CObjectHandler.h 52 KB

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  1. #pragma once
  2. #include "../lib/CCreatureSet.h"
  3. #include "CArtHandler.h"
  4. #include "../lib/ConstTransitivePtr.h"
  5. #include "int3.h"
  6. #include "GameConstants.h"
  7. #include "ResourceSet.h"
  8. /*
  9. * CObjectHandler.h, part of VCMI engine
  10. *
  11. * Authors: listed in file AUTHORS in main folder
  12. *
  13. * License: GNU General Public License v2.0 or later
  14. * Full text of license available in license.txt file, in main folder
  15. *
  16. */
  17. class CGameState;
  18. class CArtifactInstance;
  19. struct MetaString;
  20. struct BattleInfo;
  21. struct QuestInfo;
  22. class IGameCallback;
  23. struct BattleResult;
  24. class CCPPObjectScript;
  25. class CGObjectInstance;
  26. class CScript;
  27. class CObjectScript;
  28. class CGHeroInstance;
  29. class CTown;
  30. class CHero;
  31. class CBuilding;
  32. class CSpell;
  33. class CGTownInstance;
  34. class CGTownBuilding;
  35. class CArtifact;
  36. class CGDefInfo;
  37. class CSpecObjInfo;
  38. class CCastleEvent;
  39. struct TerrainTile;
  40. struct InfoWindow;
  41. struct Component;
  42. struct BankConfig;
  43. struct UpdateHerospecialty;
  44. struct NewArtifact;
  45. class CGBoat;
  46. class CArtifactSet;
  47. class CCommanderInstance;
  48. class DLL_LINKAGE CQuest
  49. {
  50. public:
  51. enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
  52. MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9, MISSION_KEYMASTER = 10};
  53. enum Eprogress {NOT_ACTIVE, IN_PROGRESS, COMPLETE};
  54. si32 qid; //unique quest id for serialization / identification
  55. Emission missionType;
  56. Eprogress progress;
  57. si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
  58. ui32 m13489val;
  59. std::vector<ui32> m2stats;
  60. std::vector<ui16> m5arts; //artifacts id
  61. std::vector<CStackBasicDescriptor> m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
  62. std::vector<ui32> m7resources; //TODO: use resourceset?
  63. //following field are used only for kill creature/hero missions, the original objects became inaccessible after their removal, so we need to store info needed for messages / hover text
  64. ui8 textOption;
  65. CStackBasicDescriptor stackToKill;
  66. ui8 stackDirection;
  67. std::string heroName; //backup of hero name
  68. si32 heroPortrait;
  69. std::string firstVisitText, nextVisitText, completedText;
  70. bool isCustomFirst, isCustomNext, isCustomComplete;
  71. CQuest(){missionType = MISSION_NONE;}; //default constructor
  72. virtual bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
  73. virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
  74. virtual void getCompletionText (MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = nullptr) const;
  75. virtual void getRolloverText (MetaString &text, bool onHover) const; //hover or quest log entry
  76. virtual void completeQuest (const CGHeroInstance * h) const {};
  77. virtual void addReplacements(MetaString &out, const std::string &base) const;
  78. bool operator== (const CQuest & quest) const
  79. {
  80. return (quest.qid == qid);
  81. }
  82. template <typename Handler> void serialize(Handler &h, const int version)
  83. {
  84. h & qid & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  85. & textOption & stackToKill & stackDirection & heroName & heroPortrait
  86. & firstVisitText & nextVisitText & completedText & isCustomFirst & isCustomNext & isCustomComplete;
  87. }
  88. };
  89. class DLL_LINKAGE IObjectInterface
  90. {
  91. public:
  92. static IGameCallback *cb;
  93. IObjectInterface();
  94. virtual ~IObjectInterface();
  95. virtual void onHeroVisit(const CGHeroInstance * h) const;
  96. virtual void onHeroLeave(const CGHeroInstance * h) const;
  97. virtual void newTurn() const;
  98. virtual void initObj(); //synchr
  99. virtual void setProperty(ui8 what, ui32 val);//synchr
  100. //Called when queries created DURING HERO VISIT are resolved
  101. //First parameter is always hero that visited object and triggered the query
  102. virtual void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const;
  103. virtual void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const;
  104. virtual void garrisonDialogClosed(const CGHeroInstance *hero) const;
  105. virtual void heroLevelUpDone(const CGHeroInstance *hero) const;
  106. //unified interface, AI helpers
  107. virtual bool wasVisited (PlayerColor player) const;
  108. virtual bool wasVisited (const CGHeroInstance * h) const;
  109. static void preInit(); //called before objs receive their initObj
  110. static void postInit();//called after objs receive their initObj
  111. };
  112. class DLL_LINKAGE IBoatGenerator
  113. {
  114. public:
  115. const CGObjectInstance *o;
  116. IBoatGenerator(const CGObjectInstance *O);
  117. virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  118. virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
  119. int3 bestLocation() const; //returns location when the boat should be placed
  120. enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER};
  121. EGeneratorState shipyardStatus() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
  122. void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
  123. };
  124. class DLL_LINKAGE IShipyard : public IBoatGenerator
  125. {
  126. public:
  127. IShipyard(const CGObjectInstance *O);
  128. virtual void getBoatCost(std::vector<si32> &cost) const;
  129. static const IShipyard *castFrom(const CGObjectInstance *obj);
  130. static IShipyard *castFrom(CGObjectInstance *obj);
  131. };
  132. class DLL_LINKAGE IMarket
  133. {
  134. public:
  135. const CGObjectInstance *o;
  136. IMarket(const CGObjectInstance *O);
  137. virtual int getMarketEfficiency() const =0;
  138. virtual bool allowsTrade(EMarketMode::EMarketMode mode) const;
  139. virtual int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  140. virtual std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  141. 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
  142. std::vector<EMarketMode::EMarketMode> availableModes() const;
  143. static const IMarket *castFrom(const CGObjectInstance *obj, bool verbose = true);
  144. };
  145. class DLL_LINKAGE CGObjectInstance : public IObjectInterface
  146. {
  147. public:
  148. mutable std::string hoverName;
  149. int3 pos; //h3m pos
  150. Obj ID;
  151. si32 subID; //normal subID (this one from OH3 maps ;])
  152. ObjectInstanceID id;//number of object in map's vector
  153. CGDefInfo * defInfo;
  154. PlayerColor tempOwner;
  155. bool blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
  156. 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
  157. virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  158. virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
  159. bool passableFor(PlayerColor color) const;
  160. void getSightTiles(std::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
  161. PlayerColor getOwner() const;
  162. void setOwner(PlayerColor ow);
  163. int getWidth() const; //returns width of object graphic in tiles
  164. int getHeight() const; //returns height of object graphic in tiles
  165. 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)
  166. int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
  167. int3 visitablePos() const;
  168. 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)
  169. 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)
  170. 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)
  171. std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
  172. bool isVisitable() const; //returns true if object is visitable
  173. bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
  174. void hideTiles(PlayerColor ourplayer, int radius) const;
  175. CGObjectInstance();
  176. virtual ~CGObjectInstance();
  177. //CGObjectInstance(const CGObjectInstance & right);
  178. //CGObjectInstance& operator=(const CGObjectInstance & right);
  179. virtual const std::string & getHoverText() const;
  180. ///IObjectInterface
  181. void initObj() override;
  182. void onHeroVisit(const CGHeroInstance * h) const override;
  183. void setProperty(ui8 what, ui32 val) override;//synchr
  184. friend class CGameHandler;
  185. template <typename Handler> void serialize(Handler &h, const int version)
  186. {
  187. h & hoverName & pos & ID & subID & id & tempOwner & blockVisit & defInfo;
  188. //definfo is handled by map serializer
  189. }
  190. protected:
  191. virtual void setPropertyDer(ui8 what, ui32 val);//synchr
  192. void getNameVis(std::string &hname) const;
  193. void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
  194. };
  195. class CGHeroPlaceholder : public CGObjectInstance
  196. {
  197. public:
  198. //subID stores id of hero type. If it's 0xff then following field is used
  199. ui8 power;
  200. template <typename Handler> void serialize(Handler &h, const int version)
  201. {
  202. h & static_cast<CGObjectInstance&>(*this);
  203. h & power;
  204. }
  205. };
  206. class DLL_LINKAGE CPlayersVisited: public CGObjectInstance
  207. {
  208. public:
  209. std::set<PlayerColor> players; //players that visited this object
  210. bool wasVisited(PlayerColor player) const;
  211. bool wasVisited(TeamID team) const;
  212. void setPropertyDer(ui8 what, ui32 val) override;
  213. template <typename Handler> void serialize(Handler &h, const int version)
  214. {
  215. h & static_cast<CGObjectInstance&>(*this);
  216. h & players;
  217. }
  218. };
  219. class DLL_LINKAGE CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet
  220. {
  221. public:
  222. BattleInfo *battle; //set to the current battle, if engaged
  223. void randomizeArmy(int type);
  224. virtual void updateMoraleBonusFromArmy();
  225. void armyChanged() override;
  226. //////////////////////////////////////////////////////////////////////////
  227. // int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface ???
  228. virtual CBonusSystemNode *whereShouldBeAttached(CGameState *gs);
  229. virtual CBonusSystemNode *whatShouldBeAttached();
  230. //////////////////////////////////////////////////////////////////////////
  231. CArmedInstance();
  232. template <typename Handler> void serialize(Handler &h, const int version)
  233. {
  234. h & static_cast<CGObjectInstance&>(*this);
  235. h & static_cast<CBonusSystemNode&>(*this);
  236. h & static_cast<CCreatureSet&>(*this);
  237. }
  238. };
  239. class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
  240. {
  241. public:
  242. enum ECanDig
  243. {
  244. CAN_DIG, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED
  245. };
  246. //////////////////////////////////////////////////////////////////////////
  247. ui8 moveDir; //format: 123
  248. // 8 4
  249. // 765
  250. mutable ui8 isStanding, tacticFormationEnabled;
  251. //////////////////////////////////////////////////////////////////////////
  252. ConstTransitivePtr<CHero> type;
  253. TExpType exp; //experience points
  254. ui32 level; //current level of hero
  255. std::string name; //may be custom
  256. std::string biography; //if custom
  257. si32 portrait; //may be custom
  258. si32 mana; // remaining spell points
  259. std::vector<std::pair<SecondarySkill,ui8> > secSkills; //first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert); if hero has ability (-1, -1) it meansthat it should have default secondary abilities
  260. ui32 movement; //remaining movement points
  261. ui8 sex;
  262. bool inTownGarrison; // if hero is in town garrison
  263. ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
  264. ConstTransitivePtr<CCommanderInstance> commander;
  265. const CGBoat *boat; //set to CGBoat when sailing
  266. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  267. //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
  268. std::set<SpellID> spells; //known spells (spell IDs)
  269. struct DLL_LINKAGE Patrol
  270. {
  271. Patrol(){patrolling=false;patrolRadious=-1;};
  272. bool patrolling;
  273. ui32 patrolRadious;
  274. template <typename Handler> void serialize(Handler &h, const int version)
  275. {
  276. h & patrolling & patrolRadious;
  277. }
  278. } patrol;
  279. struct DLL_LINKAGE HeroSpecial : CBonusSystemNode
  280. {
  281. bool growsWithLevel;
  282. HeroSpecial(){growsWithLevel = false;};
  283. template <typename Handler> void serialize(Handler &h, const int version)
  284. {
  285. h & static_cast<CBonusSystemNode&>(*this);
  286. h & growsWithLevel;
  287. }
  288. };
  289. std::vector<HeroSpecial*> specialty;
  290. //BonusList bonuses;
  291. //////////////////////////////////////////////////////////////////////////
  292. template <typename Handler> void serialize(Handler &h, const int version)
  293. {
  294. h & static_cast<CArmedInstance&>(*this);
  295. h & static_cast<CArtifactSet&>(*this);
  296. h & exp & level & name & biography & portrait & mana & secSkills & movement
  297. & sex & inTownGarrison & spells & patrol & moveDir;
  298. h & visitedTown & boat;
  299. h & type & specialty & commander;
  300. BONUS_TREE_DESERIALIZATION_FIX
  301. //visitied town pointer will be restored by map serialization method
  302. }
  303. //////////////////////////////////////////////////////////////////////////
  304. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  305. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  306. //////////////////////////////////////////////////////////////////////////
  307. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  308. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  309. //////////////////////////////////////////////////////////////////////////
  310. bool hasSpellbook() const;
  311. EAlignment::EAlignment getAlignment() const;
  312. const std::string &getBiography() const;
  313. bool needsLastStack()const;
  314. 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
  315. ui32 getLowestCreatureSpeed() const;
  316. int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  317. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  318. bool canWalkOnSea() const;
  319. int getCurrentLuck(int stack=-1, bool town=false) const;
  320. int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
  321. ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
  322. void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
  323. bool canLearnSkill() const; ///true if hero has free secondary skill slot
  324. int maxMovePoints(bool onLand) const;
  325. int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false) const;
  326. //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
  327. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  328. double getHeroStrength() const;
  329. ui64 getTotalStrength() const;
  330. TExpType calculateXp(TExpType exp) const; //apply learning skill
  331. ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) 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,
  332. 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
  333. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  334. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
  335. ECanDig diggingStatus() const; //0 - can dig; 1 - lack of movement; 2 -
  336. std::vector<SecondarySkill> levelUpProposedSkills() const;
  337. bool gainsLevel() const; //true if hero has lower level than should upon his experience
  338. //////////////////////////////////////////////////////////////////////////
  339. void initHero();
  340. void initHero(HeroTypeID SUBID);
  341. void putArtifact(ArtifactPosition pos, CArtifactInstance *art);
  342. void putInBackpack(CArtifactInstance *art);
  343. void initExp();
  344. void initArmy(IArmyDescriptor *dst = nullptr);
  345. //void giveArtifact (ui32 aid);
  346. void initHeroDefInfo();
  347. void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
  348. void Updatespecialty();
  349. void updateSkill(SecondarySkill which, int val);
  350. CGHeroInstance();
  351. virtual ~CGHeroInstance();
  352. //////////////////////////////////////////////////////////////////////////
  353. //
  354. ArtBearer::ArtBearer bearerType() const override;
  355. //////////////////////////////////////////////////////////////////////////
  356. CBonusSystemNode *whereShouldBeAttached(CGameState *gs) override;
  357. std::string nodeName() const override;
  358. void deserializationFix();
  359. void initObj() override;
  360. void onHeroVisit(const CGHeroInstance * h) const override;
  361. const std::string & getHoverText() const override;
  362. protected:
  363. void setPropertyDer(ui8 what, ui32 val) override;//synchr
  364. };
  365. class DLL_LINKAGE CSpecObjInfo
  366. {
  367. public:
  368. virtual ~CSpecObjInfo(){};
  369. PlayerColor player; //owner
  370. };
  371. class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo
  372. {
  373. public:
  374. bool asCastle;
  375. ui32 identifier;
  376. ui8 castles[2]; //allowed castles
  377. };
  378. class DLL_LINKAGE CCreGenLeveledInfo : public virtual CSpecObjInfo
  379. {
  380. public:
  381. ui8 minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
  382. };
  383. class DLL_LINKAGE CCreGenLeveledCastleInfo : public CCreGenAsCastleInfo, public CCreGenLeveledInfo
  384. {
  385. };
  386. class DLL_LINKAGE CGDwelling : public CArmedInstance
  387. {
  388. public:
  389. typedef std::vector<std::pair<ui32, std::vector<CreatureID> > > TCreaturesSet;
  390. CSpecObjInfo * info; //h3m info about dewlling
  391. TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
  392. template <typename Handler> void serialize(Handler &h, const int version)
  393. {
  394. h & static_cast<CArmedInstance&>(*this) & creatures;
  395. }
  396. void initObj() override;
  397. void onHeroVisit(const CGHeroInstance * h) const override;
  398. void newTurn() const override;
  399. void setProperty(ui8 what, ui32 val) override;
  400. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  401. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  402. private:
  403. void heroAcceptsCreatures(const CGHeroInstance *h) const;
  404. };
  405. class DLL_LINKAGE CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  406. {
  407. public:
  408. std::set<ObjectInstanceID> visitors; //ids of heroes who have visited this obj
  409. TResources treePrice; //used only by trees of knowledge: empty, 2000 gold, 10 gems
  410. const std::string & getHoverText() const override;
  411. void onHeroVisit(const CGHeroInstance * h) const override;
  412. void initObj() override;
  413. bool wasVisited (const CGHeroInstance * h) const override;
  414. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  415. template <typename Handler> void serialize(Handler &h, const int version)
  416. {
  417. h & static_cast<CGObjectInstance&>(*this);
  418. h & visitors & treePrice;
  419. }
  420. protected:
  421. void setPropertyDer(ui8 what, ui32 val) override;//synchr
  422. private:
  423. void onNAHeroVisit(const CGHeroInstance * h, bool alreadyVisited) const;
  424. ///dialog callbacks
  425. void treeSelected(const CGHeroInstance * h, ui32 result) const;
  426. void schoolSelected(const CGHeroInstance * h, ui32 which) const;
  427. void arenaSelected(const CGHeroInstance * h, int primSkill) const;
  428. };
  429. class DLL_LINKAGE CGTownBuilding : public IObjectInterface
  430. {
  431. ///basic class for town structures handled as map objects
  432. public:
  433. BuildingID ID; //from buildig list
  434. si32 id; //identifies its index on towns vector
  435. CGTownInstance *town;
  436. template <typename Handler> void serialize(Handler &h, const int version)
  437. {
  438. h & ID & id;
  439. }
  440. };
  441. class DLL_LINKAGE COPWBonus : public CGTownBuilding
  442. {///used for OPW bonusing structures
  443. public:
  444. std::set<si32> visitors;
  445. void setProperty(ui8 what, ui32 val) override;
  446. void onHeroVisit (const CGHeroInstance * h) const override;
  447. COPWBonus (BuildingID index, CGTownInstance *TOWN);
  448. COPWBonus (){ID = BuildingID::NONE; town = nullptr;};
  449. template <typename Handler> void serialize(Handler &h, const int version)
  450. {
  451. h & static_cast<CGTownBuilding&>(*this);
  452. h & visitors;
  453. }
  454. };
  455. class DLL_LINKAGE CTownBonus : public CGTownBuilding
  456. {
  457. ///used for one-time bonusing structures
  458. ///feel free to merge inheritance tree
  459. public:
  460. std::set<ObjectInstanceID> visitors;
  461. void setProperty(ui8 what, ui32 val) override;
  462. void onHeroVisit (const CGHeroInstance * h) const override;
  463. CTownBonus (BuildingID index, CGTownInstance *TOWN);
  464. CTownBonus (){ID = BuildingID::NONE; town = nullptr;};
  465. template <typename Handler> void serialize(Handler &h, const int version)
  466. {
  467. h & static_cast<CGTownBuilding&>(*this);
  468. h & visitors;
  469. }
  470. };
  471. class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode
  472. {
  473. public:
  474. CTownAndVisitingHero();
  475. };
  476. struct DLL_LINKAGE GrowthInfo
  477. {
  478. struct Entry
  479. {
  480. int count;
  481. std::string description;
  482. Entry(const std::string &format, int _count);
  483. Entry(int subID, BuildingID building, int _count);
  484. };
  485. std::vector<Entry> entries;
  486. int totalGrowth() const;
  487. };
  488. class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket
  489. {
  490. public:
  491. enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
  492. CTownAndVisitingHero townAndVis;
  493. const CTown * town;
  494. std::string name; // name of town
  495. si32 builded; //how many buildings has been built this turn
  496. si32 destroyed; //how many buildings has been destroyed this turn
  497. ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
  498. ui32 identifier; //special identifier from h3m (only > RoE maps)
  499. si32 alignment;
  500. std::set<BuildingID> forbiddenBuildings, builtBuildings;
  501. std::vector<CGTownBuilding*> bonusingBuildings;
  502. std::vector<SpellID> possibleSpells, obligatorySpells;
  503. std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
  504. std::list<CCastleEvent> events;
  505. std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
  506. //////////////////////////////////////////////////////////////////////////
  507. static std::vector<const CArtifact *> merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought)
  508. static std::vector<int> universitySkills;//skills for university of magic
  509. template <typename Handler> void serialize(Handler &h, const int version)
  510. {
  511. h & static_cast<CGDwelling&>(*this);
  512. h & name & builded & destroyed & identifier;
  513. h & garrisonHero & visitingHero;
  514. h & alignment & forbiddenBuildings & builtBuildings & bonusValue
  515. & possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
  516. for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
  517. (*i)->town = this;
  518. h & town & townAndVis;
  519. BONUS_TREE_DESERIALIZATION_FIX
  520. }
  521. //////////////////////////////////////////////////////////////////////////
  522. CBonusSystemNode *whatShouldBeAttached() override;
  523. std::string nodeName() const override;
  524. void updateMoraleBonusFromArmy() override;
  525. void deserializationFix();
  526. void recreateBuildingsBonuses();
  527. bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr &prop, int subtype = -1); //returns true if building is built and bonus has been added
  528. bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype = -1); //convienence version of above
  529. void setVisitingHero(CGHeroInstance *h);
  530. void setGarrisonedHero(CGHeroInstance *h);
  531. const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
  532. //////////////////////////////////////////////////////////////////////////
  533. 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
  534. int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
  535. int getSightRadious() const override; //returns sight distance
  536. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  537. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  538. int getMarketEfficiency() const override; //=market count
  539. bool allowsTrade(EMarketMode::EMarketMode mode) const;
  540. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  541. //////////////////////////////////////////////////////////////////////////
  542. bool needsLastStack() const;
  543. CGTownInstance::EFortLevel fortLevel() const;
  544. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  545. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  546. int creatureDwellingLevel(int dwelling) const;
  547. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  548. int creatureGrowth(const int & level) const;
  549. GrowthInfo getGrowthInfo(int level) const;
  550. bool hasFort() const;
  551. bool hasCapitol() const;
  552. //checks if building is constructed and town has same subID
  553. bool hasBuilt(BuildingID buildingID) const;
  554. bool hasBuilt(BuildingID buildingID, int townID) const;
  555. int dailyIncome() const; //calculates daily income of this town
  556. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  557. bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
  558. int getTownLevel() const;
  559. void removeCapitols (PlayerColor owner) const;
  560. void addHeroToStructureVisitors(const CGHeroInstance *h, si32 structureInstanceID) const; //hero must be visiting or garrisoned in town
  561. CGTownInstance();
  562. virtual ~CGTownInstance();
  563. ///IObjectInterface overrides
  564. void newTurn() const override;
  565. void onHeroVisit(const CGHeroInstance * h) const override;
  566. void onHeroLeave(const CGHeroInstance * h) const override;
  567. void initObj() override;
  568. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  569. protected:
  570. void setPropertyDer(ui8 what, ui32 val) override;
  571. };
  572. class DLL_LINKAGE CGPandoraBox : public CArmedInstance
  573. {
  574. public:
  575. std::string message;
  576. bool hasGuardians; //helper - after battle even though we have no stacks, allows us to know that there was battle
  577. //gained things:
  578. ui32 gainedExp;
  579. si32 manaDiff; //amount of gained / lost mana
  580. si32 moraleDiff; //morale modifier
  581. si32 luckDiff; //luck modifier
  582. TResources resources;//gained / lost resources
  583. std::vector<si32> primskills;//gained / lost prim skills
  584. std::vector<SecondarySkill> abilities; //gained abilities
  585. std::vector<si32> abilityLevels; //levels of gained abilities
  586. std::vector<ArtifactID> artifacts; //gained artifacts
  587. std::vector<SpellID> spells; //gained spells
  588. CCreatureSet creatures; //gained creatures
  589. void initObj() override;
  590. void onHeroVisit(const CGHeroInstance * h) const override;
  591. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  592. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  593. void heroLevelUpDone(const CGHeroInstance *hero) const override;
  594. template <typename Handler> void serialize(Handler &h, const int version)
  595. {
  596. h & static_cast<CArmedInstance&>(*this);
  597. h & message & hasGuardians & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  598. & abilities & abilityLevels & artifacts & spells & creatures;
  599. }
  600. protected:
  601. void giveContentsUpToExp(const CGHeroInstance *h) const;
  602. void giveContentsAfterExp(const CGHeroInstance *h) const;
  603. private:
  604. void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
  605. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  606. };
  607. class DLL_LINKAGE CGEvent : public CGPandoraBox //event objects
  608. {
  609. public:
  610. bool removeAfterVisit; //true if event is removed after occurring
  611. ui8 availableFor; //players whom this event is available for
  612. bool computerActivate; //true if computer player can activate this event
  613. bool humanActivate; //true if human player can activate this event
  614. template <typename Handler> void serialize(Handler &h, const int version)
  615. {
  616. h & static_cast<CGPandoraBox &>(*this);
  617. h & removeAfterVisit & availableFor & computerActivate & humanActivate;
  618. }
  619. void onHeroVisit(const CGHeroInstance * h) const override;
  620. private:
  621. void activated(const CGHeroInstance * h) const;
  622. };
  623. class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map
  624. {
  625. enum Action {
  626. FIGHT = -2, FLEE = -1, JOIN_FOR_FREE = 0 //values > 0 mean gold price
  627. };
  628. public:
  629. ui32 identifier; //unique code for this monster (used in missions)
  630. 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)
  631. std::string message; //message printed for attacking hero
  632. TResources resources; // resources given to hero that has won with monsters
  633. ArtifactID gainedArtifact; //ID of artifact gained to hero, -1 if none
  634. bool neverFlees; //if true, the troops will never flee
  635. bool notGrowingTeam; //if true, number of units won't grow
  636. ui64 temppower; //used to handle fractional stack growth for tiny stacks
  637. bool refusedJoining;
  638. void onHeroVisit(const CGHeroInstance * h) const override;
  639. const std::string & getHoverText() const override;
  640. void initObj() override;
  641. void newTurn() const override;
  642. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  643. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  644. struct DLL_LINKAGE formationInfo // info about merging stacks after battle back into one
  645. {
  646. si32 basicType;
  647. ui32 randomFormation; //random seed used to determine number of stacks and is there's upgraded stack
  648. template <typename Handler> void serialize(Handler &h, const int version)
  649. {
  650. h & basicType & randomFormation;
  651. }
  652. } formation;
  653. template <typename Handler> void serialize(Handler &h, const int version)
  654. {
  655. h & static_cast<CArmedInstance&>(*this);
  656. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower;
  657. h & refusedJoining & formation;
  658. }
  659. protected:
  660. void setPropertyDer(ui8 what, ui32 val) override;
  661. private:
  662. void fight(const CGHeroInstance *h) const;
  663. void flee( const CGHeroInstance * h ) const;
  664. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  665. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  666. 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)
  667. };
  668. class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
  669. {
  670. public:
  671. std::string message;
  672. void onHeroVisit(const CGHeroInstance * h) const override;
  673. void initObj() override;
  674. template <typename Handler> void serialize(Handler &h, const int version)
  675. {
  676. h & static_cast<CGObjectInstance&>(*this);
  677. h & message;
  678. }
  679. };
  680. class DLL_LINKAGE IQuestObject
  681. {
  682. public:
  683. CQuest * quest;
  684. IQuestObject(){quest = new CQuest;};
  685. virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
  686. virtual bool checkQuest (const CGHeroInstance * h) const;
  687. template <typename Handler> void serialize(Handler &h, const int version)
  688. {
  689. h & quest;
  690. }
  691. };
  692. class DLL_LINKAGE CGSeerHut : public CArmedInstance, public IQuestObject //army is used when giving reward
  693. {
  694. public:
  695. enum ERewardType {NOTHING, EXPERIENCE, MANA_POINTS, MORALE_BONUS, LUCK_BONUS, RESOURCES, PRIMARY_SKILL, SECONDARY_SKILL, ARTIFACT, SPELL, CREATURE};
  696. ERewardType rewardType;
  697. si32 rID; //reward ID
  698. si32 rVal; //reward value
  699. std::string seerName;
  700. CGSeerHut() : IQuestObject(){};
  701. void initObj() override;
  702. const std::string & getHoverText() const override;
  703. void newTurn() const override;
  704. void onHeroVisit(const CGHeroInstance * h) const override;
  705. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  706. virtual void init();
  707. int checkDirection() const; //calculates the region of map where monster is placed
  708. void setObjToKill(); //remember creatures / heroes to kill after they are initialized
  709. const CGHeroInstance *getHeroToKill(bool allowNull = false) const;
  710. const CGCreature *getCreatureToKill(bool allowNull = false) const;
  711. void getRolloverText (MetaString &text, bool onHover) const;
  712. void getCompletionText(MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = nullptr) const;
  713. void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
  714. virtual void completeQuest (const CGHeroInstance * h) const;
  715. template <typename Handler> void serialize(Handler &h, const int version)
  716. {
  717. h & static_cast<CArmedInstance&>(*this) & static_cast<IQuestObject&>(*this);
  718. h & rewardType & rID & rVal & seerName;
  719. }
  720. protected:
  721. void setPropertyDer(ui8 what, ui32 val) override;
  722. };
  723. class DLL_LINKAGE CGQuestGuard : public CGSeerHut
  724. {
  725. public:
  726. CGQuestGuard() : CGSeerHut(){};
  727. void init() override;
  728. void completeQuest (const CGHeroInstance * h) const override;
  729. template <typename Handler> void serialize(Handler &h, const int version)
  730. {
  731. h & static_cast<CGSeerHut&>(*this);
  732. }
  733. };
  734. class DLL_LINKAGE CGWitchHut : public CPlayersVisited
  735. {
  736. public:
  737. std::vector<si32> allowedAbilities;
  738. ui32 ability;
  739. const std::string & getHoverText() const override;
  740. void onHeroVisit(const CGHeroInstance * h) const override;
  741. void initObj() override;
  742. template <typename Handler> void serialize(Handler &h, const int version)
  743. {
  744. h & static_cast<CPlayersVisited&>(*this);
  745. h & allowedAbilities & ability;
  746. }
  747. };
  748. class DLL_LINKAGE CGScholar : public CGObjectInstance
  749. {
  750. public:
  751. enum EBonusType {PRIM_SKILL, SECONDARY_SKILL, SPELL, RANDOM = 255};
  752. EBonusType bonusType;
  753. ui16 bonusID; //ID of skill/spell
  754. // void giveAnyBonus(const CGHeroInstance * h) const; //TODO: remove
  755. void onHeroVisit(const CGHeroInstance * h) const override;
  756. void initObj() override;
  757. template <typename Handler> void serialize(Handler &h, const int version)
  758. {
  759. h & static_cast<CGObjectInstance&>(*this);
  760. h & bonusType & bonusID;
  761. }
  762. };
  763. class DLL_LINKAGE CGGarrison : public CArmedInstance
  764. {
  765. public:
  766. bool removableUnits;
  767. ui8 getPassableness() const;
  768. void onHeroVisit(const CGHeroInstance * h) const override;
  769. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  770. template <typename Handler> void serialize(Handler &h, const int version)
  771. {
  772. h & static_cast<CArmedInstance&>(*this);
  773. h & removableUnits;
  774. }
  775. };
  776. class DLL_LINKAGE CGArtifact : public CArmedInstance
  777. {
  778. public:
  779. CArtifactInstance *storedArtifact;
  780. std::string message;
  781. void onHeroVisit(const CGHeroInstance * h) const override;
  782. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  783. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  784. void pick( const CGHeroInstance * h ) const;
  785. void initObj() override;
  786. template <typename Handler> void serialize(Handler &h, const int version)
  787. {
  788. h & static_cast<CArmedInstance&>(*this);
  789. h & message & storedArtifact;
  790. }
  791. };
  792. class DLL_LINKAGE CGResource : public CArmedInstance
  793. {
  794. public:
  795. ui32 amount; //0 if random
  796. std::string message;
  797. void onHeroVisit(const CGHeroInstance * h) const override;
  798. void initObj() override;
  799. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  800. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  801. void collectRes(PlayerColor player) const;
  802. template <typename Handler> void serialize(Handler &h, const int version)
  803. {
  804. h & static_cast<CArmedInstance&>(*this);
  805. h & amount & message;
  806. }
  807. };
  808. class DLL_LINKAGE CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
  809. {
  810. public:
  811. ui32 type, val1, val2;
  812. void onHeroVisit(const CGHeroInstance * h) const override;
  813. void initObj() override;
  814. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  815. template <typename Handler> void serialize(Handler &h, const int version)
  816. {
  817. h & static_cast<CGObjectInstance&>(*this);
  818. h & type & val1 & val2;
  819. }
  820. };
  821. class DLL_LINKAGE CGShrine : public CPlayersVisited
  822. {
  823. public:
  824. SpellID spell; //id of spell or NONE if random
  825. void onHeroVisit(const CGHeroInstance * h) const override;
  826. void initObj() override;
  827. const std::string & getHoverText() const override;
  828. template <typename Handler> void serialize(Handler &h, const int version)
  829. {
  830. h & static_cast<CPlayersVisited&>(*this);;
  831. h & spell;
  832. }
  833. };
  834. class DLL_LINKAGE CGMine : public CArmedInstance
  835. {
  836. public:
  837. Res::ERes producedResource;
  838. ui32 producedQuantity;
  839. void onHeroVisit(const CGHeroInstance * h) const override;
  840. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  841. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  842. void flagMine(PlayerColor player) const;
  843. void newTurn() const override;
  844. void initObj() override;
  845. template <typename Handler> void serialize(Handler &h, const int version)
  846. {
  847. h & static_cast<CArmedInstance&>(*this);
  848. h & producedResource & producedQuantity;
  849. }
  850. ui32 defaultResProduction();
  851. };
  852. class DLL_LINKAGE CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  853. {
  854. public:
  855. ui8 visited; //true if object has been visited this week
  856. bool wasVisited(PlayerColor player) const;
  857. void onHeroVisit(const CGHeroInstance * h) const override;
  858. void newTurn() const override;
  859. template <typename Handler> void serialize(Handler &h, const int version)
  860. {
  861. h & static_cast<CGObjectInstance&>(*this);
  862. h & visited;
  863. }
  864. protected:
  865. void setPropertyDer(ui8 what, ui32 val) override;
  866. };
  867. class DLL_LINKAGE CGTeleport : public CGObjectInstance //teleports and subterranean gates
  868. {
  869. public:
  870. static std::map<Obj, std::map<int, std::vector<ObjectInstanceID> > > objs; //teleports: map[ID][subID] => vector of ids
  871. static std::vector<std::pair<ObjectInstanceID, ObjectInstanceID> > gates; //subterranean gates: pairs of ids
  872. void onHeroVisit(const CGHeroInstance * h) const override;
  873. void initObj() override;
  874. static void postInit();
  875. static ObjectInstanceID getMatchingGate(ObjectInstanceID id); //receives id of one subterranean gate and returns id of the paired one, -1 if none
  876. template <typename Handler> void serialize(Handler &h, const int version)
  877. {
  878. h & static_cast<CGObjectInstance&>(*this);
  879. }
  880. };
  881. class DLL_LINKAGE CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  882. {
  883. public:
  884. bool wasVisited (const CGHeroInstance * h) const;
  885. void onHeroVisit(const CGHeroInstance * h) const override;
  886. const std::string & getHoverText() const override;
  887. void initObj() override;
  888. template <typename Handler> void serialize(Handler &h, const int version)
  889. {
  890. h & static_cast<CGObjectInstance&>(*this);
  891. }
  892. };
  893. class DLL_LINKAGE CGMagicSpring : public CGVisitableOPW
  894. {///unfortunately, this one is quite different than others
  895. public:
  896. void onHeroVisit(const CGHeroInstance * h) const override;
  897. const std::string & getHoverText() const override;
  898. template <typename Handler> void serialize(Handler &h, const int version)
  899. {
  900. h & static_cast<CGObjectInstance&>(*this);
  901. h & visited;
  902. }
  903. };
  904. class DLL_LINKAGE CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  905. {
  906. public:
  907. void onHeroVisit(const CGHeroInstance * h) const override;
  908. const std::string & getHoverText() const override;
  909. template <typename Handler> void serialize(Handler &h, const int version)
  910. {
  911. h & static_cast<CGObjectInstance&>(*this);
  912. }
  913. };
  914. class DLL_LINKAGE CGSirens : public CGObjectInstance
  915. {
  916. public:
  917. void onHeroVisit(const CGHeroInstance * h) const override;
  918. const std::string & getHoverText() const override;
  919. void initObj() override;
  920. template <typename Handler> void serialize(Handler &h, const int version)
  921. {
  922. h & static_cast<CGObjectInstance&>(*this);
  923. }
  924. };
  925. class DLL_LINKAGE CGObservatory : public CGObjectInstance //Redwood observatory
  926. {
  927. public:
  928. void onHeroVisit(const CGHeroInstance * h) const override;
  929. template <typename Handler> void serialize(Handler &h, const int version)
  930. {
  931. h & static_cast<CGObjectInstance&>(*this);
  932. }
  933. };
  934. class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards
  935. {
  936. public:
  937. static std::map <PlayerColor, std::set <ui8> > playerKeyMap; //[players][keysowned]
  938. //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
  939. const std::string getName() const; //depending on color
  940. bool wasMyColorVisited (PlayerColor player) const;
  941. const std::string & getHoverText() const override;
  942. template <typename Handler> void serialize(Handler &h, const int version)
  943. {
  944. h & static_cast<CGObjectInstance&>(*this);
  945. }
  946. protected:
  947. void setPropertyDer(ui8 what, ui32 val) override;
  948. };
  949. class DLL_LINKAGE CGKeymasterTent : public CGKeys
  950. {
  951. public:
  952. bool wasVisited (PlayerColor player) const;
  953. void onHeroVisit(const CGHeroInstance * h) const override;
  954. template <typename Handler> void serialize(Handler &h, const int version)
  955. {
  956. h & static_cast<CGObjectInstance&>(*this);
  957. }
  958. };
  959. class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject
  960. {
  961. public:
  962. CGBorderGuard() : IQuestObject(){};
  963. void initObj() override;
  964. void onHeroVisit(const CGHeroInstance * h) const override;
  965. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  966. void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
  967. void getRolloverText (MetaString &text, bool onHover) const;
  968. bool checkQuest (const CGHeroInstance * h) const;
  969. template <typename Handler> void serialize(Handler &h, const int version)
  970. {
  971. h & static_cast<IQuestObject&>(*this);
  972. h & static_cast<CGObjectInstance&>(*this);
  973. h & blockVisit;
  974. }
  975. };
  976. class DLL_LINKAGE CGBorderGate : public CGBorderGuard
  977. {
  978. public:
  979. CGBorderGate() : CGBorderGuard(){};
  980. void onHeroVisit(const CGHeroInstance * h) const override;
  981. ui8 getPassableness() const override;
  982. template <typename Handler> void serialize(Handler &h, const int version)
  983. {
  984. h & static_cast<CGBorderGuard&>(*this); //need to serialize or object will be empty
  985. }
  986. };
  987. class DLL_LINKAGE CGBoat : public CGObjectInstance
  988. {
  989. public:
  990. ui8 direction;
  991. const CGHeroInstance *hero; //hero on board
  992. void initObj() override;
  993. CGBoat()
  994. {
  995. hero = nullptr;
  996. direction = 4;
  997. }
  998. template <typename Handler> void serialize(Handler &h, const int version)
  999. {
  1000. h & static_cast<CGObjectInstance&>(*this) & direction & hero;
  1001. }
  1002. };
  1003. class DLL_LINKAGE CGOnceVisitable : public CPlayersVisited
  1004. ///wagon, corpse, lean to, warriors tomb
  1005. {
  1006. public:
  1007. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  1008. ui32 bonusType, //id of res or artifact
  1009. bonusVal; //resource amount (or not used)
  1010. void onHeroVisit(const CGHeroInstance * h) const override;
  1011. const std::string & getHoverText() const override;
  1012. void initObj() override;
  1013. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  1014. template <typename Handler> void serialize(Handler &h, const int version)
  1015. {
  1016. h & static_cast<CPlayersVisited&>(*this);;
  1017. h & artOrRes & bonusType & bonusVal;
  1018. }
  1019. };
  1020. class DLL_LINKAGE CBank : public CArmedInstance
  1021. {
  1022. public:
  1023. int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
  1024. BankConfig *bc;
  1025. double multiplier; //for improved banks script
  1026. std::vector<ui32> artifacts; //fixed and deterministic
  1027. ui32 daycounter;
  1028. void initObj() override;
  1029. const std::string & getHoverText() const override;
  1030. void initialize() const;
  1031. void reset(ui16 var1);
  1032. void newTurn() const override;
  1033. bool wasVisited (PlayerColor player) const override;
  1034. void onHeroVisit(const CGHeroInstance * h) const override;
  1035. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  1036. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  1037. template <typename Handler> void serialize(Handler &h, const int version)
  1038. {
  1039. h & static_cast<CArmedInstance&>(*this);
  1040. h & index & multiplier & artifacts & daycounter & bc;
  1041. }
  1042. protected:
  1043. void setPropertyDer(ui8 what, ui32 val) override;
  1044. };
  1045. class DLL_LINKAGE CGPyramid : public CBank
  1046. {
  1047. public:
  1048. ui16 spell;
  1049. void initObj() override;
  1050. const std::string & getHoverText() const override;
  1051. void newTurn() const override {}; //empty, no reset
  1052. void onHeroVisit(const CGHeroInstance * h) const override;
  1053. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  1054. template <typename Handler> void serialize(Handler &h, const int version)
  1055. {
  1056. h & static_cast<CBank&>(*this);
  1057. h & spell;
  1058. }
  1059. };
  1060. class CGShipyard : public CGObjectInstance, public IShipyard
  1061. {
  1062. public:
  1063. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  1064. CGShipyard();
  1065. void onHeroVisit(const CGHeroInstance * h) const override;
  1066. };
  1067. class DLL_LINKAGE CGMagi : public CGObjectInstance
  1068. {
  1069. public:
  1070. static std::map <si32, std::vector<ObjectInstanceID> > eyelist; //[subID][id], supports multiple sets as in H5
  1071. void initObj() override;
  1072. void onHeroVisit(const CGHeroInstance * h) const override;
  1073. template <typename Handler> void serialize(Handler &h, const int version)
  1074. {
  1075. h & static_cast<CGObjectInstance&>(*this);
  1076. }
  1077. };
  1078. class DLL_LINKAGE CCartographer : public CPlayersVisited
  1079. {
  1080. ///behaviour varies depending on surface and floor
  1081. public:
  1082. void onHeroVisit(const CGHeroInstance * h) const override;
  1083. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  1084. template <typename Handler> void serialize(Handler &h, const int version)
  1085. {
  1086. h & static_cast<CPlayersVisited&>(*this);
  1087. }
  1088. };
  1089. class DLL_LINKAGE CGDenOfthieves : public CGObjectInstance
  1090. {
  1091. void onHeroVisit(const CGHeroInstance * h) const override;
  1092. };
  1093. class DLL_LINKAGE CGObelisk : public CPlayersVisited
  1094. {
  1095. public:
  1096. static ui8 obeliskCount; //how many obelisks are on map
  1097. static std::map<TeamID, ui8> visited; //map: team_id => how many obelisks has been visited
  1098. void onHeroVisit(const CGHeroInstance * h) const override;
  1099. void initObj() override;
  1100. const std::string & getHoverText() const override;
  1101. template <typename Handler> void serialize(Handler &h, const int version)
  1102. {
  1103. h & static_cast<CPlayersVisited&>(*this);
  1104. }
  1105. protected:
  1106. void setPropertyDer(ui8 what, ui32 val) override;
  1107. };
  1108. class DLL_LINKAGE CGLighthouse : public CGObjectInstance
  1109. {
  1110. public:
  1111. void onHeroVisit(const CGHeroInstance * h) const override;
  1112. void initObj() override;
  1113. const std::string & getHoverText() const override;
  1114. template <typename Handler> void serialize(Handler &h, const int version)
  1115. {
  1116. h & static_cast<CGObjectInstance&>(*this);
  1117. }
  1118. void giveBonusTo( PlayerColor player ) const;
  1119. };
  1120. class DLL_LINKAGE CGMarket : public CGObjectInstance, public IMarket
  1121. {
  1122. public:
  1123. CGMarket();
  1124. ///IObjectIntercae
  1125. void onHeroVisit(const CGHeroInstance * h) const override; //open trading window
  1126. ///IMarket
  1127. int getMarketEfficiency() const override;
  1128. bool allowsTrade(EMarketMode::EMarketMode mode) const override;
  1129. int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const override; //-1 if unlimited
  1130. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
  1131. template <typename Handler> void serialize(Handler &h, const int version)
  1132. {
  1133. h & static_cast<CGObjectInstance&>(*this);
  1134. }
  1135. };
  1136. class DLL_LINKAGE CGBlackMarket : public CGMarket
  1137. {
  1138. public:
  1139. std::vector<const CArtifact *> artifacts; //available artifacts
  1140. void newTurn() const override; //reset artifacts for black market every month
  1141. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
  1142. template <typename Handler> void serialize(Handler &h, const int version)
  1143. {
  1144. h & static_cast<CGMarket&>(*this);
  1145. h & artifacts;
  1146. }
  1147. };
  1148. class DLL_LINKAGE CGUniversity : public CGMarket
  1149. {
  1150. public:
  1151. std::vector<int> skills; //available skills
  1152. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  1153. void initObj() override;//set skills for trade
  1154. void onHeroVisit(const CGHeroInstance * h) const override; //open window
  1155. template <typename Handler> void serialize(Handler &h, const int version)
  1156. {
  1157. h & static_cast<CGMarket&>(*this);
  1158. h & skills;
  1159. }
  1160. };
  1161. struct BankConfig
  1162. {
  1163. BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
  1164. ui8 level; //1 - 4, how hard the battle will be
  1165. ui8 chance; //chance for this level being chosen
  1166. ui8 upgradeChance; //chance for creatures to be in upgraded versions
  1167. std::vector< std::pair <CreatureID, ui32> > guards; //creature ID, amount
  1168. ui32 combatValue; //how hard are guards of this level
  1169. Res::ResourceSet resources; //resources given in case of victory
  1170. std::vector< std::pair <CreatureID, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
  1171. std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
  1172. ui32 value; //overall value of given things
  1173. ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
  1174. ui16 easiest; //?!?
  1175. template <typename Handler> void serialize(Handler &h, const int version)
  1176. {
  1177. h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
  1178. }
  1179. };
  1180. class DLL_LINKAGE CObjectHandler
  1181. {
  1182. public:
  1183. std::map<si32, CreatureID> cregens; //type 17. dwelling subid -> creature ID
  1184. std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
  1185. std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
  1186. std::vector<ui32> resVals; //default values of resources in gold
  1187. CObjectHandler();
  1188. ~CObjectHandler();
  1189. int bankObjToIndex (const CGObjectInstance * obj);
  1190. template <typename Handler> void serialize(Handler &h, const int version)
  1191. {
  1192. h & cregens & banksInfo & creBanksNames & resVals;
  1193. }
  1194. };