CObjectHandler.h 26 KB

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  1. #ifndef __COBJECTHANDLER_H__
  2. #define __COBJECTHANDLER_H__
  3. #include "../global.h"
  4. #include <string>
  5. #include <vector>
  6. #include <set>
  7. #include <map>
  8. #include <list>
  9. #include "CCreatureHandler.h"
  10. #include "../lib/HeroBonus.h"
  11. #ifndef _MSC_VER
  12. #include "CHeroHandler.h"
  13. #include "CTownHandler.h"
  14. #include "../lib/VCMI_Lib.h"
  15. #endif
  16. /*
  17. * CObjectHandler.h, part of VCMI engine
  18. *
  19. * Authors: listed in file AUTHORS in main folder
  20. *
  21. * License: GNU General Public License v2.0 or later
  22. * Full text of license available in license.txt file, in main folder
  23. *
  24. */
  25. using boost::logic::tribool;
  26. class IGameCallback;
  27. struct BattleResult;
  28. class CCPPObjectScript;
  29. class CGObjectInstance;
  30. class CScript;
  31. class CObjectScript;
  32. class CGHeroInstance;
  33. class CTown;
  34. class CHero;
  35. class CBuilding;
  36. class CSpell;
  37. class CGTownInstance;
  38. class CArtifact;
  39. class CGDefInfo;
  40. class CSpecObjInfo;
  41. struct TerrainTile;
  42. struct InfoWindow;
  43. class DLL_EXPORT CCastleEvent
  44. {
  45. public:
  46. std::string name, message;
  47. std::vector<si32> resources; //gain / loss of resources
  48. ui8 players; //players for whom this event can be applied
  49. ui8 forHuman, forComputer;
  50. ui32 firstShow; //postpone of first encounter time in days
  51. ui32 forEvery; //every n days this event will occure
  52. ui8 bytes[6]; //build specific buildings (raw format, similar to town's)
  53. si32 gen[7]; //additional creatures in i-th level dwelling
  54. bool operator<(const CCastleEvent &drugie) const
  55. {
  56. return firstShow<drugie.firstShow;
  57. }
  58. template <typename Handler> void serialize(Handler &h, const int version)
  59. {
  60. h & name & message & resources & players & forHuman & forComputer & firstShow
  61. & forEvery & bytes & gen;
  62. }
  63. };
  64. class CQuest
  65. {
  66. public:
  67. 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
  68. si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
  69. ui32 m13489val;
  70. std::vector<ui32> m2stats;
  71. std::vector<ui16> m5arts; //artifacts id
  72. std::vector<std::pair<ui32, ui32> > m6creatures; //pair[cre id, cre count]
  73. std::vector<ui32> m7resources;
  74. std::string firstVisitText, nextVisitText, completedText;
  75. template <typename Handler> void serialize(Handler &h, const int version)
  76. {
  77. h & missionType & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  78. & firstVisitText & nextVisitText & completedText;
  79. }
  80. };
  81. class DLL_EXPORT IObjectInterface
  82. {
  83. public:
  84. static IGameCallback *cb;
  85. IObjectInterface();
  86. virtual ~IObjectInterface();
  87. virtual void onHeroVisit(const CGHeroInstance * h) const;
  88. virtual void onHeroLeave(const CGHeroInstance * h) const;
  89. virtual void newTurn() const;
  90. virtual void initObj(); //synchr
  91. virtual void setProperty(ui8 what, ui32 val);//synchr
  92. };
  93. class DLL_EXPORT CGObjectInstance : protected IObjectInterface
  94. {
  95. protected:
  96. public:
  97. mutable std::string hoverName;
  98. int3 pos; //h3m pos
  99. si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
  100. si32 id;//number of object in CObjectHandler's vector
  101. CGDefInfo * defInfo;
  102. CSpecObjInfo * info;
  103. ui8 animPhaseShift;
  104. ui8 tempOwner;
  105. ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
  106. virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  107. virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
  108. int getOwner() const;
  109. void setOwner(int ow);
  110. int getWidth() const; //returns width of object graphic in tiles
  111. int getHeight() const; //returns height of object graphic in tiles
  112. 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)
  113. 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)
  114. bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
  115. CGObjectInstance();
  116. virtual ~CGObjectInstance();
  117. //CGObjectInstance(const CGObjectInstance & right);
  118. //CGObjectInstance& operator=(const CGObjectInstance & right);
  119. virtual const std::string & getHoverText() const;
  120. //////////////////////////////////////////////////////////////////////////
  121. void initObj();
  122. void setProperty(ui8 what, ui32 val);//synchr
  123. virtual void setPropertyDer(ui8 what, ui32 val);//synchr
  124. friend class CGameHandler;
  125. template <typename Handler> void serialize(Handler &h, const int version)
  126. {
  127. h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit;
  128. //definfo is handled by map serializer
  129. }
  130. };
  131. class DLL_EXPORT CPlayersVisited: public CGObjectInstance
  132. {
  133. public:
  134. std::set<ui8> players; //players that visited this object
  135. bool hasVisited(ui8 player) const;
  136. void setPropertyDer(ui8 what, ui32 val);//synchr
  137. template <typename Handler> void serialize(Handler &h, const int version)
  138. {
  139. h & players;
  140. }
  141. };
  142. class DLL_EXPORT CArmedInstance: public CGObjectInstance
  143. {
  144. public:
  145. CCreatureSet army; //army
  146. virtual bool needsLastStack() const; //true if last stack cannot be taken
  147. int getArmyStrength() const; //sum of AI values of creatures
  148. template <typename Handler> void serialize(Handler &h, const int version)
  149. {
  150. h & static_cast<CGObjectInstance&>(*this);
  151. h & army;
  152. }
  153. };
  154. class DLL_EXPORT CGHeroInstance : public CArmedInstance
  155. {
  156. public:
  157. //////////////////////////////////////////////////////////////////////////
  158. mutable int moveDir; //format: 123
  159. // 8 4
  160. // 765
  161. mutable ui8 isStanding, tacticFormationEnabled;
  162. //////////////////////////////////////////////////////////////////////////
  163. CHero * type;
  164. ui32 exp; //experience point
  165. si32 level; //current level of hero
  166. std::string name; //may be custom
  167. std::string biography; //if custom
  168. si32 portrait; //may be custom
  169. si32 mana; // remaining spell points
  170. std::vector<si32> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
  171. 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
  172. si32 movement; //remaining movement points
  173. si32 identifier; //from the map file
  174. ui8 sex;
  175. ui8 inTownGarrison; // if hero is in town garrison
  176. CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
  177. std::vector<ui32> artifacts; //hero's artifacts from bag
  178. 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
  179. std::set<ui32> spells; //known spells (spell IDs)
  180. struct DLL_EXPORT Patrol
  181. {
  182. Patrol(){patrolling=false;patrolRadious=-1;};
  183. ui8 patrolling;
  184. si32 patrolRadious;
  185. template <typename Handler> void serialize(Handler &h, const int version)
  186. {
  187. h & patrolling & patrolRadious;
  188. }
  189. } patrol;
  190. std::list<HeroBonus> bonuses;
  191. //////////////////////////////////////////////////////////////////////////
  192. template <typename Handler> void serialize(Handler &h, const int version)
  193. {
  194. h & static_cast<CArmedInstance&>(*this);
  195. h & exp & level & name & biography & portrait & mana & primSkills & secSkills & movement
  196. & identifier & sex & inTownGarrison & artifacts & artifWorn & spells & patrol & bonuses;
  197. ui8 standardType = (VLC->heroh->heroes[subID] == type);
  198. h & standardType;
  199. if(!standardType)
  200. h & type;
  201. else if(!h.saving)
  202. type = VLC->heroh->heroes[subID];
  203. //visitied town pointer will be restored by map serialization method
  204. }
  205. //////////////////////////////////////////////////////////////////////////
  206. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  207. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  208. //////////////////////////////////////////////////////////////////////////
  209. const HeroBonus *getBonus(int from, int id) const;
  210. int valOfBonuses(HeroBonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then any
  211. bool hasBonusOfType(HeroBonus::BonusType type, int subtype = -1) const; //determines if hero has a bonus of given type (and optionally subtype)
  212. const std::string &getBiography() const;
  213. bool needsLastStack()const;
  214. 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
  215. unsigned int getLowestCreatureSpeed() const;
  216. int3 getPosition(bool h3m) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  217. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  218. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  219. bool canWalkOnSea() const;
  220. int getCurrentLuck(int stack=-1, bool town=false) const;
  221. std::vector<std::pair<int,std::string> > getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
  222. 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
  223. std::vector<std::pair<int,std::string> > getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
  224. int getPrimSkillLevel(int id) const;
  225. ui8 getSecSkillLevel(const int & ID) const; //0 - no skill
  226. int maxMovePoints(bool onLand) const;
  227. ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
  228. const CArtifact * getArt(int pos) const;
  229. 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
  230. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  231. double getHeroStrength() const;
  232. int getTotalStrength() const;
  233. ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be cast by this hero
  234. 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
  235. //////////////////////////////////////////////////////////////////////////
  236. void initHero();
  237. void initHero(int SUBID);
  238. void initHeroDefInfo();
  239. CGHeroInstance();
  240. virtual ~CGHeroInstance();
  241. //////////////////////////////////////////////////////////////////////////
  242. void setPropertyDer(ui8 what, ui32 val);//synchr
  243. void initObj();
  244. void onHeroVisit(const CGHeroInstance * h) const;
  245. };
  246. class DLL_EXPORT CGTownInstance : public CArmedInstance
  247. {
  248. public:
  249. CTown * town;
  250. std::string name; // name of town
  251. si32 builded; //how many buildings has been built this turn
  252. si32 destroyed; //how many buildings has been destroyed this turn
  253. const CGHeroInstance * garrisonHero, *visitingHero;
  254. ui32 identifier; //special identifier from h3m (only > RoE maps)
  255. si32 alignment;
  256. std::set<si32> forbiddenBuildings, builtBuildings;
  257. std::vector<ui32> possibleSpells, obligatorySpells;
  258. std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
  259. struct StrInfo
  260. {
  261. std::map<si32,ui32> creatures; //level - available amount
  262. template <typename Handler> void serialize(Handler &h, const int version)
  263. {
  264. h & creatures;
  265. }
  266. } strInfo;
  267. std::set<CCastleEvent> events;
  268. //////////////////////////////////////////////////////////////////////////
  269. template <typename Handler> void serialize(Handler &h, const int version)
  270. {
  271. h & static_cast<CArmedInstance&>(*this);
  272. h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings
  273. & possibleSpells & obligatorySpells & spells & strInfo & events;
  274. ui8 standardType = (&VLC->townh->towns[subID] == town);
  275. h & standardType;
  276. if(!standardType)
  277. h & town;
  278. else if(!h.saving)
  279. town = &VLC->townh->towns[subID];
  280. //garrison/visiting hero pointers will be restored in the map serialization
  281. }
  282. //////////////////////////////////////////////////////////////////////////
  283. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  284. int getSightRadious() const; //returns sight distance
  285. //////////////////////////////////////////////////////////////////////////
  286. bool needsLastStack() const;
  287. int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
  288. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  289. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  290. bool creatureDwelling(const int & level, bool upgraded=false) const;
  291. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  292. int creatureGrowth(const int & level) const;
  293. bool hasFort() const;
  294. bool hasCapitol() const;
  295. int dailyIncome() const; //calculates daily income of this town
  296. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  297. CGTownInstance();
  298. virtual ~CGTownInstance();
  299. //////////////////////////////////////////////////////////////////////////
  300. void onHeroVisit(const CGHeroInstance * h) const;
  301. void onHeroLeave(const CGHeroInstance * h) const;
  302. void initObj();
  303. };
  304. class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  305. {
  306. public:
  307. std::set<si32> visitors; //ids of heroes who have visited this obj
  308. si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
  309. const std::string & getHoverText() const;
  310. void setPropertyDer(ui8 what, ui32 val);//synchr
  311. void onHeroVisit(const CGHeroInstance * h) const;
  312. void onNAHeroVisit(int heroID, bool alreadyVisited) const;
  313. void initObj();
  314. void treeSelected(int heroID, int resType, int resVal, int expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
  315. void schoolSelected(int heroID, ui32 which) const;
  316. void arenaSelected(int heroID, int primSkill) const;
  317. template <typename Handler> void serialize(Handler &h, const int version)
  318. {
  319. h & static_cast<CGObjectInstance&>(*this);
  320. h & visitors & ttype;
  321. }
  322. };
  323. class DLL_EXPORT CGEvent : public CArmedInstance //event objects
  324. {
  325. public:
  326. std::string message;
  327. ui32 gainedExp;
  328. si32 manaDiff; //amount of gained / lost mana
  329. si32 moraleDiff; //morale modifier
  330. si32 luckDiff; //luck modifier
  331. std::vector<si32> resources;//gained / lost resources
  332. std::vector<si32> primskills;//gained / lost resources
  333. std::vector<si32> abilities; //gained abilities
  334. std::vector<si32> abilityLevels; //levels of gained abilities
  335. std::vector<si32> artifacts; //gained artifacts
  336. std::vector<si32> spells; //gained spells
  337. CCreatureSet creatures; //gained creatures
  338. ui8 availableFor; //players whom this event is available for
  339. ui8 computerActivate; //true if computre player can activate this event
  340. ui8 humanActivate; //true if human player can activate this event
  341. ui8 removeAfterVisit; //true if event is removed after occurring
  342. template <typename Handler> void serialize(Handler &h, const int version)
  343. {
  344. h & static_cast<CArmedInstance&>(*this);
  345. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  346. & abilities & abilityLevels & artifacts & spells & creatures & availableFor
  347. & computerActivate & humanActivate;
  348. }
  349. void activated(const CGHeroInstance * h) const;
  350. void onHeroVisit(const CGHeroInstance * h) const;
  351. void endBattle(const CGHeroInstance *h, BattleResult *result) const;
  352. void giveContents(const CGHeroInstance *h, bool afterBattle) const;
  353. void getText( InfoWindow &iw, bool &afterBattle, int val, int positive, int negative, const CGHeroInstance * h ) const;
  354. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  355. };
  356. class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
  357. {
  358. public:
  359. ui32 identifier; //unique code for this monster (used in missions)
  360. 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)
  361. std::string message; //message printed for attacking hero
  362. std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
  363. si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
  364. ui8 neverFlees; //if true, the troops will never flee
  365. ui8 notGrowingTeam; //if true, number of units won't grow
  366. void fight(const CGHeroInstance *h) const;
  367. void onHeroVisit(const CGHeroInstance * h) const;
  368. void flee( const CGHeroInstance * h ) const;
  369. void endBattle(BattleResult *result) const;
  370. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  371. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  372. void initObj();
  373. 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)
  374. template <typename Handler> void serialize(Handler &h, const int version)
  375. {
  376. h & static_cast<CArmedInstance&>(*this);
  377. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam;
  378. }
  379. };
  380. class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
  381. {
  382. public:
  383. std::string message;
  384. void onHeroVisit(const CGHeroInstance * h) const;
  385. void initObj();
  386. template <typename Handler> void serialize(Handler &h, const int version)
  387. {
  388. h & static_cast<CGObjectInstance&>(*this);
  389. h & message;
  390. }
  391. };
  392. class DLL_EXPORT CGSeerHut : public CGObjectInstance, public CQuest
  393. {
  394. public:
  395. 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
  396. si32 rID; //reward ID
  397. si32 rVal; //reward value
  398. template <typename Handler> void serialize(Handler &h, const int version)
  399. {
  400. h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
  401. h & rewardType & rID & rVal;
  402. }
  403. };
  404. class DLL_EXPORT CGWitchHut : public CPlayersVisited
  405. {
  406. public:
  407. std::vector<si32> allowedAbilities;
  408. ui32 ability;
  409. const std::string & getHoverText() const;
  410. void onHeroVisit(const CGHeroInstance * h) const;
  411. void initObj();
  412. template <typename Handler> void serialize(Handler &h, const int version)
  413. {
  414. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  415. h & allowedAbilities & ability;
  416. }
  417. };
  418. class DLL_EXPORT CGScholar : public CGObjectInstance
  419. {
  420. public:
  421. ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
  422. ui16 bonusID; //ID of skill/spell
  423. void giveAnyBonus(const CGHeroInstance * h) const;
  424. void onHeroVisit(const CGHeroInstance * h) const;
  425. void initObj();
  426. template <typename Handler> void serialize(Handler &h, const int version)
  427. {
  428. h & static_cast<CGObjectInstance&>(*this);
  429. h & bonusType & id;
  430. }
  431. };
  432. class DLL_EXPORT CGGarrison : public CArmedInstance
  433. {
  434. public:
  435. ui8 removableUnits;
  436. template <typename Handler> void serialize(Handler &h, const int version)
  437. {
  438. h & static_cast<CArmedInstance&>(*this);
  439. h & removableUnits;
  440. }
  441. };
  442. class DLL_EXPORT CGArtifact : public CArmedInstance
  443. {
  444. public:
  445. std::string message;
  446. ui32 spell; //if it's spell scroll
  447. void onHeroVisit(const CGHeroInstance * h) const;
  448. void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
  449. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  450. void pick( const CGHeroInstance * h ) const;
  451. void initObj();
  452. template <typename Handler> void serialize(Handler &h, const int version)
  453. {
  454. h & static_cast<CArmedInstance&>(*this);
  455. h & message & spell;
  456. }
  457. };
  458. class DLL_EXPORT CGResource : public CArmedInstance
  459. {
  460. public:
  461. ui32 amount; //0 if random
  462. std::string message;
  463. void onHeroVisit(const CGHeroInstance * h) const;
  464. void collectRes(int player) const;
  465. void initObj();
  466. void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
  467. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  468. template <typename Handler> void serialize(Handler &h, const int version)
  469. {
  470. h & static_cast<CArmedInstance&>(*this);
  471. h & amount & message;
  472. }
  473. };
  474. class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest
  475. {
  476. public:
  477. ui32 type, val1, val2;
  478. void onHeroVisit(const CGHeroInstance * h) const;
  479. void initObj();
  480. void chosen(int which, int heroID) const;
  481. template <typename Handler> void serialize(Handler &h, const int version)
  482. {
  483. h & static_cast<CGObjectInstance&>(*this);
  484. h & type & val1 & val2;
  485. }
  486. };
  487. class DLL_EXPORT CGShrine : public CPlayersVisited
  488. {
  489. public:
  490. ui8 spell; //number of spell or 255 if random
  491. void onHeroVisit(const CGHeroInstance * h) const;
  492. void initObj();
  493. const std::string & getHoverText() const;
  494. template <typename Handler> void serialize(Handler &h, const int version)
  495. {
  496. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  497. h & spell;
  498. }
  499. };
  500. class DLL_EXPORT CGPandoraBox : public CArmedInstance
  501. {
  502. public:
  503. std::string message;
  504. //gained things:
  505. ui32 gainedExp;
  506. si32 manaDiff; //amount of gained / lost mana
  507. si32 moraleDiff; //morale modifier
  508. si32 luckDiff; //luck modifier
  509. std::vector<si32> resources;//gained / lost resources
  510. std::vector<si32> primskills;//gained / lost resources
  511. std::vector<si32> abilities; //gained abilities
  512. std::vector<si32> abilityLevels; //levels of gained abilities
  513. std::vector<si32> artifacts; //gained artifacts
  514. std::vector<si32> spells; //gained spells
  515. CCreatureSet creatures; //gained creatures
  516. template <typename Handler> void serialize(Handler &h, const int version)
  517. {
  518. h & static_cast<CArmedInstance&>(*this);
  519. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  520. & abilities & abilityLevels & artifacts & spells & creatures;
  521. }
  522. };
  523. class DLL_EXPORT CGQuestGuard : public CGObjectInstance, public CQuest
  524. {
  525. public:
  526. template <typename Handler> void serialize(Handler &h, const int version)
  527. {
  528. h & static_cast<CQuest&>(*this) & static_cast<CGObjectInstance&>(*this);
  529. }
  530. };
  531. class DLL_EXPORT CGMine : public CArmedInstance
  532. {
  533. public:
  534. void offerLeavingGuards(const CGHeroInstance *h) const;
  535. void onHeroVisit(const CGHeroInstance * h) const;
  536. void newTurn() const;
  537. void initObj();
  538. template <typename Handler> void serialize(Handler &h, const int version)
  539. {
  540. h & static_cast<CArmedInstance&>(*this);
  541. }
  542. };
  543. class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  544. {
  545. public:
  546. ui8 visited; //true if object has been visited this week
  547. void setPropertyDer(ui8 what, ui32 val);//synchr
  548. void onHeroVisit(const CGHeroInstance * h) const;
  549. void newTurn() const;
  550. template <typename Handler> void serialize(Handler &h, const int version)
  551. {
  552. h & static_cast<CGObjectInstance&>(*this);
  553. h & visited;
  554. }
  555. };
  556. class DLL_EXPORT CGTeleport : public CGObjectInstance //teleports and subterranean gates
  557. {
  558. public:
  559. static std::map<int,std::map<int, std::vector<int> > > objs; //map[ID][subID] => vector of ids
  560. void onHeroVisit(const CGHeroInstance * h) const;
  561. void initObj();
  562. template <typename Handler> void serialize(Handler &h, const int version)
  563. {
  564. h & static_cast<CGObjectInstance&>(*this);
  565. }
  566. };
  567. class DLL_EXPORT CGDwelling : public CGObjectInstance //teleports and subterranean gates
  568. {
  569. public:
  570. static std::map<int,std::map<int, std::vector<int> > > objs; //map[ID][subID] => vector of ids
  571. void onHeroVisit(const CGHeroInstance * h) const;
  572. void initObj();
  573. template <typename Handler> void serialize(Handler &h, const int version)
  574. {
  575. h & static_cast<CGObjectInstance&>(*this);
  576. }
  577. };
  578. class DLL_EXPORT CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  579. {
  580. public:
  581. void onHeroVisit(const CGHeroInstance * h) const;
  582. const std::string & getHoverText() const;
  583. template <typename Handler> void serialize(Handler &h, const int version)
  584. {
  585. h & static_cast<CGObjectInstance&>(*this);
  586. }
  587. };
  588. class DLL_EXPORT CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  589. {
  590. public:
  591. void onHeroVisit(const CGHeroInstance * h) const;
  592. const std::string & getHoverText() const;
  593. template <typename Handler> void serialize(Handler &h, const int version)
  594. {
  595. h & static_cast<CGObjectInstance&>(*this);
  596. }
  597. };
  598. class DLL_EXPORT CGObservatory : public CGObjectInstance //Redwood observatory
  599. {
  600. public:
  601. void onHeroVisit(const CGHeroInstance * h) const;
  602. template <typename Handler> void serialize(Handler &h, const int version)
  603. {
  604. h & static_cast<CGObjectInstance&>(*this);
  605. }
  606. };
  607. class DLL_EXPORT CGOnceVisitable : public CPlayersVisited //wagon, corpse, lean to, warriors tomb
  608. {
  609. public:
  610. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  611. ui32 bonusType, //id of res or artifact
  612. bonusVal; //resource amount (or not used)
  613. void onHeroVisit(const CGHeroInstance * h) const;
  614. const std::string & getHoverText() const;
  615. void initObj();
  616. void searchTomb(const CGHeroInstance *h, ui32 accept) const;
  617. template <typename Handler> void serialize(Handler &h, const int version)
  618. {
  619. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  620. h & bonusType & bonusVal;
  621. }
  622. };
  623. class DLL_EXPORT CObjectHandler
  624. {
  625. public:
  626. std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
  627. void loadObjects();
  628. template <typename Handler> void serialize(Handler &h, const int version)
  629. {
  630. h & cregens;
  631. }
  632. };
  633. #endif // __COBJECTHANDLER_H__