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- #pragma once
- #include "../lib/CCreatureSet.h"
- #include "CArtHandler.h"
- #include "../lib/ConstTransitivePtr.h"
- #include "int3.h"
- #include "GameConstants.h"
- #include "ResourceSet.h"
- /*
- * CObjectHandler.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- class CGameState;
- class CArtifactInstance;
- struct MetaString;
- struct BattleInfo;
- struct QuestInfo;
- class IGameCallback;
- struct BattleResult;
- class CCPPObjectScript;
- class CGObjectInstance;
- class CScript;
- class CObjectScript;
- class CGHeroInstance;
- class CTown;
- class CHero;
- class CBuilding;
- class CSpell;
- class CGTownInstance;
- class CGTownBuilding;
- class CArtifact;
- class CGDefInfo;
- class CSpecObjInfo;
- class CCastleEvent;
- struct TerrainTile;
- struct InfoWindow;
- struct Component;
- struct BankConfig;
- struct UpdateHerospecialty;
- struct NewArtifact;
- class CGBoat;
- class CArtifactSet;
- class CCommanderInstance;
- class DLL_LINKAGE CQuest
- {
- public:
- enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
- MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9, MISSION_KEYMASTER = 10};
- enum Eprogress {NOT_ACTIVE, IN_PROGRESS, COMPLETE};
- si32 qid; //unique quest id for serialization / identification
- Emission missionType;
- Eprogress progress;
- si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
- ui32 m13489val;
- std::vector<ui32> m2stats;
- std::vector<ui16> m5arts; //artifacts id
- std::vector<CStackBasicDescriptor> m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
- std::vector<ui32> m7resources; //TODO: use resourceset?
- //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
- ui8 textOption;
- CStackBasicDescriptor stackToKill;
- ui8 stackDirection;
- std::string heroName; //backup of hero name
- si32 heroPortrait;
- std::string firstVisitText, nextVisitText, completedText;
- bool isCustomFirst, isCustomNext, isCustomComplete;
- CQuest(){missionType = MISSION_NONE;}; //default constructor
- virtual bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
- virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = NULL) const;
- virtual void getCompletionText (MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = NULL) const;
- virtual void getRolloverText (MetaString &text, bool onHover) const; //hover or quest log entry
- virtual void completeQuest (const CGHeroInstance * h) const {};
- virtual void addReplacements(MetaString &out, const std::string &base) const;
- bool operator== (const CQuest & quest) const
- {
- return (quest.qid == qid);
- }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & qid & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
- & textOption & stackToKill & stackDirection & heroName & heroPortrait
- & firstVisitText & nextVisitText & completedText & isCustomFirst & isCustomNext & isCustomComplete;
- }
- };
- class DLL_LINKAGE IObjectInterface
- {
- public:
- static IGameCallback *cb;
- IObjectInterface();
- virtual ~IObjectInterface();
- virtual void onHeroVisit(const CGHeroInstance * h) const;
- virtual void onHeroLeave(const CGHeroInstance * h) const;
- virtual void newTurn() const;
- virtual void initObj(); //synchr
- virtual void setProperty(ui8 what, ui32 val);//synchr
- //unified interface, AI helpers
- virtual bool wasVisited (PlayerColor player) const;
- virtual bool wasVisited (const CGHeroInstance * h) const;
- static void preInit(); //called before objs receive their initObj
- static void postInit();//called after objs receive their initObj
- };
- class DLL_LINKAGE IBoatGenerator
- {
- public:
- const CGObjectInstance *o;
- IBoatGenerator(const CGObjectInstance *O);
- virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
- virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
- int3 bestLocation() const; //returns location when the boat should be placed
- enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER};
- EGeneratorState state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
- void getProblemText(MetaString &out, const CGHeroInstance *visitor = NULL) const;
- };
- class DLL_LINKAGE IShipyard : public IBoatGenerator
- {
- public:
- IShipyard(const CGObjectInstance *O);
- virtual void getBoatCost(std::vector<si32> &cost) const;
- static const IShipyard *castFrom(const CGObjectInstance *obj);
- static IShipyard *castFrom(CGObjectInstance *obj);
- };
- class DLL_LINKAGE IMarket
- {
- public:
- const CGObjectInstance *o;
- IMarket(const CGObjectInstance *O);
- virtual int getMarketEfficiency() const =0;
- virtual bool allowsTrade(EMarketMode::EMarketMode mode) const;
- virtual int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
- virtual std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
- 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
- std::vector<EMarketMode::EMarketMode> availableModes() const;
- static const IMarket *castFrom(const CGObjectInstance *obj, bool verbose = true);
- };
- class DLL_LINKAGE CGObjectInstance : public IObjectInterface
- {
- public:
- mutable std::string hoverName;
- int3 pos; //h3m pos
- Obj ID;
- si32 subID; //normal subID (this one from OH3 maps ;])
- ObjectInstanceID id;//number of object in map's vector
- CGDefInfo * defInfo;
- PlayerColor tempOwner;
- bool blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
- 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
- virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
- virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
- void getSightTiles(boost::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
- PlayerColor getOwner() const;
- void setOwner(PlayerColor ow);
- int getWidth() const; //returns width of object graphic in tiles
- int getHeight() const; //returns height of object graphic in tiles
- bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
- int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
- int3 visitablePos() const;
- bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) form left top tile of image (x, y in tiles)
- bool 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)
- 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)
- std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
- bool isVisitable() const; //returns true if object is visitable
- bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
- void hideTiles(PlayerColor ourplayer, int radius) const;
- CGObjectInstance();
- virtual ~CGObjectInstance();
- //CGObjectInstance(const CGObjectInstance & right);
- //CGObjectInstance& operator=(const CGObjectInstance & right);
- virtual const std::string & getHoverText() const;
- ///IObjectInterface
- void initObj() override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void setProperty(ui8 what, ui32 val) override;//synchr
- friend class CGameHandler;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & hoverName & pos & ID & subID & id & tempOwner & blockVisit & defInfo;
- //definfo is handled by map serializer
- }
- protected:
- virtual void setPropertyDer(ui8 what, ui32 val);//synchr
- void getNameVis(std::string &hname) const;
- void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
- };
- class CGHeroPlaceholder : public CGObjectInstance
- {
- public:
- //subID stores id of hero type. If it's 0xff then following field is used
- ui8 power;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & power;
- }
- };
- class DLL_LINKAGE CPlayersVisited: public CGObjectInstance
- {
- public:
- std::set<PlayerColor> players; //players that visited this object
- bool wasVisited(PlayerColor player) const;
- bool wasVisited(TeamID team) const;
- void setPropertyDer(ui8 what, ui32 val) override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & players;
- }
- };
- class DLL_LINKAGE CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet
- {
- public:
- BattleInfo *battle; //set to the current battle, if engaged
- void randomizeArmy(int type);
- void updateMoraleBonusFromArmy();
- void armyChanged() override;
- //////////////////////////////////////////////////////////////////////////
- // int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface ???
- virtual CBonusSystemNode *whereShouldBeAttached(CGameState *gs);
- virtual CBonusSystemNode *whatShouldBeAttached();
- //////////////////////////////////////////////////////////////////////////
- CArmedInstance();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & static_cast<CBonusSystemNode&>(*this);
- h & static_cast<CCreatureSet&>(*this);
- }
- };
- class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
- {
- public:
- enum ECanDig
- {
- CAN_DIG, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED
- };
- //////////////////////////////////////////////////////////////////////////
- ui8 moveDir; //format: 123
- // 8 4
- // 765
- mutable ui8 isStanding, tacticFormationEnabled;
- //////////////////////////////////////////////////////////////////////////
- ConstTransitivePtr<CHero> type;
- TExpType exp; //experience points
- ui32 level; //current level of hero
- std::string name; //may be custom
- std::string biography; //if custom
- si32 portrait; //may be custom
- si32 mana; // remaining spell points
- std::vector<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
- ui32 movement; //remaining movement points
- ui8 sex;
- bool inTownGarrison; // if hero is in town garrison
- ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
- ConstTransitivePtr<CCommanderInstance> commander;
- const CGBoat *boat; //set to CGBoat when sailing
- //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
- //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
- std::set<SpellID> spells; //known spells (spell IDs)
- struct DLL_LINKAGE Patrol
- {
- Patrol(){patrolling=false;patrolRadious=-1;};
- bool patrolling;
- ui32 patrolRadious;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & patrolling & patrolRadious;
- }
- } patrol;
- struct DLL_LINKAGE HeroSpecial : CBonusSystemNode
- {
- bool growsWithLevel;
- HeroSpecial(){growsWithLevel = false;};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CBonusSystemNode&>(*this);
- h & growsWithLevel;
- }
- };
- std::vector<HeroSpecial*> specialty;
- //BonusList bonuses;
- //////////////////////////////////////////////////////////////////////////
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & static_cast<CArtifactSet&>(*this);
- h & exp & level & name & biography & portrait & mana & secSkills & movement
- & sex & inTownGarrison & /*artifacts & artifWorn & */spells & patrol & moveDir;
- h & type & specialty & commander;
- BONUS_TREE_DESERIALIZATION_FIX
- //visitied town pointer will be restored by map serialization method
- }
- //////////////////////////////////////////////////////////////////////////
- int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
- int getSightRadious() const; //sight distance (should be used if player-owned structure)
- //////////////////////////////////////////////////////////////////////////
- int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
- void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
- //////////////////////////////////////////////////////////////////////////
- bool hasSpellbook() const;
- EAlignment::EAlignment getAlignment() const;
- const std::string &getBiography() const;
- bool needsLastStack()const;
- 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
- ui32 getLowestCreatureSpeed() const;
- int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
- si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
- bool canWalkOnSea() const;
- int getCurrentLuck(int stack=-1, bool town=false) const;
- int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
- ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
- void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
- bool canLearnSkill() const; ///true if hero has free secondary skill slot
- int maxMovePoints(bool onLand) const;
- int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false) const;
- // const CArtifact* getArtAtPos(ui16 pos) const; //NULL - no artifact
- // const CArtifact * getArt(int pos) const;
- // 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)
- // bool hasArt(ui32 aid) const; //checks if hero possess artifact of given id (either in backack or worn)
- //int getSpellSecLevel(int spell) const; //returns level of secondary ability (fire, water, earth, air magic) known to this hero and applicable to given spell; -1 if error
- static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
- double getHeroStrength() const;
- ui64 getTotalStrength() const;
- TExpType calculateXp(TExpType exp) const; //apply learning skill
- 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,
- 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
- CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
- void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
- ECanDig diggingStatus() const; //0 - can dig; 1 - lack of movement; 2 -
- //////////////////////////////////////////////////////////////////////////
- void initHero();
- void initHero(int SUBID);
- void putArtifact(ArtifactPosition pos, CArtifactInstance *art);
- void putInBackpack(CArtifactInstance *art);
- void initExp();
- void initArmy(IArmyDescriptor *dst = NULL);
- //void giveArtifact (ui32 aid);
- void initHeroDefInfo();
- void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
- void Updatespecialty();
- void updateSkill(SecondarySkill which, int val);
- CGHeroInstance();
- virtual ~CGHeroInstance();
- //////////////////////////////////////////////////////////////////////////
- //
- ArtBearer::ArtBearer bearerType() const override;
- //////////////////////////////////////////////////////////////////////////
- CBonusSystemNode *whereShouldBeAttached(CGameState *gs) override;
- std::string nodeName() const override;
- void deserializationFix();
- void initObj() override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- protected:
- void setPropertyDer(ui8 what, ui32 val) override;//synchr
- };
- class DLL_LINKAGE CSpecObjInfo
- {
- public:
- virtual ~CSpecObjInfo(){};
- PlayerColor player; //owner
- };
- class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo
- {
- public:
- bool asCastle;
- ui32 identifier;
- ui8 castles[2]; //allowed castles
- };
- class DLL_LINKAGE CCreGenLeveledInfo : public virtual CSpecObjInfo
- {
- public:
- ui8 minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
- };
- class DLL_LINKAGE CCreGenLeveledCastleInfo : public CCreGenAsCastleInfo, public CCreGenLeveledInfo
- {
- };
- class DLL_LINKAGE CGDwelling : public CArmedInstance
- {
- public:
- typedef std::vector<std::pair<ui32, std::vector<CreatureID> > > TCreaturesSet;
- CSpecObjInfo * info; //h3m info about dewlling
- TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this) & creatures;
- }
- void initObj() override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void newTurn() const override;
- void setProperty(ui8 what, ui32 val) override;
- private:
- void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
- void fightOver(const CGHeroInstance *h, BattleResult *result) const;
- void wantsFight(const CGHeroInstance *h, ui32 answer) const;
- };
- class DLL_LINKAGE CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
- {
- public:
- std::set<ObjectInstanceID> visitors; //ids of heroes who have visited this obj
- si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
- const std::string & getHoverText() const override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void initObj() override;
- bool wasVisited (const CGHeroInstance * h) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & visitors & ttype;
- }
- protected:
- void setPropertyDer(ui8 what, ui32 val) override;//synchr
- private:
- void onNAHeroVisit(ObjectInstanceID heroID, bool alreadyVisited) const;
- ///dialog callbacks
- void treeSelected(ObjectInstanceID heroID, int resType, int resVal, TExpType expVal, ui32 result) const;
- void schoolSelected(ObjectInstanceID heroID, ui32 which) const;
- void arenaSelected(ObjectInstanceID heroID, int primSkill) const;
- };
- class DLL_LINKAGE CGTownBuilding : public IObjectInterface
- {
- ///basic class for town structures handled as map objects
- public:
- BuildingID ID; //from buildig list
- si32 id; //identifies its index on towns vector
- CGTownInstance *town;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & ID & id;
- }
- };
- class DLL_LINKAGE COPWBonus : public CGTownBuilding
- {///used for OPW bonusing structures
- public:
- std::set<si32> visitors;
- void setProperty(ui8 what, ui32 val) override;
- void onHeroVisit (const CGHeroInstance * h) const override;
- COPWBonus (BuildingID index, CGTownInstance *TOWN);
- COPWBonus (){ID = BuildingID::NONE; town = NULL;};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGTownBuilding&>(*this);
- h & visitors;
- }
- };
- class DLL_LINKAGE CTownBonus : public CGTownBuilding
- {
- ///used for one-time bonusing structures
- ///feel free to merge inheritance tree
- public:
- std::set<ObjectInstanceID> visitors;
- void setProperty(ui8 what, ui32 val) override;
- void onHeroVisit (const CGHeroInstance * h) const override;
- CTownBonus (BuildingID index, CGTownInstance *TOWN);
- CTownBonus (){ID = BuildingID::NONE; town = NULL;};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGTownBuilding&>(*this);
- h & visitors;
- }
- };
- class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode
- {
- public:
- CTownAndVisitingHero();
- };
- struct DLL_LINKAGE GrowthInfo
- {
- struct Entry
- {
- int count;
- std::string description;
- Entry(const std::string &format, int _count);
- Entry(int subID, BuildingID building, int _count);
- };
- std::vector<Entry> entries;
- int totalGrowth() const;
- };
- class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket
- {
- public:
- enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
- CTownAndVisitingHero townAndVis;
- CTown * town;
- std::string name; // name of town
- si32 builded; //how many buildings has been built this turn
- si32 destroyed; //how many buildings has been destroyed this turn
- ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
- ui32 identifier; //special identifier from h3m (only > RoE maps)
- si32 alignment;
- std::set<BuildingID> forbiddenBuildings, builtBuildings;
- std::vector<CGTownBuilding*> bonusingBuildings;
- std::vector<SpellID> possibleSpells, obligatorySpells;
- std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
- std::list<CCastleEvent> events;
- std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
- //////////////////////////////////////////////////////////////////////////
- static std::vector<const CArtifact *> merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought)
- static std::vector<int> universitySkills;//skills for university of magic
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGDwelling&>(*this);
- h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings & bonusValue
- & possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
- for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
- (*i)->town = this;
- h & town & townAndVis;
- BONUS_TREE_DESERIALIZATION_FIX
- //garrison/visiting hero pointers will be restored in the map serialization
- }
- //////////////////////////////////////////////////////////////////////////
- CBonusSystemNode *whatShouldBeAttached() override;
- std::string nodeName() const override;
- void deserializationFix();
- void recreateBuildingsBonuses();
- 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
- bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype = -1); //convienence version of above
- void setVisitingHero(CGHeroInstance *h);
- void setGarrisonedHero(CGHeroInstance *h);
- const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
- //////////////////////////////////////////////////////////////////////////
- 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
- int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
- int getSightRadious() const; //returns sight distance
- int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
- void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
- int getMarketEfficiency() const override; //=market count
- bool allowsTrade(EMarketMode::EMarketMode mode) const;
- std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
- //////////////////////////////////////////////////////////////////////////
- bool needsLastStack() const;
- CGTownInstance::EFortLevel fortLevel() const;
- int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
- int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
- int creatureDwellingLevel(int dwelling) const;
- int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
- int creatureGrowth(const int & level) const;
- GrowthInfo getGrowthInfo(int level) const;
- bool hasFort() const;
- bool hasCapitol() const;
- //checks if building is constructed and town has same subID
- bool hasBuilt(BuildingID buildingID) const;
- bool hasBuilt(BuildingID buildingID, int townID) const;
- int dailyIncome() const; //calculates daily income of this town
- int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
- bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
- void removeCapitols (PlayerColor owner) const;
- void addHeroToStructureVisitors(const CGHeroInstance *h, si32 structureInstanceID) const; //hero must be visiting or garrisoned in town
- CGTownInstance();
- virtual ~CGTownInstance();
- ///IObjectInterface overrides
- void newTurn() const override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void onHeroLeave(const CGHeroInstance * h) const override;
- void initObj() override;
- protected:
- void setPropertyDer(ui8 what, ui32 val) override;
- private:
- ///dialog callbacks
- void fightOver(const CGHeroInstance *h, BattleResult *result) const;
- };
- class DLL_LINKAGE CGPandoraBox : public CArmedInstance
- {
- public:
- std::string message;
- //gained things:
- ui32 gainedExp;
- si32 manaDiff; //amount of gained / lost mana
- si32 moraleDiff; //morale modifier
- si32 luckDiff; //luck modifier
- TResources resources;//gained / lost resources
- std::vector<si32> primskills;//gained / lost prim skills
- std::vector<SecondarySkill> abilities; //gained abilities
- std::vector<si32> abilityLevels; //levels of gained abilities
- std::vector<ArtifactID> artifacts; //gained artifacts
- std::vector<SpellID> spells; //gained spells
- CCreatureSet creatures; //gained creatures
- void initObj() override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
- & abilities & abilityLevels & artifacts & spells & creatures;
- }
- protected:
- void endBattle(const CGHeroInstance *h, BattleResult *result) const;
- void giveContents(const CGHeroInstance *h, bool afterBattle) const;
- private:
- void open (const CGHeroInstance * h, ui32 accept) const;
- void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
- void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
- };
- class DLL_LINKAGE CGEvent : public CGPandoraBox //event objects
- {
- public:
- bool removeAfterVisit; //true if event is removed after occurring
- ui8 availableFor; //players whom this event is available for
- bool computerActivate; //true if computer player can activate this event
- bool humanActivate; //true if human player can activate this event
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGPandoraBox &>(*this);
- h & removeAfterVisit & availableFor & computerActivate & humanActivate;
- }
- void onHeroVisit(const CGHeroInstance * h) const override;
- private:
- void activated(const CGHeroInstance * h) const;
- };
- class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map
- {
- public:
- ui32 identifier; //unique code for this monster (used in missions)
- 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)
- std::string message; //message printed for attacking hero
- TResources resources; // resources given to hero that has won with monsters
- ArtifactID gainedArtifact; //ID of artifact gained to hero, -1 if none
- bool neverFlees; //if true, the troops will never flee
- bool notGrowingTeam; //if true, number of units won't grow
- ui64 temppower; //used to handle fractional stack growth for tiny stacks
- void onHeroVisit(const CGHeroInstance * h) const override;
- const std::string & getHoverText() const override;
- void initObj() override;
- void newTurn() const override;
- struct DLL_LINKAGE RestoredCreature // info about merging stacks after battle back into one
- {
- si32 basicType;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & basicType;
- }
- } restore;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower & restore;
- }
- protected:
- void setPropertyDer(ui8 what, ui32 val) override;
- private:
- void fight(const CGHeroInstance *h) const;
- void flee( const CGHeroInstance * h ) const;
- void endBattle(BattleResult *result) const;
- void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
- void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
- 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)
- };
- class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
- {
- public:
- std::string message;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void initObj() override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & message;
- }
- };
- class DLL_LINKAGE IQuestObject
- {
- public:
- CQuest * quest;
- IQuestObject(){quest = new CQuest;};
- virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = NULL) const;
- virtual bool checkQuest (const CGHeroInstance * h) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & quest;
- }
- };
- class DLL_LINKAGE CGSeerHut : public CArmedInstance, public IQuestObject //army is used when giving reward
- {
- public:
- enum ERewardType {NOTHING, EXPERIENCE, MANA_POINTS, MORALE_BONUS, LUCK_BONUS, RESOURCES, PRIMARY_SKILL, SECONDARY_SKILL, ARTIFACT, SPELL, CREATURE};
- ERewardType rewardType;
- si32 rID; //reward ID
- si32 rVal; //reward value
- std::string seerName;
- CGSeerHut() : IQuestObject(){};
- void initObj() override;
- const std::string & getHoverText() const override;
- void newTurn() const override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- int checkDirection() const; //calculates the region of map where monster is placed
- void setObjToKill(); //remember creatures / heroes to kill after they are initialized
- const CGHeroInstance *getHeroToKill(bool allowNull = false) const;
- const CGCreature *getCreatureToKill(bool allowNull = false) const;
- void getRolloverText (MetaString &text, bool onHover) const;
- void getCompletionText(MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = NULL) const;
- void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
- void completeQuest (const CGHeroInstance * h) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this) & static_cast<IQuestObject&>(*this);
- h & rewardType & rID & rVal & seerName;
- }
- protected:
- void setPropertyDer(ui8 what, ui32 val) override;
- };
- class DLL_LINKAGE CGQuestGuard : public CGSeerHut
- {
- public:
- CGQuestGuard() : CGSeerHut(){};
- void initObj() override;
- void completeQuest (const CGHeroInstance * h) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGSeerHut&>(*this);
- }
- };
- class DLL_LINKAGE CGWitchHut : public CPlayersVisited
- {
- public:
- std::vector<si32> allowedAbilities;
- ui32 ability;
- const std::string & getHoverText() const override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void initObj() override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPlayersVisited&>(*this);
- h & allowedAbilities & ability;
- }
- };
- class DLL_LINKAGE CGScholar : public CGObjectInstance
- {
- public:
- enum EBonusType {PRIM_SKILL, SECONDARY_SKILL, SPELL, RANDOM = 255};
- EBonusType bonusType;
- ui16 bonusID; //ID of skill/spell
- // void giveAnyBonus(const CGHeroInstance * h) const; //TODO: remove
- void onHeroVisit(const CGHeroInstance * h) const override;
- void initObj() override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & bonusType & bonusID;
- }
- };
- class DLL_LINKAGE CGGarrison : public CArmedInstance
- {
- public:
- bool removableUnits;
- ui8 getPassableness() const;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void fightOver (const CGHeroInstance *h, BattleResult *result) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & removableUnits;
- }
- };
- class DLL_LINKAGE CGArtifact : public CArmedInstance
- {
- public:
- CArtifactInstance *storedArtifact;
- std::string message;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
- void endBattle(BattleResult *result, const CGHeroInstance *h) const;
- void pick( const CGHeroInstance * h ) const;
- void initObj() override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & message & storedArtifact;
- }
- };
- class DLL_LINKAGE CGResource : public CArmedInstance
- {
- public:
- ui32 amount; //0 if random
- std::string message;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void initObj() override;
- void collectRes(PlayerColor player) const;
- void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
- void endBattle(BattleResult *result, const CGHeroInstance *h) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & amount & message;
- }
- };
- class DLL_LINKAGE CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
- {
- public:
- ui32 type, val1, val2;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void initObj() override;
- void chosen(int which, ObjectInstanceID heroID) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & type & val1 & val2;
- }
- };
- class DLL_LINKAGE CGShrine : public CPlayersVisited
- {
- public:
- SpellID spell; //id of spell or NONE if random
- void onHeroVisit(const CGHeroInstance * h) const override;
- void initObj() override;
- const std::string & getHoverText() const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPlayersVisited&>(*this);;
- h & spell;
- }
- };
- class DLL_LINKAGE CGMine : public CArmedInstance
- {
- public:
- Res::ERes producedResource;
- ui32 producedQuantity;
- void offerLeavingGuards(const CGHeroInstance *h) const;
- void endBattle(BattleResult *result, PlayerColor attackingPlayer) const;
- void fight(ui32 agreed, const CGHeroInstance *h) const;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void flagMine(PlayerColor player) const;
- void newTurn() const override;
- void initObj() override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & producedResource & producedQuantity;
- }
- ui32 defaultResProduction();
- };
- class DLL_LINKAGE CGVisitableOPW : public CGObjectInstance //objects visitable OPW
- {
- public:
- ui8 visited; //true if object has been visited this week
- bool wasVisited(PlayerColor player) const;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void newTurn() const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & visited;
- }
- protected:
- void setPropertyDer(ui8 what, ui32 val) override;
- };
- class DLL_LINKAGE CGTeleport : public CGObjectInstance //teleports and subterranean gates
- {
- public:
- static std::map<Obj, std::map<int, std::vector<ObjectInstanceID> > > objs; //teleports: map[ID][subID] => vector of ids
- static std::vector<std::pair<ObjectInstanceID, ObjectInstanceID> > gates; //subterranean gates: pairs of ids
- void onHeroVisit(const CGHeroInstance * h) const override;
- void initObj() override;
- static void postInit();
- static ObjectInstanceID getMatchingGate(ObjectInstanceID id); //receives id of one subterranean gate and returns id of the paired one, -1 if none
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_LINKAGE CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
- {
- public:
- bool wasVisited (const CGHeroInstance * h) const;
- void onHeroVisit(const CGHeroInstance * h) const override;
- const std::string & getHoverText() const override;
- void initObj() override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_LINKAGE CGMagicSpring : public CGVisitableOPW
- {///unfortunately, this one is quite different than others
- public:
- void onHeroVisit(const CGHeroInstance * h) const override;
- const std::string & getHoverText() const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & visited;
- }
- };
- class DLL_LINKAGE CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
- {
- public:
- void onHeroVisit(const CGHeroInstance * h) const override;
- const std::string & getHoverText() const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_LINKAGE CGSirens : public CGObjectInstance
- {
- public:
- void onHeroVisit(const CGHeroInstance * h) const override;
- const std::string & getHoverText() const override;
- void initObj() override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_LINKAGE CGObservatory : public CGObjectInstance //Redwood observatory
- {
- public:
- void onHeroVisit(const CGHeroInstance * h) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards
- {
- public:
- static std::map <PlayerColor, std::set <ui8> > playerKeyMap; //[players][keysowned]
- //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
- const std::string getName() const; //depending on color
- bool wasMyColorVisited (PlayerColor player) const;
- const std::string & getHoverText() const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- protected:
- void setPropertyDer(ui8 what, ui32 val) override;
- };
- class DLL_LINKAGE CGKeymasterTent : public CGKeys
- {
- public:
- bool wasVisited (PlayerColor player) const;
- void onHeroVisit(const CGHeroInstance * h) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject
- {
- public:
- CGBorderGuard() : IQuestObject(){};
- void initObj() override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = NULL) const;
- void getRolloverText (MetaString &text, bool onHover) const;
- bool checkQuest (const CGHeroInstance * h) const;
- void openGate(const CGHeroInstance *h, ui32 accept) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<IQuestObject&>(*this);
- h & static_cast<CGObjectInstance&>(*this);
- h & blockVisit;
- }
- };
- class DLL_LINKAGE CGBorderGate : public CGBorderGuard
- {
- public:
- CGBorderGate() : CGBorderGuard(){};
- void onHeroVisit(const CGHeroInstance * h) const override;
- ui8 getPassableness() const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGBorderGuard&>(*this); //need to serialize or object will be empty
- }
- };
- class DLL_LINKAGE CGBoat : public CGObjectInstance
- {
- public:
- ui8 direction;
- const CGHeroInstance *hero; //hero on board
- void initObj() override;
- CGBoat()
- {
- hero = NULL;
- direction = 4;
- }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this) & direction;
- }
- };
- class DLL_LINKAGE CGOnceVisitable : public CPlayersVisited
- ///wagon, corpse, lean to, warriors tomb
- {
- public:
- ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
- ui32 bonusType, //id of res or artifact
- bonusVal; //resource amount (or not used)
- void onHeroVisit(const CGHeroInstance * h) const override;
- const std::string & getHoverText() const override;
- void initObj() override;
- void searchTomb(const CGHeroInstance *h, ui32 accept) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPlayersVisited&>(*this);;
- h & artOrRes & bonusType & bonusVal;
- }
- };
- class DLL_LINKAGE CBank : public CArmedInstance
- {
- public:
- int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
- BankConfig *bc;
- double multiplier; //for improved banks script
- std::vector<ui32> artifacts; //fixed and deterministic
- ui32 daycounter;
- void initObj() override;
- const std::string & getHoverText() const override;
- void initialize() const;
- void reset(ui16 var1);
- void newTurn() const override;
- bool wasVisited (PlayerColor player) const override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- virtual void fightGuards (const CGHeroInstance *h, ui32 accept) const;
- virtual void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & index & multiplier & artifacts & daycounter & bc;
- }
- protected:
- void setPropertyDer(ui8 what, ui32 val) override;
- };
- class DLL_LINKAGE CGPyramid : public CBank
- {
- public:
- ui16 spell;
- void initObj() override;
- const std::string & getHoverText() const override;
- void newTurn() const override {}; //empty, no reset
- void onHeroVisit(const CGHeroInstance * h) const override;
- void endBattle (const CGHeroInstance *h, const BattleResult *result) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CBank&>(*this);
- h & spell;
- }
- };
- class CGShipyard : public CGObjectInstance, public IShipyard
- {
- public:
- void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
- CGShipyard();
- void onHeroVisit(const CGHeroInstance * h) const override;
- };
- class DLL_LINKAGE CGMagi : public CGObjectInstance
- {
- public:
- static std::map <si32, std::vector<ObjectInstanceID> > eyelist; //[subID][id], supports multiple sets as in H5
- void initObj() override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_LINKAGE CCartographer : public CPlayersVisited
- {
- ///behaviour varies depending on surface and floor
- public:
- void onHeroVisit(const CGHeroInstance * h) const override;
- void buyMap (const CGHeroInstance *h, ui32 accept) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPlayersVisited&>(*this);
- }
- };
- class DLL_LINKAGE CGDenOfthieves : public CGObjectInstance
- {
- void onHeroVisit(const CGHeroInstance * h) const override;
- };
- class DLL_LINKAGE CGObelisk : public CPlayersVisited
- {
- public:
- static ui8 obeliskCount; //how many obelisks are on map
- static std::map<TeamID, ui8> visited; //map: team_id => how many obelisks has been visited
- void onHeroVisit(const CGHeroInstance * h) const override;
- void initObj() override;
- const std::string & getHoverText() const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPlayersVisited&>(*this);
- }
- protected:
- void setPropertyDer(ui8 what, ui32 val) override;
- };
- class DLL_LINKAGE CGLighthouse : public CGObjectInstance
- {
- public:
- void onHeroVisit(const CGHeroInstance * h) const override;
- void initObj() override;
- const std::string & getHoverText() const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- void giveBonusTo( PlayerColor player ) const;
- };
- class DLL_LINKAGE CGMarket : public CGObjectInstance, public IMarket
- {
- public:
- CGMarket();
- ///IObjectIntercae
- void onHeroVisit(const CGHeroInstance * h) const override; //open trading window
- ///IMarket
- int getMarketEfficiency() const override;
- bool allowsTrade(EMarketMode::EMarketMode mode) const override;
- int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const override; //-1 if unlimited
- std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_LINKAGE CGBlackMarket : public CGMarket
- {
- public:
- std::vector<const CArtifact *> artifacts; //available artifacts
- void newTurn() const override; //reset artifacts for black market every month
- std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGMarket&>(*this);
- h & artifacts;
- }
- };
- class DLL_LINKAGE CGUniversity : public CGMarket
- {
- public:
- std::vector<int> skills; //available skills
- std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
- void initObj() override;//set skills for trade
- void onHeroVisit(const CGHeroInstance * h) const override; //open window
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGMarket&>(*this);
- h & skills;
- }
- };
- struct BankConfig
- {
- BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
- ui8 level; //1 - 4, how hard the battle will be
- ui8 chance; //chance for this level being chosen
- ui8 upgradeChance; //chance for creatures to be in upgraded versions
- std::vector< std::pair <CreatureID, ui32> > guards; //creature ID, amount
- ui32 combatValue; //how hard are guards of this level
- std::vector<si32> resources; //resources given in case of victory
- std::vector< std::pair <CreatureID, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
- std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
- ui32 value; //overall value of given things
- ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
- ui16 easiest; //?!?
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
- }
- };
- class DLL_LINKAGE CObjectHandler
- {
- public:
- std::map<si32, CreatureID> cregens; //type 17. dwelling subid -> creature ID
- std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
- std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
- std::vector<ui32> resVals; //default values of resources in gold
- void load();
- int bankObjToIndex (const CGObjectInstance * obj);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & cregens & banksInfo & creBanksNames & resVals;
- }
- };
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