CObjectHandler.h 47 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333
  1. #pragma once
  2. #ifndef _MSC_VER
  3. #include "CHeroHandler.h"
  4. #include "CTownHandler.h"
  5. #include "../lib/VCMI_Lib.h"
  6. #endif
  7. #include "../lib/CCreatureSet.h"
  8. #include "CArtHandler.h"
  9. #include "../lib/ConstTransitivePtr.h"
  10. #include "int3.h"
  11. #include "GameConstants.h"
  12. /*
  13. * CObjectHandler.h, part of VCMI engine
  14. *
  15. * Authors: listed in file AUTHORS in main folder
  16. *
  17. * License: GNU General Public License v2.0 or later
  18. * Full text of license available in license.txt file, in main folder
  19. *
  20. */
  21. class CGameState;
  22. class CArtifactInstance;
  23. struct MetaString;
  24. struct BattleInfo;
  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. class CCastleEvent;
  42. struct TerrainTile;
  43. struct InfoWindow;
  44. struct Component;
  45. struct BankConfig;
  46. struct UpdateHeroSpeciality;
  47. struct NewArtifact;
  48. class CGBoat;
  49. class CArtifactSet;
  50. class CCommanderInstance;
  51. class DLL_LINKAGE CQuest
  52. {
  53. public:
  54. enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
  55. MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9};
  56. ui8 missionType, 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;
  63. std::string firstVisitText, nextVisitText, completedText;
  64. bool isCustomFirst, isCustomNext, isCustomComplete;
  65. bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
  66. virtual void completeQuest (const CGHeroInstance * h) const {};
  67. template <typename Handler> void serialize(Handler &h, const int version)
  68. {
  69. h & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  70. & firstVisitText & nextVisitText & completedText & isCustomFirst & isCustomNext & isCustomComplete;
  71. }
  72. };
  73. class DLL_LINKAGE IObjectInterface
  74. {
  75. public:
  76. static IGameCallback *cb;
  77. IObjectInterface();
  78. virtual ~IObjectInterface();
  79. virtual void onHeroVisit(const CGHeroInstance * h) const;
  80. virtual void onHeroLeave(const CGHeroInstance * h) const;
  81. virtual void newTurn() const;
  82. virtual void initObj(); //synchr
  83. virtual void setProperty(ui8 what, ui32 val);//synchr
  84. //unified interface, AI helpers
  85. virtual bool wasVisited (ui8 player) const;
  86. virtual bool wasVisited (const CGHeroInstance * h) const;
  87. static void preInit(); //called before objs receive their initObj
  88. static void postInit();//caleed after objs receive their initObj
  89. };
  90. class DLL_LINKAGE IBoatGenerator
  91. {
  92. public:
  93. const CGObjectInstance *o;
  94. IBoatGenerator(const CGObjectInstance *O);
  95. virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  96. virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
  97. int3 bestLocation() const; //returns location when the boat should be placed
  98. int state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
  99. void getProblemText(MetaString &out, const CGHeroInstance *visitor = NULL) const;
  100. };
  101. class DLL_LINKAGE IShipyard : public IBoatGenerator
  102. {
  103. public:
  104. IShipyard(const CGObjectInstance *O);
  105. virtual void getBoatCost(std::vector<si32> &cost) const;
  106. static const IShipyard *castFrom(const CGObjectInstance *obj);
  107. static IShipyard *castFrom(CGObjectInstance *obj);
  108. };
  109. class DLL_LINKAGE IMarket
  110. {
  111. public:
  112. const CGObjectInstance *o;
  113. IMarket(const CGObjectInstance *O);
  114. virtual int getMarketEfficiency() const =0;
  115. virtual bool allowsTrade(EMarketMode::EMarketMode mode) const;
  116. virtual int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  117. virtual std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  118. 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
  119. std::vector<EMarketMode::EMarketMode> availableModes() const;
  120. static const IMarket *castFrom(const CGObjectInstance *obj, bool verbose = true);
  121. };
  122. class DLL_LINKAGE CGObjectInstance : public IObjectInterface
  123. {
  124. protected:
  125. void getNameVis(std::string &hname) const;
  126. void giveDummyBonus(int heroID, ui8 duration = Bonus::ONE_DAY) const;
  127. public:
  128. mutable std::string hoverName;
  129. int3 pos; //h3m pos
  130. si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
  131. si32 id;//number of object in CObjectHandler's vector
  132. CGDefInfo * defInfo;
  133. ui8 animPhaseShift;
  134. ui8 tempOwner;
  135. ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
  136. 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
  137. virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  138. virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
  139. void getSightTiles(boost::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
  140. int getOwner() const;
  141. void setOwner(int ow);
  142. int getWidth() const; //returns width of object graphic in tiles
  143. int getHeight() const; //returns height of object graphic in tiles
  144. 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)
  145. int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
  146. int3 visitablePos() const;
  147. 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)
  148. 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)
  149. 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)
  150. std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
  151. bool isVisitable() const; //returns true if object is visitable
  152. bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
  153. void hideTiles(int ourplayer, int radius) const;
  154. CGObjectInstance();
  155. virtual ~CGObjectInstance();
  156. //CGObjectInstance(const CGObjectInstance & right);
  157. //CGObjectInstance& operator=(const CGObjectInstance & right);
  158. virtual const std::string & getHoverText() const;
  159. //////////////////////////////////////////////////////////////////////////
  160. void initObj();
  161. void onHeroVisit(const CGHeroInstance * h) const;
  162. void setProperty(ui8 what, ui32 val);//synchr
  163. virtual void setPropertyDer(ui8 what, ui32 val);//synchr
  164. friend class CGameHandler;
  165. template <typename Handler> void serialize(Handler &h, const int version)
  166. {
  167. h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit & defInfo;
  168. //definfo is handled by map serializer
  169. }
  170. };
  171. class CGHeroPlaceholder : public CGObjectInstance
  172. {
  173. public:
  174. //subID stores id of hero type. If it's 0xff then following field is used
  175. ui8 power;
  176. template <typename Handler> void serialize(Handler &h, const int version)
  177. {
  178. h & static_cast<CGObjectInstance&>(*this);
  179. h & power;
  180. }
  181. };
  182. class DLL_LINKAGE CPlayersVisited: public CGObjectInstance
  183. {
  184. public:
  185. std::set<ui8> players; //players that visited this object
  186. bool wasVisited(ui8 player) const;
  187. virtual void setPropertyDer( ui8 what, ui32 val );
  188. template <typename Handler> void serialize(Handler &h, const int version)
  189. {
  190. h & static_cast<CGObjectInstance&>(*this);
  191. h & players;
  192. }
  193. };
  194. class DLL_LINKAGE CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet
  195. {
  196. public:
  197. BattleInfo *battle; //set to the current battle, if engaged
  198. void randomizeArmy(int type);
  199. void updateMoraleBonusFromArmy();
  200. void armyChanged() OVERRIDE;
  201. //////////////////////////////////////////////////////////////////////////
  202. int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface ???
  203. virtual CBonusSystemNode *whereShouldBeAttached(CGameState *gs);
  204. virtual CBonusSystemNode *whatShouldBeAttached();
  205. //////////////////////////////////////////////////////////////////////////
  206. CArmedInstance();
  207. template <typename Handler> void serialize(Handler &h, const int version)
  208. {
  209. h & static_cast<CGObjectInstance&>(*this);
  210. h & static_cast<CBonusSystemNode&>(*this);
  211. h & static_cast<CCreatureSet&>(*this);
  212. }
  213. };
  214. class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
  215. {
  216. public:
  217. enum SecondarySkill
  218. {
  219. PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,
  220. LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,
  221. SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,
  222. FIRST_AID
  223. };
  224. enum ECanDig
  225. {
  226. CAN_DIG, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED
  227. };
  228. //////////////////////////////////////////////////////////////////////////
  229. ui8 moveDir; //format: 123
  230. // 8 4
  231. // 765
  232. mutable ui8 isStanding, tacticFormationEnabled;
  233. //////////////////////////////////////////////////////////////////////////
  234. ConstTransitivePtr<CHero> type;
  235. ui64 exp; //experience points
  236. ui32 level; //current level of hero
  237. std::string name; //may be custom
  238. std::string biography; //if custom
  239. si32 portrait; //may be custom
  240. si32 mana; // remaining spell points
  241. 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
  242. ui32 movement; //remaining movement points
  243. ui8 sex;
  244. ui8 inTownGarrison; // if hero is in town garrison
  245. ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
  246. ConstTransitivePtr<CCommanderInstance> commander;
  247. const CGBoat *boat; //set to CGBoat when sailing
  248. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  249. //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
  250. std::set<ui32> spells; //known spells (spell IDs)
  251. struct DLL_LINKAGE Patrol
  252. {
  253. Patrol(){patrolling=false;patrolRadious=-1;};
  254. ui8 patrolling;
  255. ui32 patrolRadious;
  256. template <typename Handler> void serialize(Handler &h, const int version)
  257. {
  258. h & patrolling & patrolRadious;
  259. }
  260. } patrol;
  261. struct DLL_LINKAGE HeroSpecial : CBonusSystemNode
  262. {
  263. bool growthsWithLevel;
  264. template <typename Handler> void serialize(Handler &h, const int version)
  265. {
  266. h & static_cast<CBonusSystemNode&>(*this);
  267. h & growthsWithLevel;
  268. }
  269. } speciality;
  270. //BonusList bonuses;
  271. //////////////////////////////////////////////////////////////////////////
  272. template <typename Handler> void serialize(Handler &h, const int version)
  273. {
  274. h & static_cast<CArmedInstance&>(*this);
  275. h & static_cast<CArtifactSet&>(*this);
  276. h & exp & level & name & biography & portrait & mana & secSkills & movement
  277. & sex & inTownGarrison & /*artifacts & artifWorn & */spells & patrol & moveDir;
  278. h & type & speciality;
  279. BONUS_TREE_DESERIALIZATION_FIX
  280. //visitied town pointer will be restored by map serialization method
  281. }
  282. //////////////////////////////////////////////////////////////////////////
  283. // void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  284. // void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  285. //////////////////////////////////////////////////////////////////////////
  286. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  287. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  288. //////////////////////////////////////////////////////////////////////////
  289. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  290. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  291. //////////////////////////////////////////////////////////////////////////
  292. bool hasSpellbook() const;
  293. EAlignment::EAlignment getAlignment() const;
  294. const std::string &getBiography() const;
  295. bool needsLastStack()const;
  296. 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
  297. ui32 getLowestCreatureSpeed() const;
  298. int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  299. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  300. bool canWalkOnSea() const;
  301. int getCurrentLuck(int stack=-1, bool town=false) const;
  302. int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
  303. ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
  304. void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
  305. int maxMovePoints(bool onLand) const;
  306. int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false) const;
  307. // const CArtifact* getArtAtPos(ui16 pos) const; //NULL - no artifact
  308. // const CArtifact * getArt(int pos) const;
  309. // 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)
  310. // bool hasArt(ui32 aid) const; //checks if hero possess artifact of given id (either in backack or worn)
  311. //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
  312. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  313. double getHeroStrength() const;
  314. ui64 getTotalStrength() const;
  315. expType calculateXp(expType exp) const; //apply learning skill
  316. 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,
  317. 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
  318. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  319. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
  320. ECanDig diggingStatus() const; //0 - can dig; 1 - lack of movement; 2 -
  321. //////////////////////////////////////////////////////////////////////////
  322. void initHero();
  323. void initHero(int SUBID);
  324. void putArtifact(ui16 pos, CArtifactInstance *art);
  325. void putInBackpack(CArtifactInstance *art);
  326. void initExp();
  327. void initArmy(IArmyDescriptor *dst = NULL);
  328. //void giveArtifact (ui32 aid);
  329. void initHeroDefInfo();
  330. void pushPrimSkill(int which, int val);
  331. void UpdateSpeciality();
  332. void updateSkill(int which, int val);
  333. CGHeroInstance();
  334. virtual ~CGHeroInstance();
  335. //////////////////////////////////////////////////////////////////////////
  336. //
  337. ui8 bearerType() const OVERRIDE;
  338. //////////////////////////////////////////////////////////////////////////
  339. virtual CBonusSystemNode *whereShouldBeAttached(CGameState *gs) OVERRIDE;
  340. virtual std::string nodeName() const OVERRIDE;
  341. void deserializationFix();
  342. void setPropertyDer(ui8 what, ui32 val);//synchr
  343. void initObj();
  344. void onHeroVisit(const CGHeroInstance * h) const;
  345. };
  346. class DLL_LINKAGE CSpecObjInfo
  347. {
  348. public:
  349. virtual ~CSpecObjInfo(){};
  350. };
  351. class DLL_LINKAGE CCreGenObjInfo : public CSpecObjInfo
  352. {
  353. public:
  354. ui8 player; //owner
  355. bool asCastle;
  356. ui32 identifier;
  357. ui8 castles[2]; //allowed castles
  358. };
  359. class DLL_LINKAGE CCreGen2ObjInfo : public CSpecObjInfo
  360. {
  361. public:
  362. ui8 player; //owner
  363. bool asCastle;
  364. ui32 identifier;
  365. ui8 castles[2]; //allowed castles
  366. ui8 minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
  367. };
  368. class DLL_LINKAGE CCreGen3ObjInfo : public CSpecObjInfo
  369. {
  370. public:
  371. ui8 player; //owner
  372. ui8 minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
  373. };
  374. class DLL_LINKAGE CGDwelling : public CArmedInstance
  375. {
  376. public:
  377. typedef std::vector<std::pair<ui32, std::vector<ui32> > > TCreaturesSet;
  378. CSpecObjInfo * info; //h3m info about dewlling
  379. TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
  380. template <typename Handler> void serialize(Handler &h, const int version)
  381. {
  382. h & static_cast<CArmedInstance&>(*this) & creatures;
  383. }
  384. void initObj();
  385. void setProperty(ui8 what, ui32 val);
  386. void onHeroVisit(const CGHeroInstance * h) const;
  387. void newTurn() const;
  388. void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
  389. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  390. void wantsFight(const CGHeroInstance *h, ui32 answer) const;
  391. };
  392. class DLL_LINKAGE CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  393. {
  394. public:
  395. std::set<si32> visitors; //ids of heroes who have visited this obj
  396. si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
  397. const std::string & getHoverText() const;
  398. void setPropertyDer(ui8 what, ui32 val);//synchr
  399. void onHeroVisit(const CGHeroInstance * h) const;
  400. void onNAHeroVisit(int heroID, bool alreadyVisited) const;
  401. void initObj();
  402. bool wasVisited (const CGHeroInstance * h) const;
  403. void treeSelected(int heroID, int resType, int resVal, expType expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
  404. void schoolSelected(int heroID, ui32 which) const;
  405. void arenaSelected(int heroID, int primSkill) const;
  406. template <typename Handler> void serialize(Handler &h, const int version)
  407. {
  408. h & static_cast<CGObjectInstance&>(*this);
  409. h & visitors & ttype;
  410. }
  411. };
  412. class DLL_LINKAGE CGTownBuilding : public IObjectInterface
  413. {
  414. ///basic class for town structures handled as map objects
  415. public:
  416. si32 ID; //from buildig list
  417. si32 id; //identifies its index on towns vector
  418. CGTownInstance *town;
  419. template <typename Handler> void serialize(Handler &h, const int version)
  420. {
  421. h & ID & id;
  422. }
  423. };
  424. class DLL_LINKAGE COPWBonus : public CGTownBuilding
  425. {///used for OPW bonusing structures
  426. public:
  427. std::set<si32> visitors;
  428. void setProperty(ui8 what, ui32 val);
  429. void onHeroVisit (const CGHeroInstance * h) const;
  430. COPWBonus (int index, CGTownInstance *TOWN);
  431. COPWBonus (){ID = 0; town = NULL;};
  432. template <typename Handler> void serialize(Handler &h, const int version)
  433. {
  434. h & static_cast<CGTownBuilding&>(*this);
  435. h & visitors;
  436. }
  437. };
  438. class DLL_LINKAGE CTownBonus : public CGTownBuilding
  439. {
  440. ///used for one-time bonusing structures
  441. ///feel free to merge inheritance tree
  442. public:
  443. std::set<si32> visitors;
  444. void setProperty(ui8 what, ui32 val);
  445. void onHeroVisit (const CGHeroInstance * h) const;
  446. CTownBonus (int index, CGTownInstance *TOWN);
  447. CTownBonus (){ID = 0; town = NULL;};
  448. template <typename Handler> void serialize(Handler &h, const int version)
  449. {
  450. h & static_cast<CGTownBuilding&>(*this);
  451. h & visitors;
  452. }
  453. };
  454. class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode
  455. {
  456. public:
  457. CTownAndVisitingHero();
  458. };
  459. struct DLL_LINKAGE GrowthInfo
  460. {
  461. struct Entry
  462. {
  463. int count;
  464. std::string description;
  465. Entry(const std::string &format, int _count);
  466. Entry(int subID, EBuilding::EBuilding building, int _count);
  467. };
  468. std::vector<Entry> entries;
  469. int totalGrowth() const;
  470. };
  471. class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket
  472. {
  473. public:
  474. enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
  475. CTownAndVisitingHero townAndVis;
  476. CTown * town;
  477. std::string name; // name of town
  478. si32 builded; //how many buildings has been built this turn
  479. si32 destroyed; //how many buildings has been destroyed this turn
  480. ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
  481. ui32 identifier; //special identifier from h3m (only > RoE maps)
  482. si32 alignment;
  483. std::set<si32> forbiddenBuildings, builtBuildings;
  484. std::vector<CGTownBuilding*> bonusingBuildings;
  485. std::vector<ui32> possibleSpells, obligatorySpells;
  486. std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
  487. std::list<CCastleEvent*> events;
  488. std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
  489. //////////////////////////////////////////////////////////////////////////
  490. static std::vector<const CArtifact *> merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought)
  491. static std::vector<int> universitySkills;//skills for university of magic
  492. template <typename Handler> void serialize(Handler &h, const int version)
  493. {
  494. h & static_cast<CGDwelling&>(*this);
  495. h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings & bonusValue
  496. & possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
  497. for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
  498. (*i)->town = this;
  499. h & town & townAndVis;
  500. BONUS_TREE_DESERIALIZATION_FIX
  501. //garrison/visiting hero pointers will be restored in the map serialization
  502. }
  503. //////////////////////////////////////////////////////////////////////////
  504. virtual CBonusSystemNode *whatShouldBeAttached() OVERRIDE;
  505. std::string nodeName() const OVERRIDE;
  506. void deserializationFix();
  507. void recreateBuildingsBonuses();
  508. bool addBonusIfBuilt(int building, int type, int val, TPropagatorPtr prop, int subtype = -1); //returns true if building is built and bonus has been added
  509. bool addBonusIfBuilt(int building, int type, int val, int subtype = -1); //convienence version of above
  510. void setVisitingHero(CGHeroInstance *h);
  511. void setGarrisonedHero(CGHeroInstance *h);
  512. const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
  513. // void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  514. // void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  515. //////////////////////////////////////////////////////////////////////////
  516. 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
  517. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  518. int getSightRadious() const; //returns sight distance
  519. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  520. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  521. int getMarketEfficiency() const; //=market count
  522. bool allowsTrade(EMarketMode::EMarketMode mode) const;
  523. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  524. void setPropertyDer(ui8 what, ui32 val);
  525. void newTurn() const;
  526. //////////////////////////////////////////////////////////////////////////
  527. bool needsLastStack() const;
  528. CGTownInstance::EFortLevel fortLevel() const;
  529. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  530. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  531. bool creatureDwelling(const int & level, bool upgraded=false) const;
  532. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  533. int creatureGrowth(const int & level) const;
  534. GrowthInfo getGrowthInfo(int level) const;
  535. bool hasFort() const;
  536. bool hasCapitol() const;
  537. bool hasBuilt(int buildingID) const;
  538. int dailyIncome() const; //calculates daily income of this town
  539. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  540. void removeCapitols (ui8 owner) const;
  541. bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
  542. CGTownInstance();
  543. virtual ~CGTownInstance();
  544. //////////////////////////////////////////////////////////////////////////
  545. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  546. void onHeroVisit(const CGHeroInstance * h) const;
  547. void onHeroLeave(const CGHeroInstance * h) const;
  548. void initObj();
  549. };
  550. class DLL_LINKAGE CGPandoraBox : public CArmedInstance
  551. {
  552. public:
  553. std::string message;
  554. //gained things:
  555. ui32 gainedExp;
  556. si32 manaDiff; //amount of gained / lost mana
  557. si32 moraleDiff; //morale modifier
  558. si32 luckDiff; //luck modifier
  559. std::vector<si32> resources;//gained / lost resources
  560. std::vector<si32> primskills;//gained / lost resources
  561. std::vector<si32> abilities; //gained abilities
  562. std::vector<si32> abilityLevels; //levels of gained abilities
  563. std::vector<si32> artifacts; //gained artifacts
  564. std::vector<si32> spells; //gained spells
  565. CCreatureSet creatures; //gained creatures
  566. void initObj();
  567. void onHeroVisit(const CGHeroInstance * h) const;
  568. void open (const CGHeroInstance * h, ui32 accept) const;
  569. void endBattle(const CGHeroInstance *h, BattleResult *result) const;
  570. void giveContents(const CGHeroInstance *h, bool afterBattle) const;
  571. void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
  572. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  573. template <typename Handler> void serialize(Handler &h, const int version)
  574. {
  575. h & static_cast<CArmedInstance&>(*this);
  576. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  577. & abilities & abilityLevels & artifacts & spells & creatures;
  578. }
  579. };
  580. class DLL_LINKAGE CGEvent : public CGPandoraBox //event objects
  581. {
  582. public:
  583. ui8 removeAfterVisit; //true if event is removed after occurring
  584. ui8 availableFor; //players whom this event is available for
  585. ui8 computerActivate; //true if computre player can activate this event
  586. ui8 humanActivate; //true if human player can activate this event
  587. template <typename Handler> void serialize(Handler &h, const int version)
  588. {
  589. h & static_cast<CGPandoraBox &>(*this);
  590. h & removeAfterVisit & availableFor & computerActivate & humanActivate;
  591. }
  592. void onHeroVisit(const CGHeroInstance * h) const;
  593. void activated(const CGHeroInstance * h) const;
  594. };
  595. class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map
  596. {
  597. public:
  598. ui32 identifier; //unique code for this monster (used in missions)
  599. 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)
  600. std::string message; //message printed for attacking hero
  601. std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
  602. si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
  603. ui8 neverFlees; //if true, the troops will never flee
  604. ui8 notGrowingTeam; //if true, number of units won't grow
  605. ui64 temppower; //used to handle fractional stack growth for tiny stacks
  606. void fight(const CGHeroInstance *h) const;
  607. void onHeroVisit(const CGHeroInstance * h) const;
  608. const std::string & getHoverText() const;
  609. void flee( const CGHeroInstance * h ) const;
  610. void endBattle(BattleResult *result) const;
  611. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  612. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  613. void initObj();
  614. void newTurn() const;
  615. void setPropertyDer(ui8 what, ui32 val);
  616. 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)
  617. struct DLL_LINKAGE RestoredCreature // info about merging stacks after battle back into one
  618. {
  619. si32 basicType;
  620. template <typename Handler> void serialize(Handler &h, const int version)
  621. {
  622. h & basicType;
  623. }
  624. } restore;
  625. template <typename Handler> void serialize(Handler &h, const int version)
  626. {
  627. h & static_cast<CArmedInstance&>(*this);
  628. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower & restore;
  629. }
  630. };
  631. class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
  632. {
  633. public:
  634. std::string message;
  635. void onHeroVisit(const CGHeroInstance * h) const;
  636. void initObj();
  637. template <typename Handler> void serialize(Handler &h, const int version)
  638. {
  639. h & static_cast<CGObjectInstance&>(*this);
  640. h & message;
  641. }
  642. };
  643. class DLL_LINKAGE CGSeerHut : public CArmedInstance, public CQuest //army is used when giving reward
  644. {
  645. public:
  646. 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
  647. si32 rID; //reward ID
  648. si32 rVal; //reward value
  649. ui8 textOption; //store randomized mission write-ups rather than entire string (?)
  650. std::string seerName;
  651. //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
  652. //TODO? organize
  653. CStackBasicDescriptor stackToKill;
  654. ui8 stackDirection;
  655. std::string heroName; //backup of hero name
  656. si32 heroPortrait;
  657. void initObj();
  658. const std::string & getHoverText() const;
  659. void setPropertyDer (ui8 what, ui32 val);
  660. int checkDirection() const; //calculates the region of map where monster is placed
  661. void newTurn() const;
  662. void onHeroVisit (const CGHeroInstance * h) const;
  663. void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
  664. void completeQuest (const CGHeroInstance * h) const;
  665. const CGHeroInstance *getHeroToKill(bool allowNull = false) const;
  666. const CGCreature *getCreatureToKill(bool allowNull = false) const;
  667. void addReplacements(MetaString &out, const std::string &base) const;
  668. template <typename Handler> void serialize(Handler &h, const int version)
  669. {
  670. h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
  671. h & rewardType & rID & rVal & textOption & seerName;
  672. h & stackToKill & stackDirection & heroName & heroPortrait;
  673. }
  674. };
  675. class DLL_LINKAGE CGQuestGuard : public CGSeerHut
  676. {
  677. public:
  678. void initObj();
  679. void completeQuest (const CGHeroInstance * h) const;
  680. template <typename Handler> void serialize(Handler &h, const int version)
  681. {
  682. h & static_cast<CGSeerHut&>(*this);
  683. }
  684. };
  685. class DLL_LINKAGE CGWitchHut : public CPlayersVisited
  686. {
  687. public:
  688. std::vector<si32> allowedAbilities;
  689. ui32 ability;
  690. const std::string & getHoverText() const;
  691. void onHeroVisit(const CGHeroInstance * h) const;
  692. void initObj();
  693. template <typename Handler> void serialize(Handler &h, const int version)
  694. {
  695. h & static_cast<CPlayersVisited&>(*this);
  696. h & allowedAbilities & ability;
  697. }
  698. };
  699. class DLL_LINKAGE CGScholar : public CGObjectInstance
  700. {
  701. public:
  702. ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
  703. ui16 bonusID; //ID of skill/spell
  704. void giveAnyBonus(const CGHeroInstance * h) const;
  705. void onHeroVisit(const CGHeroInstance * h) const;
  706. void initObj();
  707. template <typename Handler> void serialize(Handler &h, const int version)
  708. {
  709. h & static_cast<CGObjectInstance&>(*this);
  710. h & bonusType & bonusID;
  711. }
  712. };
  713. class DLL_LINKAGE CGGarrison : public CArmedInstance
  714. {
  715. public:
  716. ui8 removableUnits;
  717. ui8 getPassableness() const;
  718. void onHeroVisit (const CGHeroInstance *h) const;
  719. void fightOver (const CGHeroInstance *h, BattleResult *result) const;
  720. template <typename Handler> void serialize(Handler &h, const int version)
  721. {
  722. h & static_cast<CArmedInstance&>(*this);
  723. h & removableUnits;
  724. }
  725. };
  726. class DLL_LINKAGE CGArtifact : public CArmedInstance
  727. {
  728. public:
  729. CArtifactInstance *storedArtifact;
  730. std::string message;
  731. void onHeroVisit(const CGHeroInstance * h) const;
  732. void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
  733. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  734. void pick( const CGHeroInstance * h ) const;
  735. void initObj();
  736. template <typename Handler> void serialize(Handler &h, const int version)
  737. {
  738. h & static_cast<CArmedInstance&>(*this);
  739. h & message & storedArtifact;
  740. }
  741. };
  742. class DLL_LINKAGE CGResource : public CArmedInstance
  743. {
  744. public:
  745. ui32 amount; //0 if random
  746. std::string message;
  747. void onHeroVisit(const CGHeroInstance * h) const;
  748. void collectRes(int player) const;
  749. void initObj();
  750. void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
  751. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  752. template <typename Handler> void serialize(Handler &h, const int version)
  753. {
  754. h & static_cast<CArmedInstance&>(*this);
  755. h & amount & message;
  756. }
  757. };
  758. class DLL_LINKAGE CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
  759. {
  760. public:
  761. ui32 type, val1, val2;
  762. void onHeroVisit(const CGHeroInstance * h) const;
  763. void initObj();
  764. void chosen(int which, int heroID) const;
  765. template <typename Handler> void serialize(Handler &h, const int version)
  766. {
  767. h & static_cast<CGObjectInstance&>(*this);
  768. h & type & val1 & val2;
  769. }
  770. };
  771. class DLL_LINKAGE CGShrine : public CPlayersVisited
  772. {
  773. public:
  774. ui8 spell; //number of spell or 255 if random
  775. void onHeroVisit(const CGHeroInstance * h) const;
  776. void initObj();
  777. const std::string & getHoverText() const;
  778. template <typename Handler> void serialize(Handler &h, const int version)
  779. {
  780. h & static_cast<CPlayersVisited&>(*this);;
  781. h & spell;
  782. }
  783. };
  784. class DLL_LINKAGE CGMine : public CArmedInstance
  785. {
  786. public:
  787. ui8 producedResource;
  788. ui32 producedQuantity;
  789. void offerLeavingGuards(const CGHeroInstance *h) const;
  790. void endBattle(BattleResult *result, ui8 attackingPlayer) const;
  791. void fight(ui32 agreed, const CGHeroInstance *h) const;
  792. void onHeroVisit(const CGHeroInstance * h) const;
  793. void flagMine(ui8 player) const;
  794. void newTurn() const;
  795. void initObj();
  796. template <typename Handler> void serialize(Handler &h, const int version)
  797. {
  798. h & static_cast<CArmedInstance&>(*this);
  799. h & producedResource & producedQuantity;
  800. }
  801. ui32 defaultResProduction();
  802. };
  803. class DLL_LINKAGE CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  804. {
  805. public:
  806. ui8 visited; //true if object has been visited this week
  807. void setPropertyDer(ui8 what, ui32 val);//synchr
  808. bool wasVisited(ui8 player) const;
  809. void onHeroVisit(const CGHeroInstance * h) const;
  810. void newTurn() const;
  811. template <typename Handler> void serialize(Handler &h, const int version)
  812. {
  813. h & static_cast<CGObjectInstance&>(*this);
  814. h & visited;
  815. }
  816. };
  817. class DLL_LINKAGE CGTeleport : public CGObjectInstance //teleports and subterranean gates
  818. {
  819. public:
  820. static std::map<int,std::map<int, std::vector<int> > > objs; //teleports: map[ID][subID] => vector of ids
  821. static std::vector<std::pair<int, int> > gates; //subterranean gates: pairs of ids
  822. void onHeroVisit(const CGHeroInstance * h) const;
  823. void initObj();
  824. static void postInit();
  825. static int getMatchingGate(int id); //receives id of one subterranean gate and returns id of the paired one, -1 if none
  826. template <typename Handler> void serialize(Handler &h, const int version)
  827. {
  828. h & static_cast<CGObjectInstance&>(*this);
  829. }
  830. };
  831. class DLL_LINKAGE CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  832. {
  833. public:
  834. bool wasVisited (const CGHeroInstance * h) const;
  835. void onHeroVisit(const CGHeroInstance * h) const;
  836. const std::string & getHoverText() const;
  837. void initObj();
  838. template <typename Handler> void serialize(Handler &h, const int version)
  839. {
  840. h & static_cast<CGObjectInstance&>(*this);
  841. }
  842. };
  843. class DLL_LINKAGE CGMagicSpring : public CGVisitableOPW
  844. {///unfortunatelly, this one is quite different than others
  845. public:
  846. void onHeroVisit(const CGHeroInstance * h) const;
  847. const std::string & getHoverText() const;
  848. template <typename Handler> void serialize(Handler &h, const int version)
  849. {
  850. h & static_cast<CGObjectInstance&>(*this);
  851. h & visited;
  852. }
  853. };
  854. class DLL_LINKAGE CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  855. {
  856. public:
  857. void onHeroVisit(const CGHeroInstance * h) const;
  858. const std::string & getHoverText() const;
  859. template <typename Handler> void serialize(Handler &h, const int version)
  860. {
  861. h & static_cast<CGObjectInstance&>(*this);
  862. }
  863. };
  864. class DLL_LINKAGE CGSirens : public CGObjectInstance
  865. {
  866. public:
  867. void onHeroVisit(const CGHeroInstance * h) const;
  868. const std::string & getHoverText() const;
  869. void initObj();
  870. template <typename Handler> void serialize(Handler &h, const int version)
  871. {
  872. h & static_cast<CGObjectInstance&>(*this);
  873. }
  874. };
  875. class DLL_LINKAGE CGObservatory : public CGObjectInstance //Redwood observatory
  876. {
  877. public:
  878. void onHeroVisit(const CGHeroInstance * h) const;
  879. template <typename Handler> void serialize(Handler &h, const int version)
  880. {
  881. h & static_cast<CGObjectInstance&>(*this);
  882. }
  883. };
  884. class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards
  885. {
  886. public:
  887. static std::map <ui8, std::set <ui8> > playerKeyMap; //[players][keysowned]
  888. //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
  889. void setPropertyDer (ui8 what, ui32 val);
  890. bool wasMyColorVisited (int player) const;
  891. template <typename Handler> void serialize(Handler &h, const int version)
  892. {
  893. h & static_cast<CGObjectInstance&>(*this);
  894. }
  895. };
  896. class DLL_LINKAGE CGKeymasterTent : public CGKeys
  897. {
  898. public:
  899. bool wasVisited (ui8 player) const;
  900. void onHeroVisit(const CGHeroInstance * h) const;
  901. const std::string & getHoverText() const;
  902. template <typename Handler> void serialize(Handler &h, const int version)
  903. {
  904. h & static_cast<CGObjectInstance&>(*this);
  905. }
  906. };
  907. class DLL_LINKAGE CGBorderGuard : public CGKeys
  908. {
  909. public:
  910. void initObj();
  911. const std::string & getHoverText() const;
  912. void onHeroVisit(const CGHeroInstance * h) const;
  913. void openGate(const CGHeroInstance *h, ui32 accept) const;
  914. template <typename Handler> void serialize(Handler &h, const int version)
  915. {
  916. h & static_cast<CGObjectInstance&>(*this);
  917. h & blockVisit;
  918. }
  919. };
  920. class DLL_LINKAGE CGBorderGate : public CGBorderGuard //not fully imlemented, waiting for garrison
  921. {
  922. public:
  923. void onHeroVisit(const CGHeroInstance * h) const;
  924. ui8 getPassableness() const;
  925. };
  926. class DLL_LINKAGE CGBoat : public CGObjectInstance
  927. {
  928. public:
  929. ui8 direction;
  930. const CGHeroInstance *hero; //hero on board
  931. void initObj();
  932. CGBoat()
  933. {
  934. hero = NULL;
  935. direction = 4;
  936. }
  937. template <typename Handler> void serialize(Handler &h, const int version)
  938. {
  939. h & static_cast<CGObjectInstance&>(*this) & direction;
  940. }
  941. };
  942. class DLL_LINKAGE CGOnceVisitable : public CPlayersVisited
  943. ///wagon, corpse, lean to, warriors tomb
  944. {
  945. public:
  946. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  947. ui32 bonusType, //id of res or artifact
  948. bonusVal; //resource amount (or not used)
  949. void onHeroVisit(const CGHeroInstance * h) const;
  950. const std::string & getHoverText() const;
  951. void initObj();
  952. void searchTomb(const CGHeroInstance *h, ui32 accept) const;
  953. template <typename Handler> void serialize(Handler &h, const int version)
  954. {
  955. h & static_cast<CPlayersVisited&>(*this);;
  956. h & artOrRes & bonusType & bonusVal;
  957. }
  958. };
  959. class DLL_LINKAGE CBank : public CArmedInstance
  960. {
  961. public:
  962. int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
  963. BankConfig *bc;
  964. double multiplier; //for improved banks script
  965. std::vector<ui32> artifacts; //fixed and deterministic
  966. ui32 daycounter;
  967. void initObj();
  968. const std::string & getHoverText() const;
  969. void setPropertyDer (ui8 what, ui32 val);
  970. void initialize() const;
  971. void reset(ui16 var1);
  972. void newTurn() const;
  973. bool wasVisited (ui8 player) const;
  974. virtual void onHeroVisit (const CGHeroInstance * h) const;
  975. virtual void fightGuards (const CGHeroInstance *h, ui32 accept) const;
  976. virtual void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  977. template <typename Handler> void serialize(Handler &h, const int version)
  978. {
  979. h & static_cast<CArmedInstance&>(*this);
  980. h & index & multiplier & artifacts & daycounter & bc;
  981. }
  982. };
  983. class DLL_LINKAGE CGPyramid : public CBank
  984. {
  985. public:
  986. ui16 spell;
  987. void initObj();
  988. const std::string & getHoverText() const;
  989. void newTurn() const {}; //empty, no reset
  990. void onHeroVisit (const CGHeroInstance * h) const;
  991. void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  992. template <typename Handler> void serialize(Handler &h, const int version)
  993. {
  994. h & static_cast<CBank&>(*this);
  995. h & spell;
  996. }
  997. };
  998. class CGShipyard : public CGObjectInstance, public IShipyard
  999. {
  1000. public:
  1001. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  1002. CGShipyard();
  1003. void onHeroVisit(const CGHeroInstance * h) const;
  1004. };
  1005. class DLL_LINKAGE CGMagi : public CGObjectInstance
  1006. {
  1007. public:
  1008. static std::map <si32, std::vector<si32> > eyelist; //[subID][id], supports multiple sets as in H5
  1009. void initObj();
  1010. void onHeroVisit(const CGHeroInstance * h) const;
  1011. template <typename Handler> void serialize(Handler &h, const int version)
  1012. {
  1013. h & static_cast<CGObjectInstance&>(*this);
  1014. }
  1015. };
  1016. class DLL_LINKAGE CCartographer : public CPlayersVisited
  1017. {
  1018. ///behaviour varies depending on surface and floor
  1019. public:
  1020. void onHeroVisit( const CGHeroInstance * h ) const;
  1021. void buyMap (const CGHeroInstance *h, ui32 accept) const;
  1022. template <typename Handler> void serialize(Handler &h, const int version)
  1023. {
  1024. h & static_cast<CPlayersVisited&>(*this);
  1025. }
  1026. };
  1027. class DLL_LINKAGE CGDenOfthieves : public CGObjectInstance
  1028. {
  1029. void onHeroVisit (const CGHeroInstance * h) const;
  1030. };
  1031. class DLL_LINKAGE CGObelisk : public CPlayersVisited
  1032. {
  1033. public:
  1034. static ui8 obeliskCount; //how many obelisks are on map
  1035. static std::map<ui8, ui8> visited; //map: team_id => how many obelisks has been visited
  1036. void setPropertyDer (ui8 what, ui32 val);
  1037. void onHeroVisit(const CGHeroInstance * h) const;
  1038. void initObj();
  1039. const std::string & getHoverText() const;
  1040. template <typename Handler> void serialize(Handler &h, const int version)
  1041. {
  1042. h & static_cast<CPlayersVisited&>(*this);
  1043. }
  1044. };
  1045. class DLL_LINKAGE CGLighthouse : public CGObjectInstance
  1046. {
  1047. public:
  1048. void onHeroVisit(const CGHeroInstance * h) const;
  1049. void initObj();
  1050. const std::string & getHoverText() const;
  1051. template <typename Handler> void serialize(Handler &h, const int version)
  1052. {
  1053. h & static_cast<CGObjectInstance&>(*this);
  1054. }
  1055. void giveBonusTo( ui8 player ) const;
  1056. };
  1057. class DLL_LINKAGE CGMarket : public CGObjectInstance, public IMarket
  1058. {
  1059. public:
  1060. CGMarket();
  1061. void onHeroVisit(const CGHeroInstance * h) const; //open trading window
  1062. int getMarketEfficiency() const;
  1063. bool allowsTrade(EMarketMode::EMarketMode mode) const;
  1064. int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  1065. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  1066. template <typename Handler> void serialize(Handler &h, const int version)
  1067. {
  1068. h & static_cast<CGObjectInstance&>(*this);
  1069. }
  1070. };
  1071. class DLL_LINKAGE CGBlackMarket : public CGMarket
  1072. {
  1073. public:
  1074. std::vector<const CArtifact *> artifacts; //available artifacts
  1075. void newTurn() const; //reset artifacts for black market every month
  1076. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  1077. template <typename Handler> void serialize(Handler &h, const int version)
  1078. {
  1079. h & static_cast<CGMarket&>(*this);
  1080. h & artifacts;
  1081. }
  1082. };
  1083. class DLL_LINKAGE CGUniversity : public CGMarket
  1084. {
  1085. public:
  1086. std::vector<int> skills; //available skills
  1087. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  1088. void initObj();//set skills for trade
  1089. void onHeroVisit(const CGHeroInstance * h) const; //open window
  1090. template <typename Handler> void serialize(Handler &h, const int version)
  1091. {
  1092. h & static_cast<CGMarket&>(*this);
  1093. h & skills;
  1094. }
  1095. };
  1096. struct BankConfig
  1097. {
  1098. BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
  1099. ui8 level; //1 - 4, how hard the battle will be
  1100. ui8 chance; //chance for this level being chosen
  1101. ui8 upgradeChance; //chance for creatures to be in upgraded versions
  1102. std::vector< std::pair <ui16, ui32> > guards; //creature ID, amount
  1103. ui32 combatValue; //how hard are guards of this level
  1104. std::vector<si32> resources; //resources given in case of victory
  1105. std::vector< std::pair <ui16, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
  1106. std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
  1107. ui32 value; //overall value of given things
  1108. ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
  1109. ui16 easiest; //?!?
  1110. template <typename Handler> void serialize(Handler &h, const int version)
  1111. {
  1112. h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
  1113. }
  1114. };
  1115. class DLL_LINKAGE CObjectHandler
  1116. {
  1117. public:
  1118. std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
  1119. std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
  1120. std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
  1121. std::vector<ui32> resVals; //default values of resources in gold
  1122. void loadObjects();
  1123. int bankObjToIndex (const CGObjectInstance * obj);
  1124. template <typename Handler> void serialize(Handler &h, const int version)
  1125. {
  1126. h & cregens & banksInfo & creBanksNames & resVals;
  1127. }
  1128. };