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- #ifndef __COBJECTHANDLER_H__
- #define __COBJECTHANDLER_H__
- #include "../global.h"
- #include <string>
- #include <vector>
- #include <set>
- #include <map>
- #include <list>
- #include "CCreatureHandler.h"
- #include "../lib/HeroBonus.h"
- #ifndef _MSC_VER
- #include "CHeroHandler.h"
- #include "CTownHandler.h"
- #include "../lib/VCMI_Lib.h"
- #endif
- /*
- * CObjectHandler.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- class IGameCallback;
- struct BattleResult;
- class CCPPObjectScript;
- class CGObjectInstance;
- class CScript;
- class CObjectScript;
- class CGHeroInstance;
- class CTown;
- class CHero;
- class CBuilding;
- class CSpell;
- class CGTownInstance;
- class CGTownBuilding;
- class CArtifact;
- class CGDefInfo;
- class CSpecObjInfo;
- struct TerrainTile;
- struct InfoWindow;
- struct BankConfig;
- class CGBoat;
- class DLL_EXPORT CCastleEvent
- {
- public:
- std::string name, message;
- std::vector<si32> resources; //gain / loss of resources
- ui8 players; //players for whom this event can be applied
- ui8 forHuman, forComputer;
- ui32 firstShow; //postpone of first encounter time in days
- ui32 forEvery; //every n days this event will occure
- ui8 bytes[6]; //build specific buildings (raw format, similar to town's)
- si32 gen[7]; //additional creatures in i-th level dwelling
- bool operator<(const CCastleEvent &drugie) const
- {
- return firstShow<drugie.firstShow;
- }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & name & message & resources & players & forHuman & forComputer & firstShow
- & forEvery & bytes & gen;
- }
- };
- class CQuest
- {
- public:
- 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
- si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
- ui32 m13489val;
- std::vector<ui32> m2stats;
- std::vector<ui16> m5arts; //artifacts id
- std::vector<std::pair<ui32, ui32> > m6creatures; //pair[cre id, cre count]
- std::vector<ui32> m7resources;
- std::string firstVisitText, nextVisitText, completedText;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & missionType & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
- & firstVisitText & nextVisitText & completedText;
- }
- };
- class DLL_EXPORT IObjectInterface
- {
- public:
- static IGameCallback *cb;
- IObjectInterface();
- virtual ~IObjectInterface();
- virtual void onHeroVisit(const CGHeroInstance * h) const;
- virtual void onHeroLeave(const CGHeroInstance * h) const;
- virtual void newTurn() const;
- virtual void initObj(); //synchr
- virtual void setProperty(ui8 what, ui32 val);//synchr
- };
- class DLL_EXPORT IShipyard
- {
- public:
- const CGObjectInstance *o;
- IShipyard(const CGObjectInstance *O);
- void getBoatCost(std::vector<si32> &cost) const;
- virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
- //virtual bool validLocation() const; //returns true if there is a water tile near where boat can be placed
- int3 bestLocation() const; //returns location when the boat should be placed
- int state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
- static const IShipyard *castFrom(const CGObjectInstance *obj);
- static IShipyard *castFrom(CGObjectInstance *obj);
- };
- class DLL_EXPORT CGObjectInstance : protected IObjectInterface
- {
- protected:
- void getNameVis(std::string &hname) const;
- void giveDummyBonus(int heroID, ui8 duration = HeroBonus::ONE_DAY) const;
- public:
- mutable std::string hoverName;
- int3 pos; //h3m pos
- si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
- si32 id;//number of object in CObjectHandler's vector
- CGDefInfo * defInfo;
- CSpecObjInfo * info;
- ui8 animPhaseShift;
- ui8 tempOwner;
- ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
- virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
- virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
- int getOwner() const;
- void setOwner(int ow);
- int getWidth() const; //returns width of object graphic in tiles
- int getHeight() const; //returns height of object graphic in tiles
- bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
- int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
- bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) form left top tile of image (x, y in tiles)
- bool coveringAt(int x, int y) const; //returns true if object covers with picture location (x, y) form left top tile of maximal possible image (8 x 6 tiles) (x, y in tiles)
- std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
- bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
- CGObjectInstance();
- virtual ~CGObjectInstance();
- //CGObjectInstance(const CGObjectInstance & right);
- //CGObjectInstance& operator=(const CGObjectInstance & right);
- virtual const std::string & getHoverText() const;
- //////////////////////////////////////////////////////////////////////////
- void initObj();
- void onHeroVisit(const CGHeroInstance * h) const;
- void setProperty(ui8 what, ui32 val);//synchr
- virtual void setPropertyDer(ui8 what, ui32 val);//synchr
- friend class CGameHandler;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit;
- //definfo is handled by map serializer
- }
- };
- class DLL_EXPORT CPlayersVisited: public CGObjectInstance
- {
- public:
- std::set<ui8> players; //players that visited this object
- bool hasVisited(ui8 player) const;
- virtual void setPropertyDer( ui8 what, ui32 val );
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & players;
- }
- };
- class DLL_EXPORT CArmedInstance: public CGObjectInstance
- {
- public:
- CCreatureSet army; //army
- virtual bool needsLastStack() const; //true if last stack cannot be taken
- int getArmyStrength() const; //sum of AI values of creatures
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & army;
- }
- };
- class DLL_EXPORT CGHeroInstance : public CArmedInstance
- {
- public:
- //////////////////////////////////////////////////////////////////////////
- ui8 moveDir; //format: 123
- // 8 4
- // 765
- mutable ui8 isStanding, tacticFormationEnabled;
- //////////////////////////////////////////////////////////////////////////
- CHero * type;
- ui64 exp; //experience point
- si32 level; //current level of hero
- std::string name; //may be custom
- std::string biography; //if custom
- si32 portrait; //may be custom
- si32 mana; // remaining spell points
- std::vector<si32> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
- 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
- si32 movement; //remaining movement points
- si32 identifier; //from the map file
- ui8 sex;
- ui8 inTownGarrison; // if hero is in town garrison
- CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
- CGBoat *boat; //set to CGBoat when sailing
- std::vector<ui32> artifacts; //hero's artifacts from bag
- 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
- std::set<ui32> spells; //known spells (spell IDs)
- struct DLL_EXPORT Patrol
- {
- Patrol(){patrolling=false;patrolRadious=-1;};
- ui8 patrolling;
- si32 patrolRadious;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & patrolling & patrolRadious;
- }
- } patrol;
- std::list<HeroBonus> bonuses;
- //////////////////////////////////////////////////////////////////////////
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & exp & level & name & biography & portrait & mana & primSkills & secSkills & movement
- & identifier & sex & inTownGarrison & artifacts & artifWorn & spells & patrol & bonuses
- & moveDir;
- ui8 standardType = (VLC->heroh->heroes[subID] == type);
- h & standardType;
- if(!standardType)
- h & type;
- else if(!h.saving)
- type = VLC->heroh->heroes[subID];
- //visitied town pointer will be restored by map serialization method
- }
- //////////////////////////////////////////////////////////////////////////
- int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
- int getSightRadious() const; //sight distance (should be used if player-owned structure)
- //////////////////////////////////////////////////////////////////////////
- const HeroBonus *getBonus(int from, int id) const;
- int valOfBonuses(HeroBonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then any
- bool hasBonusOfType(HeroBonus::BonusType type, int subtype = -1) const; //determines if hero has a bonus of given type (and optionally subtype)
- const std::string &getBiography() const;
- bool needsLastStack()const;
- 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
- unsigned int getLowestCreatureSpeed() const;
- int3 getPosition(bool h3m) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
- si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
- si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
- bool canWalkOnSea() const;
- int getCurrentLuck(int stack=-1, bool town=false) const;
- std::vector<std::pair<int,std::string> > getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
- 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
- std::vector<std::pair<int,std::string> > getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
- int getPrimSkillLevel(int id) const;
- ui8 getSecSkillLevel(const int & ID) const; //0 - no skill
- int maxMovePoints(bool onLand) const;
- ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
- const CArtifact * getArt(int pos) const;
- si32 getArtPos(int aid) const; //looks for equipped artifact with given ID and returns its slot ID or -1 if none(if more than one such artifact lower ID is returned)
- int getSpellSecLevel(int spell) const; //returns level of secondary ability (fire, water, earth, air magic) known to this hero and applicable to given spell; -1 if error
- static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
- double getHeroStrength() const;
- int getTotalStrength() const;
- ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be cast by this hero
- 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
- std::pair<ui32, si32> calculateNecromancy (BattleResult &battleResult) const;
- void showNecromancyDialog (std::pair<ui32, si32> raisedStack) const;
- //////////////////////////////////////////////////////////////////////////
- void initHero();
- void initHero(int SUBID);
- void recreateArtBonuses();
- void initHeroDefInfo();
- CGHeroInstance();
- virtual ~CGHeroInstance();
- //////////////////////////////////////////////////////////////////////////
- void setPropertyDer(ui8 what, ui32 val);//synchr
- void initObj();
- void onHeroVisit(const CGHeroInstance * h) const;
- };
- class DLL_EXPORT CGDwelling : public CArmedInstance
- {
- public:
- std::vector<std::pair<ui32, std::vector<ui32> > > creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this) & creatures;
- }
- void initObj();
- void onHeroVisit(const CGHeroInstance * h) const;
- void newTurn() const;
- void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
- void fightOver(const CGHeroInstance *h, BattleResult *result) const;
- void wantsFight(const CGHeroInstance *h, ui32 answer) const;
- };
- class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
- {
- public:
- std::set<si32> visitors; //ids of heroes who have visited this obj
- si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
- const std::string & getHoverText() const;
- void setPropertyDer(ui8 what, ui32 val);//synchr
- void onHeroVisit(const CGHeroInstance * h) const;
- void onNAHeroVisit(int heroID, bool alreadyVisited) const;
- void initObj();
- void treeSelected(int heroID, int resType, int resVal, ui64 expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
- void schoolSelected(int heroID, ui32 which) const;
- void arenaSelected(int heroID, int primSkill) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & visitors & ttype;
- }
- };
- class DLL_EXPORT CGTownBuilding : IObjectInterface
- {
- ///basic class for town structures handled as map objects
- public:
- CGTownInstance *town;
- virtual void onHeroVisit (const CGHeroInstance * h) const {};
- };
- class DLL_EXPORT CTownBonus : public CGVisitableOPH, public CGTownBuilding
- {
- ///used for one-time bonusing structures
- public:
- void onHeroVisit (const CGHeroInstance * h) const;
- CTownBonus (int index, CGTownInstance *TOWN);
- CTownBonus (){ID = 0; town = NULL;};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & visitors;
- }
- };
- class DLL_EXPORT CGTownInstance : public CGDwelling, public IShipyard
- {
- public:
- CTown * town;
- std::string name; // name of town
- si32 builded; //how many buildings has been built this turn
- si32 destroyed; //how many buildings has been destroyed this turn
- const CGHeroInstance * garrisonHero, *visitingHero;
- ui32 identifier; //special identifier from h3m (only > RoE maps)
- si32 alignment;
- std::set<si32> forbiddenBuildings, builtBuildings;
- std::vector<CGTownBuilding*> bonusingBuildings;
- std::vector<ui32> possibleSpells, obligatorySpells;
- std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
- //struct StrInfo
- //{
- // std::map<si32,ui32> creatures; //level - available amount
- // template <typename Handler> void serialize(Handler &h, const int version)
- // {
- // h & creatures;
- // }
- //} strInfo;
- std::set<CCastleEvent> events;
- //////////////////////////////////////////////////////////////////////////
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGDwelling&>(*this);
- h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings
- & possibleSpells & obligatorySpells & spells & /*strInfo & */events;
- ui8 standardType = (&VLC->townh->towns[subID] == town);
- h & standardType;
- if(!standardType)
- h & town;
- else if(!h.saving)
- town = &VLC->townh->towns[subID];
- //garrison/visiting hero pointers will be restored in the map serialization
- }
- //////////////////////////////////////////////////////////////////////////
- int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
- int getSightRadious() const; //returns sight distance
- void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
- //////////////////////////////////////////////////////////////////////////
- bool needsLastStack() const;
- int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
- int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
- int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
- bool creatureDwelling(const int & level, bool upgraded=false) const;
- int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
- int creatureGrowth(const int & level) const;
- bool hasFort() const;
- bool hasCapitol() const;
- int dailyIncome() const; //calculates daily income of this town
- int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
- CGTownInstance();
- virtual ~CGTownInstance();
- //////////////////////////////////////////////////////////////////////////
- void fightOver(const CGHeroInstance *h, BattleResult *result) const;
- void onHeroVisit(const CGHeroInstance * h) const;
- void onHeroLeave(const CGHeroInstance * h) const;
- void initObj();
- };
- class DLL_EXPORT CGPandoraBox : public CArmedInstance
- {
- public:
- std::string message;
- ui8 removeAfterVisit; //true if event is removed after occurring
- //gained things:
- ui32 gainedExp;
- si32 manaDiff; //amount of gained / lost mana
- si32 moraleDiff; //morale modifier
- si32 luckDiff; //luck modifier
- std::vector<si32> resources;//gained / lost resources
- std::vector<si32> primskills;//gained / lost resources
- std::vector<si32> abilities; //gained abilities
- std::vector<si32> abilityLevels; //levels of gained abilities
- std::vector<si32> artifacts; //gained artifacts
- std::vector<si32> spells; //gained spells
- CCreatureSet creatures; //gained creatures
- void initObj();
- void onHeroVisit(const CGHeroInstance * h) const;
- void open (const CGHeroInstance * h, ui32 accept) const;
- void endBattle(const CGHeroInstance *h, BattleResult *result) const;
- void giveContents(const CGHeroInstance *h, bool afterBattle) const;
- void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
- void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
- & abilities & abilityLevels & artifacts & spells & creatures & army;
- }
- };
- class DLL_EXPORT CGEvent : public CGPandoraBox //event objects
- {
- public:
- ui8 availableFor; //players whom this event is available for
- ui8 computerActivate; //true if computre player can activate this event
- ui8 humanActivate; //true if human player can activate this event
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
- & abilities & abilityLevels & artifacts & spells & creatures & availableFor
- & computerActivate & humanActivate & army;
- }
-
- void onHeroVisit(const CGHeroInstance * h) const;
- void activated(const CGHeroInstance * h) const;
- };
- class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
- {
- public:
- ui32 identifier; //unique code for this monster (used in missions)
- 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)
- std::string message; //message printed for attacking hero
- std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
- si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
- ui8 neverFlees; //if true, the troops will never flee
- ui8 notGrowingTeam; //if true, number of units won't grow
- void fight(const CGHeroInstance *h) const;
- void onHeroVisit(const CGHeroInstance * h) const;
- //const std::string & getHoverText() const;
- void flee( const CGHeroInstance * h ) const;
- void endBattle(BattleResult *result) const;
- void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
- void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
- void initObj();
- 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)
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam;
- }
- };
- class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
- {
- public:
- std::string message;
- void onHeroVisit(const CGHeroInstance * h) const;
- void initObj();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & message;
- }
- };
- class DLL_EXPORT CGSeerHut : public CGObjectInstance, public CQuest
- {
- public:
- 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
- si32 rID; //reward ID
- si32 rVal; //reward value
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
- h & rewardType & rID & rVal;
- }
- };
- class DLL_EXPORT CGWitchHut : public CPlayersVisited
- {
- public:
- std::vector<si32> allowedAbilities;
- ui32 ability;
- const std::string & getHoverText() const;
- void onHeroVisit(const CGHeroInstance * h) const;
- void initObj();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
- h & allowedAbilities & ability;
- }
- };
- class DLL_EXPORT CGScholar : public CGObjectInstance
- {
- public:
- ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
- ui16 bonusID; //ID of skill/spell
- void giveAnyBonus(const CGHeroInstance * h) const;
- void onHeroVisit(const CGHeroInstance * h) const;
- void initObj();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & bonusType & bonusID;
- }
- };
- class DLL_EXPORT CGGarrison : public CArmedInstance
- {
- public:
- ui8 removableUnits;
- void onHeroVisit (const CGHeroInstance *h) const;
- void fightOver (const CGHeroInstance *h, BattleResult *result) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & removableUnits;
- }
- };
- class DLL_EXPORT CGArtifact : public CArmedInstance
- {
- public:
- std::string message;
- ui32 spell; //if it's spell scroll
- void onHeroVisit(const CGHeroInstance * h) const;
- void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
- void endBattle(BattleResult *result, const CGHeroInstance *h) const;
- void pick( const CGHeroInstance * h ) const;
- void initObj();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & message & spell;
- }
- };
- class DLL_EXPORT CGResource : public CArmedInstance
- {
- public:
- ui32 amount; //0 if random
- std::string message;
- void onHeroVisit(const CGHeroInstance * h) const;
- void collectRes(int player) const;
- void initObj();
- void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
- void endBattle(BattleResult *result, const CGHeroInstance *h) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- h & amount & message;
- }
- };
- class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
- {
- public:
- ui32 type, val1, val2;
- void onHeroVisit(const CGHeroInstance * h) const;
- void initObj();
- void chosen(int which, int heroID) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & type & val1 & val2;
- }
- };
- class DLL_EXPORT CGShrine : public CPlayersVisited
- {
- public:
- ui8 spell; //number of spell or 255 if random
- void onHeroVisit(const CGHeroInstance * h) const;
- void initObj();
- const std::string & getHoverText() const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
- h & spell;
- }
- };
- class DLL_EXPORT CGQuestGuard : public CGObjectInstance, public CQuest
- {
- public:
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CQuest&>(*this) & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_EXPORT CGMine : public CArmedInstance
- {
- public:
- void offerLeavingGuards(const CGHeroInstance *h) const;
- void onHeroVisit(const CGHeroInstance * h) const;
- void newTurn() const;
- void initObj();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this);
- }
- };
- class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
- {
- public:
- ui8 visited; //true if object has been visited this week
- void setPropertyDer(ui8 what, ui32 val);//synchr
- void onHeroVisit(const CGHeroInstance * h) const;
- void newTurn() const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & visited;
- }
- };
- class DLL_EXPORT CGTeleport : public CGObjectInstance //teleports and subterranean gates
- {
- public:
- static std::map<int,std::map<int, std::vector<int> > > objs; //map[ID][subID] => vector of ids
- void onHeroVisit(const CGHeroInstance * h) const;
- void initObj();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_EXPORT CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
- {
- public:
- void onHeroVisit(const CGHeroInstance * h) const;
- const std::string & getHoverText() const;
- void initObj();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_EXPORT CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
- {
- public:
- void onHeroVisit(const CGHeroInstance * h) const;
- const std::string & getHoverText() const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_EXPORT CGSirens : public CGObjectInstance
- {
- public:
- void onHeroVisit(const CGHeroInstance * h) const;
- const std::string & getHoverText() const;
- void initObj();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_EXPORT CGObservatory : public CGObjectInstance //Redwood observatory
- {
- public:
- void onHeroVisit(const CGHeroInstance * h) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_EXPORT CGKeys : public CGObjectInstance //Base class for Keymaster and guards, ToDo Border Gate
- {
- public:
- static std::map <ui8, std::set <ui8> > playerKeyMap; //[players][keysowned]
- //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
- void setPropertyDer (ui8 what, ui32 val);
- bool wasMyColorVisited (int player) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_EXPORT CGKeymasterTent : public CGKeys
- {
- public:
- void onHeroVisit(const CGHeroInstance * h) const;
- const std::string & getHoverText() const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_EXPORT CGBorderGuard : public CGKeys
- {
- public:
- void initObj();
- const std::string & getHoverText() const;
- void onHeroVisit(const CGHeroInstance * h) const;
- void openGate(const CGHeroInstance *h, ui32 accept) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & blockVisit;
- }
- };
- class DLL_EXPORT CGBorderGate : public CGBorderGuard //not fully imlemented, waiting for garrison
- {
- public:
- void onHeroVisit(const CGHeroInstance * h) const;
- };
- class DLL_EXPORT CGBoat : public CGObjectInstance
- {
- public:
- ui8 direction;
- const CGHeroInstance *hero; //hero on board
- void initObj();
- CGBoat()
- {
- hero = NULL;
- direction = 4;
- }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this) & direction;
- }
- };
- class DLL_EXPORT CGOnceVisitable : public CPlayersVisited
- ///wagon, corpse, lean to, warriors tomb
- {
- public:
- ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
- ui32 bonusType, //id of res or artifact
- bonusVal; //resource amount (or not used)
- void onHeroVisit(const CGHeroInstance * h) const;
- const std::string & getHoverText() const;
- void initObj();
- void searchTomb(const CGHeroInstance *h, ui32 accept) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
- h & bonusType & bonusVal;
- }
- };
- class DLL_EXPORT CBank : public CArmedInstance
- {
- public:
- int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
- BankConfig *bc;
- float multiplier; //for improved banks script
- std::vector<ui32> artifacts; //fixed and deterministic
- ui32 daycounter;
- void initObj();
- void setPropertyDer (ui8 what, ui32 val);
- void reset(ui16 var1, ui16 var2);
- void newTurn() const;
- void onHeroVisit (const CGHeroInstance * h) const;
- void fightGuards (const CGHeroInstance *h, ui32 accept) const;
- void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- h & index & multiplier & artifacts & daycounter;
- }
- };
- class CGShipyard : public CGObjectInstance, public IShipyard
- {
- public:
- void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
- CGShipyard();
- void onHeroVisit(const CGHeroInstance * h) const;
- };
- class DLL_EXPORT CGMagi : public CGObjectInstance
- {
- public:
- static std::map <si32, std::vector<si32> > eyelist; //[subID][id], supports multiple sets as in H5
- void initObj();
- void onHeroVisit(const CGHeroInstance * h) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_EXPORT CCartographer : public CPlayersVisited
- {
- ///behaviour varies depending on surface and floor
- public:
- void onHeroVisit( const CGHeroInstance * h ) const;
- void buyMap (const CGHeroInstance *h, ui32 accept) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & players;
- }
- };
- struct BankConfig
- {
- BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
- ui8 level; //1 - 4, how hard the battle will be
- ui8 chance; //chance for this level being chosen
- ui8 upgradeChance; //chance for creatures to be in upgraded versions
- std::vector< std::pair <ui16, ui32> > guards; //creature ID, amount
- ui32 combatValue; //how hard are guards of this level
- std::vector<si32> resources; //resources given in case of victory
- std::vector< std::pair <ui16, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
- std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
- ui32 value; //overall value of given things
- ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
- ui16 easiest; //?!?
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
- }
- };
- class DLL_EXPORT CObjectHandler
- {
- public:
- std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
- std::map <ui32, std::vector <BankConfig> > banksInfo; //[index][preset], TODO: load it
- void loadObjects();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & cregens & banksInfo;
- }
- };
- #endif // __COBJECTHANDLER_H__
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