CObjectHandler.h 36 KB

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  1. #ifndef __COBJECTHANDLER_H__
  2. #define __COBJECTHANDLER_H__
  3. #include "../global.h"
  4. #include <string>
  5. #include <vector>
  6. #include <set>
  7. #include <map>
  8. #include <list>
  9. #include "CCreatureHandler.h"
  10. #include "../lib/HeroBonus.h"
  11. #ifndef _MSC_VER
  12. #include "CHeroHandler.h"
  13. #include "CTownHandler.h"
  14. #include "../lib/VCMI_Lib.h"
  15. #endif
  16. /*
  17. * CObjectHandler.h, part of VCMI engine
  18. *
  19. * Authors: listed in file AUTHORS in main folder
  20. *
  21. * License: GNU General Public License v2.0 or later
  22. * Full text of license available in license.txt file, in main folder
  23. *
  24. */
  25. class IGameCallback;
  26. struct BattleResult;
  27. class CCPPObjectScript;
  28. class CGObjectInstance;
  29. class CScript;
  30. class CObjectScript;
  31. class CGHeroInstance;
  32. class CTown;
  33. class CHero;
  34. class CBuilding;
  35. class CSpell;
  36. class CGTownInstance;
  37. class CGTownBuilding;
  38. class CArtifact;
  39. class CGDefInfo;
  40. class CSpecObjInfo;
  41. struct TerrainTile;
  42. struct InfoWindow;
  43. struct Component;
  44. struct BankConfig;
  45. class CGBoat;
  46. class DLL_EXPORT CCastleEvent
  47. {
  48. public:
  49. std::string name, message;
  50. std::vector<si32> resources; //gain / loss of resources
  51. ui8 players; //players for whom this event can be applied
  52. ui8 forHuman, forComputer;
  53. ui32 firstShow; //postpone of first encounter time in days
  54. ui32 forEvery; //every n days this event will occure
  55. ui8 bytes[6]; //build specific buildings (raw format, similar to town's)
  56. si32 gen[7]; //additional creatures in i-th level dwelling
  57. bool operator<(const CCastleEvent &drugie) const
  58. {
  59. return firstShow<drugie.firstShow;
  60. }
  61. template <typename Handler> void serialize(Handler &h, const int version)
  62. {
  63. h & name & message & resources & players & forHuman & forComputer & firstShow
  64. & forEvery & bytes & gen;
  65. }
  66. };
  67. class CQuest
  68. {
  69. public:
  70. ui8 missionType; //type of mission: 0 - no mission; 1 - reach level; 2 - reach main statistics values; 3 - win with a certain hero; 4 - win with a certain creature; 5 - collect some atifacts; 6 - have certain troops in army; 7 - collect resources; 8 - be a certain hero; 9 - be a certain playe
  71. si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
  72. ui32 m13489val;
  73. std::vector<ui32> m2stats;
  74. std::vector<ui16> m5arts; //artifacts id
  75. std::vector<std::pair<ui32, ui32> > m6creatures; //pair[cre id, cre count]
  76. std::vector<ui32> m7resources;
  77. std::string firstVisitText, nextVisitText, completedText;
  78. template <typename Handler> void serialize(Handler &h, const int version)
  79. {
  80. h & missionType & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  81. & firstVisitText & nextVisitText & completedText;
  82. }
  83. };
  84. class DLL_EXPORT IObjectInterface
  85. {
  86. public:
  87. static IGameCallback *cb;
  88. IObjectInterface();
  89. virtual ~IObjectInterface();
  90. virtual void onHeroVisit(const CGHeroInstance * h) const;
  91. virtual void onHeroLeave(const CGHeroInstance * h) const;
  92. virtual void newTurn() const;
  93. virtual void initObj(); //synchr
  94. virtual void setProperty(ui8 what, ui32 val);//synchr
  95. static void preInit(); //called before objs receive their initObj
  96. static void postInit();//caleed after objs receive their initObj
  97. };
  98. class DLL_EXPORT IShipyard
  99. {
  100. public:
  101. const CGObjectInstance *o;
  102. IShipyard(const CGObjectInstance *O);
  103. void getBoatCost(std::vector<si32> &cost) const;
  104. virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
  105. //virtual bool validLocation() const; //returns true if there is a water tile near where boat can be placed
  106. int3 bestLocation() const; //returns location when the boat should be placed
  107. int state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
  108. static const IShipyard *castFrom(const CGObjectInstance *obj);
  109. static IShipyard *castFrom(CGObjectInstance *obj);
  110. };
  111. class DLL_EXPORT CGObjectInstance : public IObjectInterface
  112. {
  113. protected:
  114. void getNameVis(std::string &hname) const;
  115. void giveDummyBonus(int heroID, ui8 duration = HeroBonus::ONE_DAY) const;
  116. public:
  117. mutable std::string hoverName;
  118. int3 pos; //h3m pos
  119. si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
  120. si32 id;//number of object in CObjectHandler's vector
  121. CGDefInfo * defInfo;
  122. CSpecObjInfo * info;
  123. ui8 animPhaseShift;
  124. ui8 tempOwner;
  125. ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
  126. virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  127. virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
  128. int getOwner() const;
  129. void setOwner(int ow);
  130. int getWidth() const; //returns width of object graphic in tiles
  131. int getHeight() const; //returns height of object graphic in tiles
  132. 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)
  133. int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
  134. 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)
  135. 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)
  136. std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
  137. bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
  138. CGObjectInstance();
  139. virtual ~CGObjectInstance();
  140. //CGObjectInstance(const CGObjectInstance & right);
  141. //CGObjectInstance& operator=(const CGObjectInstance & right);
  142. virtual const std::string & getHoverText() const;
  143. //////////////////////////////////////////////////////////////////////////
  144. void initObj();
  145. void onHeroVisit(const CGHeroInstance * h) const;
  146. void setProperty(ui8 what, ui32 val);//synchr
  147. virtual void setPropertyDer(ui8 what, ui32 val);//synchr
  148. friend class CGameHandler;
  149. template <typename Handler> void serialize(Handler &h, const int version)
  150. {
  151. h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit;
  152. //definfo is handled by map serializer
  153. }
  154. };
  155. class DLL_EXPORT CPlayersVisited: public CGObjectInstance
  156. {
  157. public:
  158. std::set<ui8> players; //players that visited this object
  159. bool hasVisited(ui8 player) const;
  160. virtual void setPropertyDer( ui8 what, ui32 val );
  161. template <typename Handler> void serialize(Handler &h, const int version)
  162. {
  163. h & players;
  164. }
  165. };
  166. class DLL_EXPORT CArmedInstance: public CGObjectInstance
  167. {
  168. public:
  169. CCreatureSet army; //army
  170. virtual bool needsLastStack() const; //true if last stack cannot be taken
  171. int getArmyStrength() const; //sum of AI values of creatures
  172. template <typename Handler> void serialize(Handler &h, const int version)
  173. {
  174. h & static_cast<CGObjectInstance&>(*this);
  175. h & army;
  176. }
  177. };
  178. class DLL_EXPORT CGHeroInstance : public CArmedInstance
  179. {
  180. public:
  181. //////////////////////////////////////////////////////////////////////////
  182. ui8 moveDir; //format: 123
  183. // 8 4
  184. // 765
  185. mutable ui8 isStanding, tacticFormationEnabled;
  186. //////////////////////////////////////////////////////////////////////////
  187. CHero * type;
  188. ui64 exp; //experience point
  189. si32 level; //current level of hero
  190. std::string name; //may be custom
  191. std::string biography; //if custom
  192. si32 portrait; //may be custom
  193. si32 mana; // remaining spell points
  194. std::vector<si32> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
  195. std::vector<std::pair<ui8,ui8> > secSkills; //first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert); if hero has ability (-1, -1) it meansthat it should have default secondary abilities
  196. si32 movement; //remaining movement points
  197. si32 identifier; //from the map file
  198. ui8 sex;
  199. ui8 inTownGarrison; // if hero is in town garrison
  200. CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
  201. CGBoat *boat; //set to CGBoat when sailing
  202. std::vector<ui32> artifacts; //hero's artifacts from bag
  203. std::map<ui16,ui32> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
  204. std::set<ui32> spells; //known spells (spell IDs)
  205. struct DLL_EXPORT Patrol
  206. {
  207. Patrol(){patrolling=false;patrolRadious=-1;};
  208. ui8 patrolling;
  209. si32 patrolRadious;
  210. template <typename Handler> void serialize(Handler &h, const int version)
  211. {
  212. h & patrolling & patrolRadious;
  213. }
  214. } patrol;
  215. std::list<HeroBonus> bonuses;
  216. //////////////////////////////////////////////////////////////////////////
  217. template <typename Handler> void serialize(Handler &h, const int version)
  218. {
  219. h & static_cast<CArmedInstance&>(*this);
  220. h & exp & level & name & biography & portrait & mana & primSkills & secSkills & movement
  221. & identifier & sex & inTownGarrison & artifacts & artifWorn & spells & patrol & bonuses
  222. & moveDir;
  223. ui8 standardType = (VLC->heroh->heroes[subID] == type);
  224. h & standardType;
  225. if(!standardType)
  226. h & type;
  227. else if(!h.saving)
  228. type = VLC->heroh->heroes[subID];
  229. //visitied town pointer will be restored by map serialization method
  230. }
  231. //////////////////////////////////////////////////////////////////////////
  232. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  233. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  234. //////////////////////////////////////////////////////////////////////////
  235. const HeroBonus *getBonus(int from, int id) const;
  236. int valOfBonuses(HeroBonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then any
  237. bool hasBonusOfType(HeroBonus::BonusType type, int subtype = -1) const; //determines if hero has a bonus of given type (and optionally subtype)
  238. const std::string &getBiography() const;
  239. bool needsLastStack()const;
  240. unsigned int getTileCost(const TerrainTile &dest, const TerrainTile &from) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling
  241. unsigned int getLowestCreatureSpeed() const;
  242. int3 getPosition(bool h3m) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  243. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  244. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  245. bool canWalkOnSea() const;
  246. int getCurrentLuck(int stack=-1, bool town=false) const;
  247. std::vector<std::pair<int,std::string> > getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
  248. int getCurrentMorale(int stack=-1, bool town=false) const; //if stack - position of creature, if -1 then morale for hero is calculated; town - if bonuses from town (tavern) should be considered
  249. std::vector<std::pair<int,std::string> > getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
  250. int getPrimSkillLevel(int id) const;
  251. ui8 getSecSkillLevel(const int & ID) const; //0 - no skill
  252. int maxMovePoints(bool onLand) const;
  253. ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
  254. const CArtifact * getArt(int pos) const;
  255. 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)
  256. 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
  257. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  258. double getHeroStrength() const;
  259. int getTotalStrength() const;
  260. ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be cast by this hero
  261. 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
  262. std::pair<ui32, si32> calculateNecromancy (BattleResult &battleResult) const;
  263. void showNecromancyDialog (std::pair<ui32, si32> raisedStack) const;
  264. //////////////////////////////////////////////////////////////////////////
  265. void initHero();
  266. void initHero(int SUBID);
  267. void recreateArtBonuses();
  268. void initHeroDefInfo();
  269. CGHeroInstance();
  270. virtual ~CGHeroInstance();
  271. //////////////////////////////////////////////////////////////////////////
  272. void setPropertyDer(ui8 what, ui32 val);//synchr
  273. void initObj();
  274. void onHeroVisit(const CGHeroInstance * h) const;
  275. };
  276. class DLL_EXPORT CGDwelling : public CArmedInstance
  277. {
  278. public:
  279. std::vector<std::pair<ui32, std::vector<ui32> > > creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
  280. template <typename Handler> void serialize(Handler &h, const int version)
  281. {
  282. h & static_cast<CArmedInstance&>(*this) & creatures;
  283. }
  284. void initObj();
  285. void onHeroVisit(const CGHeroInstance * h) const;
  286. void newTurn() const;
  287. void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
  288. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  289. void wantsFight(const CGHeroInstance *h, ui32 answer) const;
  290. };
  291. class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  292. {
  293. public:
  294. std::set<si32> visitors; //ids of heroes who have visited this obj
  295. si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
  296. const std::string & getHoverText() const;
  297. void setPropertyDer(ui8 what, ui32 val);//synchr
  298. void onHeroVisit(const CGHeroInstance * h) const;
  299. void onNAHeroVisit(int heroID, bool alreadyVisited) const;
  300. void initObj();
  301. void treeSelected(int heroID, int resType, int resVal, ui64 expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
  302. void schoolSelected(int heroID, ui32 which) const;
  303. void arenaSelected(int heroID, int primSkill) const;
  304. template <typename Handler> void serialize(Handler &h, const int version)
  305. {
  306. h & static_cast<CGObjectInstance&>(*this);
  307. h & visitors & ttype;
  308. }
  309. };
  310. class DLL_EXPORT CGTownBuilding : public IObjectInterface
  311. {
  312. ///basic class for town structures handled as map objects
  313. public:
  314. si32 ID; //from buildig list
  315. si32 id; //identifies its index on towns vector
  316. CGTownInstance *town;
  317. template <typename Handler> void serialize(Handler &h, const int version)
  318. {
  319. h & ID & id;
  320. }
  321. };
  322. class DLL_EXPORT CTownBonus : public CGTownBuilding
  323. {
  324. ///used for one-time bonusing structures
  325. ///feel free to merge inheritance tree
  326. public:
  327. std::set<si32> visitors;
  328. void setProperty(ui8 what, ui32 val);
  329. void onHeroVisit (const CGHeroInstance * h) const;
  330. CTownBonus (int index, CGTownInstance *TOWN);
  331. CTownBonus (){ID = 0; town = NULL;};
  332. template <typename Handler> void serialize(Handler &h, const int version)
  333. {
  334. h & static_cast<CGTownBuilding&>(*this);
  335. h & visitors;
  336. }
  337. };
  338. class DLL_EXPORT CGTownInstance : public CGDwelling, public IShipyard
  339. {
  340. public:
  341. CTown * town;
  342. std::string name; // name of town
  343. si32 builded; //how many buildings has been built this turn
  344. si32 destroyed; //how many buildings has been destroyed this turn
  345. const CGHeroInstance * garrisonHero, *visitingHero;
  346. ui32 identifier; //special identifier from h3m (only > RoE maps)
  347. si32 alignment;
  348. std::set<si32> forbiddenBuildings, builtBuildings;
  349. std::vector<CGTownBuilding*> bonusingBuildings;
  350. std::vector<ui32> possibleSpells, obligatorySpells;
  351. std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
  352. std::set<CCastleEvent> events;
  353. //////////////////////////////////////////////////////////////////////////
  354. template <typename Handler> void serialize(Handler &h, const int version)
  355. {
  356. h & static_cast<CGDwelling&>(*this);
  357. h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings
  358. & possibleSpells & obligatorySpells & spells & /*strInfo & */events;
  359. ui8 standardType = (&VLC->townh->towns[subID] == town);
  360. h & standardType;
  361. if(!standardType)
  362. h & town;
  363. else if(!h.saving)
  364. town = &VLC->townh->towns[subID];
  365. //garrison/visiting hero pointers will be restored in the map serialization
  366. }
  367. //////////////////////////////////////////////////////////////////////////
  368. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  369. int getSightRadious() const; //returns sight distance
  370. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  371. void setPropertyDer(ui8 what, ui32 val);
  372. //////////////////////////////////////////////////////////////////////////
  373. bool needsLastStack() const;
  374. int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
  375. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  376. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  377. bool creatureDwelling(const int & level, bool upgraded=false) const;
  378. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  379. int creatureGrowth(const int & level) const;
  380. bool hasFort() const;
  381. bool hasCapitol() const;
  382. int dailyIncome() const; //calculates daily income of this town
  383. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  384. void removeCapitols (ui8 owner, bool me) const;
  385. CGTownInstance();
  386. virtual ~CGTownInstance();
  387. //////////////////////////////////////////////////////////////////////////
  388. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  389. void onHeroVisit(const CGHeroInstance * h) const;
  390. void onHeroLeave(const CGHeroInstance * h) const;
  391. void initObj();
  392. };
  393. class DLL_EXPORT CGPandoraBox : public CArmedInstance
  394. {
  395. public:
  396. std::string message;
  397. ui8 removeAfterVisit; //true if event is removed after occurring
  398. //gained things:
  399. ui32 gainedExp;
  400. si32 manaDiff; //amount of gained / lost mana
  401. si32 moraleDiff; //morale modifier
  402. si32 luckDiff; //luck modifier
  403. std::vector<si32> resources;//gained / lost resources
  404. std::vector<si32> primskills;//gained / lost resources
  405. std::vector<si32> abilities; //gained abilities
  406. std::vector<si32> abilityLevels; //levels of gained abilities
  407. std::vector<si32> artifacts; //gained artifacts
  408. std::vector<si32> spells; //gained spells
  409. CCreatureSet creatures; //gained creatures
  410. void initObj();
  411. void onHeroVisit(const CGHeroInstance * h) const;
  412. void open (const CGHeroInstance * h, ui32 accept) const;
  413. void endBattle(const CGHeroInstance *h, BattleResult *result) const;
  414. void giveContents(const CGHeroInstance *h, bool afterBattle) const;
  415. void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
  416. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  417. template <typename Handler> void serialize(Handler &h, const int version)
  418. {
  419. h & static_cast<CArmedInstance&>(*this);
  420. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  421. & abilities & abilityLevels & artifacts & spells & creatures & army;
  422. }
  423. };
  424. class DLL_EXPORT CGEvent : public CGPandoraBox //event objects
  425. {
  426. public:
  427. ui8 availableFor; //players whom this event is available for
  428. ui8 computerActivate; //true if computre player can activate this event
  429. ui8 humanActivate; //true if human player can activate this event
  430. template <typename Handler> void serialize(Handler &h, const int version)
  431. {
  432. h & static_cast<CArmedInstance&>(*this);
  433. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  434. & abilities & abilityLevels & artifacts & spells & creatures & availableFor
  435. & computerActivate & humanActivate & army;
  436. }
  437. void onHeroVisit(const CGHeroInstance * h) const;
  438. void activated(const CGHeroInstance * h) const;
  439. };
  440. class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
  441. {
  442. public:
  443. ui32 identifier; //unique code for this monster (used in missions)
  444. si8 character; //chracter of this set of creatures (0 - the most friendly, 4 - the most hostile) => on init changed to 0 (compliant) - 10 value (savage)
  445. std::string message; //message printed for attacking hero
  446. std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
  447. si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
  448. ui8 neverFlees; //if true, the troops will never flee
  449. ui8 notGrowingTeam; //if true, number of units won't grow
  450. void fight(const CGHeroInstance *h) const;
  451. void onHeroVisit(const CGHeroInstance * h) const;
  452. //const std::string & getHoverText() const;
  453. void flee( const CGHeroInstance * h ) const;
  454. void endBattle(BattleResult *result) const;
  455. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  456. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  457. void initObj();
  458. 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)
  459. template <typename Handler> void serialize(Handler &h, const int version)
  460. {
  461. h & static_cast<CArmedInstance&>(*this);
  462. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam;
  463. }
  464. };
  465. class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
  466. {
  467. public:
  468. std::string message;
  469. void onHeroVisit(const CGHeroInstance * h) const;
  470. void initObj();
  471. template <typename Handler> void serialize(Handler &h, const int version)
  472. {
  473. h & static_cast<CGObjectInstance&>(*this);
  474. h & message;
  475. }
  476. };
  477. class DLL_EXPORT CGSeerHut : public CGObjectInstance, public CQuest
  478. {
  479. public:
  480. ui8 rewardType; //type of reward: 0 - no reward; 1 - experience; 2 - mana points; 3 - morale bonus; 4 - luck bonus; 5 - resources; 6 - main ability bonus (attak, defence etd.); 7 - secondary ability gain; 8 - artifact; 9 - spell; 10 - creature
  481. si32 rID; //reward ID
  482. si32 rVal; //reward value
  483. template <typename Handler> void serialize(Handler &h, const int version)
  484. {
  485. h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
  486. h & rewardType & rID & rVal;
  487. }
  488. };
  489. class DLL_EXPORT CGWitchHut : public CPlayersVisited
  490. {
  491. public:
  492. std::vector<si32> allowedAbilities;
  493. ui32 ability;
  494. const std::string & getHoverText() const;
  495. void onHeroVisit(const CGHeroInstance * h) const;
  496. void initObj();
  497. template <typename Handler> void serialize(Handler &h, const int version)
  498. {
  499. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  500. h & allowedAbilities & ability;
  501. }
  502. };
  503. class DLL_EXPORT CGScholar : public CGObjectInstance
  504. {
  505. public:
  506. ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
  507. ui16 bonusID; //ID of skill/spell
  508. void giveAnyBonus(const CGHeroInstance * h) const;
  509. void onHeroVisit(const CGHeroInstance * h) const;
  510. void initObj();
  511. template <typename Handler> void serialize(Handler &h, const int version)
  512. {
  513. h & static_cast<CGObjectInstance&>(*this);
  514. h & bonusType & bonusID;
  515. }
  516. };
  517. class DLL_EXPORT CGGarrison : public CArmedInstance
  518. {
  519. public:
  520. ui8 removableUnits;
  521. void onHeroVisit (const CGHeroInstance *h) const;
  522. void fightOver (const CGHeroInstance *h, BattleResult *result) const;
  523. template <typename Handler> void serialize(Handler &h, const int version)
  524. {
  525. h & static_cast<CArmedInstance&>(*this);
  526. h & removableUnits;
  527. }
  528. };
  529. class DLL_EXPORT CGArtifact : public CArmedInstance
  530. {
  531. public:
  532. std::string message;
  533. ui32 spell; //if it's spell scroll
  534. void onHeroVisit(const CGHeroInstance * h) const;
  535. void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
  536. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  537. void pick( const CGHeroInstance * h ) const;
  538. void initObj();
  539. template <typename Handler> void serialize(Handler &h, const int version)
  540. {
  541. h & static_cast<CArmedInstance&>(*this);
  542. h & message & spell;
  543. }
  544. };
  545. class DLL_EXPORT CGResource : public CArmedInstance
  546. {
  547. public:
  548. ui32 amount; //0 if random
  549. std::string message;
  550. void onHeroVisit(const CGHeroInstance * h) const;
  551. void collectRes(int player) const;
  552. void initObj();
  553. void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
  554. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  555. template <typename Handler> void serialize(Handler &h, const int version)
  556. {
  557. h & static_cast<CArmedInstance&>(*this);
  558. h & amount & message;
  559. }
  560. };
  561. class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
  562. {
  563. public:
  564. ui32 type, val1, val2;
  565. void onHeroVisit(const CGHeroInstance * h) const;
  566. void initObj();
  567. void chosen(int which, int heroID) const;
  568. template <typename Handler> void serialize(Handler &h, const int version)
  569. {
  570. h & static_cast<CGObjectInstance&>(*this);
  571. h & type & val1 & val2;
  572. }
  573. };
  574. class DLL_EXPORT CGShrine : public CPlayersVisited
  575. {
  576. public:
  577. ui8 spell; //number of spell or 255 if random
  578. void onHeroVisit(const CGHeroInstance * h) const;
  579. void initObj();
  580. const std::string & getHoverText() const;
  581. template <typename Handler> void serialize(Handler &h, const int version)
  582. {
  583. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  584. h & spell;
  585. }
  586. };
  587. class DLL_EXPORT CGQuestGuard : public CGObjectInstance, public CQuest
  588. {
  589. public:
  590. template <typename Handler> void serialize(Handler &h, const int version)
  591. {
  592. h & static_cast<CQuest&>(*this) & static_cast<CGObjectInstance&>(*this);
  593. }
  594. };
  595. class DLL_EXPORT CGMine : public CArmedInstance
  596. {
  597. public:
  598. void offerLeavingGuards(const CGHeroInstance *h) const;
  599. void onHeroVisit(const CGHeroInstance * h) const;
  600. void newTurn() const;
  601. void initObj();
  602. template <typename Handler> void serialize(Handler &h, const int version)
  603. {
  604. h & static_cast<CArmedInstance&>(*this);
  605. }
  606. };
  607. class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  608. {
  609. public:
  610. ui8 visited; //true if object has been visited this week
  611. void setPropertyDer(ui8 what, ui32 val);//synchr
  612. void onHeroVisit(const CGHeroInstance * h) const;
  613. void newTurn() const;
  614. template <typename Handler> void serialize(Handler &h, const int version)
  615. {
  616. h & static_cast<CGObjectInstance&>(*this);
  617. h & visited;
  618. }
  619. };
  620. class DLL_EXPORT CGTeleport : public CGObjectInstance //teleports and subterranean gates
  621. {
  622. public:
  623. static std::map<int,std::map<int, std::vector<int> > > objs; //teleports: map[ID][subID] => vector of ids
  624. static std::vector<std::pair<int, int> > gates; //subterranean gates: pairs of ids
  625. void onHeroVisit(const CGHeroInstance * h) const;
  626. void initObj();
  627. static void postInit();
  628. template <typename Handler> void serialize(Handler &h, const int version)
  629. {
  630. h & static_cast<CGObjectInstance&>(*this);
  631. }
  632. };
  633. class DLL_EXPORT CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  634. {
  635. public:
  636. void onHeroVisit(const CGHeroInstance * h) const;
  637. const std::string & getHoverText() const;
  638. void initObj();
  639. template <typename Handler> void serialize(Handler &h, const int version)
  640. {
  641. h & static_cast<CGObjectInstance&>(*this);
  642. }
  643. };
  644. class DLL_EXPORT CGMagicSpring : public CGVisitableOPW
  645. {///unfortunatelly, this one is quite different than others
  646. public:
  647. void onHeroVisit(const CGHeroInstance * h) const;
  648. const std::string & getHoverText() const;
  649. template <typename Handler> void serialize(Handler &h, const int version)
  650. {
  651. h & static_cast<CGObjectInstance&>(*this);
  652. h & visited;
  653. }
  654. };
  655. class DLL_EXPORT CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  656. {
  657. public:
  658. void onHeroVisit(const CGHeroInstance * h) const;
  659. const std::string & getHoverText() const;
  660. template <typename Handler> void serialize(Handler &h, const int version)
  661. {
  662. h & static_cast<CGObjectInstance&>(*this);
  663. }
  664. };
  665. class DLL_EXPORT CGSirens : public CGObjectInstance
  666. {
  667. public:
  668. void onHeroVisit(const CGHeroInstance * h) const;
  669. const std::string & getHoverText() const;
  670. void initObj();
  671. template <typename Handler> void serialize(Handler &h, const int version)
  672. {
  673. h & static_cast<CGObjectInstance&>(*this);
  674. }
  675. };
  676. class DLL_EXPORT CGObservatory : public CGObjectInstance //Redwood observatory
  677. {
  678. public:
  679. void onHeroVisit(const CGHeroInstance * h) const;
  680. template <typename Handler> void serialize(Handler &h, const int version)
  681. {
  682. h & static_cast<CGObjectInstance&>(*this);
  683. }
  684. };
  685. class DLL_EXPORT CGKeys : public CGObjectInstance //Base class for Keymaster and guards, ToDo Border Gate
  686. {
  687. public:
  688. static std::map <ui8, std::set <ui8> > playerKeyMap; //[players][keysowned]
  689. //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
  690. void setPropertyDer (ui8 what, ui32 val);
  691. bool wasMyColorVisited (int player) const;
  692. template <typename Handler> void serialize(Handler &h, const int version)
  693. {
  694. h & static_cast<CGObjectInstance&>(*this);
  695. }
  696. };
  697. class DLL_EXPORT CGKeymasterTent : public CGKeys
  698. {
  699. public:
  700. void onHeroVisit(const CGHeroInstance * h) const;
  701. const std::string & getHoverText() const;
  702. template <typename Handler> void serialize(Handler &h, const int version)
  703. {
  704. h & static_cast<CGObjectInstance&>(*this);
  705. }
  706. };
  707. class DLL_EXPORT CGBorderGuard : public CGKeys
  708. {
  709. public:
  710. void initObj();
  711. const std::string & getHoverText() const;
  712. void onHeroVisit(const CGHeroInstance * h) const;
  713. void openGate(const CGHeroInstance *h, ui32 accept) const;
  714. template <typename Handler> void serialize(Handler &h, const int version)
  715. {
  716. h & static_cast<CGObjectInstance&>(*this);
  717. h & blockVisit;
  718. }
  719. };
  720. class DLL_EXPORT CGBorderGate : public CGBorderGuard //not fully imlemented, waiting for garrison
  721. {
  722. public:
  723. void onHeroVisit(const CGHeroInstance * h) const;
  724. };
  725. class DLL_EXPORT CGBoat : public CGObjectInstance
  726. {
  727. public:
  728. ui8 direction;
  729. const CGHeroInstance *hero; //hero on board
  730. void initObj();
  731. CGBoat()
  732. {
  733. hero = NULL;
  734. direction = 4;
  735. }
  736. template <typename Handler> void serialize(Handler &h, const int version)
  737. {
  738. h & static_cast<CGObjectInstance&>(*this) & direction;
  739. }
  740. };
  741. class DLL_EXPORT CGOnceVisitable : public CPlayersVisited
  742. ///wagon, corpse, lean to, warriors tomb
  743. {
  744. public:
  745. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  746. ui32 bonusType, //id of res or artifact
  747. bonusVal; //resource amount (or not used)
  748. void onHeroVisit(const CGHeroInstance * h) const;
  749. const std::string & getHoverText() const;
  750. void initObj();
  751. void searchTomb(const CGHeroInstance *h, ui32 accept) const;
  752. template <typename Handler> void serialize(Handler &h, const int version)
  753. {
  754. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  755. h & bonusType & bonusVal;
  756. }
  757. };
  758. class DLL_EXPORT CBank : public CArmedInstance
  759. {
  760. public:
  761. int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
  762. BankConfig *bc;
  763. float multiplier; //for improved banks script
  764. std::vector<ui32> artifacts; //fixed and deterministic
  765. ui32 daycounter;
  766. void initObj();
  767. const std::string & getHoverText() const;
  768. void setPropertyDer (ui8 what, ui32 val);
  769. void reset(ui16 var1, ui16 var2);
  770. void newTurn() const;
  771. void onHeroVisit (const CGHeroInstance * h) const;
  772. void fightGuards (const CGHeroInstance *h, ui32 accept) const;
  773. void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  774. template <typename Handler> void serialize(Handler &h, const int version)
  775. {
  776. h & static_cast<CGObjectInstance&>(*this);
  777. h & index & multiplier & artifacts & daycounter;
  778. }
  779. };
  780. class DLL_EXPORT CGPyramid : public CBank
  781. {
  782. public:
  783. static BankConfig pyramidConfig;
  784. ui16 spell;
  785. void initObj();
  786. void newTurn() const {}; //empty, no reset
  787. void onHeroVisit (const CGHeroInstance * h) const;
  788. void fightGuards (const CGHeroInstance *h, ui32 accept) const {};
  789. void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  790. template <typename Handler> void serialize(Handler &h, const int version)
  791. {
  792. h & static_cast<CGObjectInstance&>(*this);
  793. h & spell;
  794. }
  795. };
  796. class CGShipyard : public CGObjectInstance, public IShipyard
  797. {
  798. public:
  799. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  800. CGShipyard();
  801. void onHeroVisit(const CGHeroInstance * h) const;
  802. };
  803. class DLL_EXPORT CGMagi : public CGObjectInstance
  804. {
  805. public:
  806. static std::map <si32, std::vector<si32> > eyelist; //[subID][id], supports multiple sets as in H5
  807. void initObj();
  808. void onHeroVisit(const CGHeroInstance * h) const;
  809. template <typename Handler> void serialize(Handler &h, const int version)
  810. {
  811. h & static_cast<CGObjectInstance&>(*this);
  812. }
  813. };
  814. class DLL_EXPORT CCartographer : public CPlayersVisited
  815. {
  816. ///behaviour varies depending on surface and floor
  817. public:
  818. void onHeroVisit( const CGHeroInstance * h ) const;
  819. void buyMap (const CGHeroInstance *h, ui32 accept) const;
  820. template <typename Handler> void serialize(Handler &h, const int version)
  821. {
  822. h & players;
  823. }
  824. };
  825. class DLL_EXPORT CShop : public CGObjectInstance
  826. {
  827. ///base class for university, art merchant, slave market etc.
  828. public:
  829. std::map<ui16, Component*> avaliable;
  830. std::map<ui16, Component*> chosen, bought; //redundant?
  831. //keys are unique for all three maps
  832. std::map<ui16, ui32> price;
  833. void initObj() {};
  834. void setPropertyDer (ui8 what, ui32 val);
  835. void newTurn() const;
  836. virtual void reset (ui32 val) {}; //get new items for Black Market, Tavern, Refugee Camp
  837. void onHeroVisit (const CGHeroInstance * h) const {};
  838. virtual void trade (const CGHeroInstance * h) const {};
  839. template <typename Handler> void serialize(Handler &h, const int version)
  840. {
  841. h & avaliable & chosen & bought & price;
  842. }
  843. };
  844. class DLL_EXPORT CGArtMerchant : public CShop
  845. {
  846. void reset (ui32 val);
  847. };
  848. struct BankConfig
  849. {
  850. BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
  851. ui8 level; //1 - 4, how hard the battle will be
  852. ui8 chance; //chance for this level being chosen
  853. ui8 upgradeChance; //chance for creatures to be in upgraded versions
  854. std::vector< std::pair <ui16, ui32> > guards; //creature ID, amount
  855. ui32 combatValue; //how hard are guards of this level
  856. std::vector<si32> resources; //resources given in case of victory
  857. std::vector< std::pair <ui16, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
  858. std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
  859. ui32 value; //overall value of given things
  860. ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
  861. ui16 easiest; //?!?
  862. template <typename Handler> void serialize(Handler &h, const int version)
  863. {
  864. h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
  865. }
  866. };
  867. class DLL_EXPORT CObjectHandler
  868. {
  869. public:
  870. std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
  871. std::map <ui32, std::vector <BankConfig> > banksInfo; //[index][preset]
  872. std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
  873. void loadObjects();
  874. template <typename Handler> void serialize(Handler &h, const int version)
  875. {
  876. h & cregens & banksInfo;
  877. }
  878. };
  879. #endif // __COBJECTHANDLER_H__