler &h, const int version)
  1136. {
  1137. h & static_cast<CGMarket&>(*this);
  1138. h & skills;
  1139. }
  1140. };
  1141. struct BankConfig
  1142. {
  1143. BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
  1144. ui8 level; //1 - 4, how hard the battle will be
  1145. ui8 chance; //chance for this level being chosen
  1146. ui8 upgradeChance; //chance for creatures to be in upgraded versions
  1147. std::vector< std::pair <CreatureID, ui32> > guards; //creature ID, amount
  1148. ui32 combatValue; //how hard are guards of this level
  1149. std::vector<si32> resources; //resources given in case of victory
  1150. std::vector< std::pair <CreatureID, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
  1151. std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
  1152. ui32 value; //overall value of given things
  1153. ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
  1154. ui16 easiest; //?!?
  1155. template <typename Handler> void serialize(Handler &h, const int version)
  1156. {
  1157. h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
  1158. }
  1159. };
  1160. class DLL_LINKAGE CObjectHandler
  1161. {
  1162. public:
  1163. std::map<si32, CreatureID> cregens; //type 17. dwelling subid -> creature ID
  1164. std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
  1165. std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
  1166. std::vector<ui32> resVals; //default values of resources in gold
  1167. void load();
  1168. int bankObjToIndex (const CGObjectInstance * obj);
  1169. template <typename Handler> void serialize(Handler &h, const int version)
  1170. {
  1171. h & cregens & banksInfo & creBanksNames & resVals;
  1172. }
  1173. };