CObjectHandler.h 53 KB

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  1. #pragma once
  2. #include "../lib/CCreatureSet.h"
  3. #include "../lib/CTownHandler.h"
  4. #include "CArtHandler.h"
  5. #include "../lib/ConstTransitivePtr.h"
  6. #include "int3.h"
  7. #include "GameConstants.h"
  8. #include "ResourceSet.h"
  9. /*
  10. * CObjectHandler.h, part of VCMI engine
  11. *
  12. * Authors: listed in file AUTHORS in main folder
  13. *
  14. * License: GNU General Public License v2.0 or later
  15. * Full text of license available in license.txt file, in main folder
  16. *
  17. */
  18. class CGameState;
  19. class CArtifactInstance;
  20. struct MetaString;
  21. struct BattleInfo;
  22. struct QuestInfo;
  23. class IGameCallback;
  24. struct BattleResult;
  25. class CCPPObjectScript;
  26. class CGObjectInstance;
  27. class CScript;
  28. class CObjectScript;
  29. class CGHeroInstance;
  30. class CTown;
  31. class CHero;
  32. class CBuilding;
  33. class CSpell;
  34. class CGTownInstance;
  35. class CGTownBuilding;
  36. class CArtifact;
  37. class CGDefInfo;
  38. class CSpecObjInfo;
  39. class CCastleEvent;
  40. struct TerrainTile;
  41. struct InfoWindow;
  42. struct Component;
  43. struct BankConfig;
  44. struct UpdateHerospecialty;
  45. struct NewArtifact;
  46. class CGBoat;
  47. class CArtifactSet;
  48. class CCommanderInstance;
  49. class DLL_LINKAGE CQuest
  50. {
  51. public:
  52. enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
  53. MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9, MISSION_KEYMASTER = 10};
  54. enum Eprogress {NOT_ACTIVE, IN_PROGRESS, COMPLETE};
  55. si32 qid; //unique quest id for serialization / identification
  56. Emission missionType;
  57. Eprogress progress;
  58. si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
  59. ui32 m13489val;
  60. std::vector<ui32> m2stats;
  61. std::vector<ui16> m5arts; //artifacts id
  62. std::vector<CStackBasicDescriptor> m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
  63. std::vector<ui32> m7resources; //TODO: use resourceset?
  64. //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
  65. ui8 textOption;
  66. CStackBasicDescriptor stackToKill;
  67. ui8 stackDirection;
  68. std::string heroName; //backup of hero name
  69. si32 heroPortrait;
  70. std::string firstVisitText, nextVisitText, completedText;
  71. bool isCustomFirst, isCustomNext, isCustomComplete;
  72. CQuest(){missionType = MISSION_NONE;}; //default constructor
  73. virtual bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
  74. virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
  75. virtual void getCompletionText (MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = nullptr) const;
  76. virtual void getRolloverText (MetaString &text, bool onHover) const; //hover or quest log entry
  77. virtual void completeQuest (const CGHeroInstance * h) const {};
  78. virtual void addReplacements(MetaString &out, const std::string &base) const;
  79. bool operator== (const CQuest & quest) const
  80. {
  81. return (quest.qid == qid);
  82. }
  83. template <typename Handler> void serialize(Handler &h, const int version)
  84. {
  85. h & qid & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  86. & textOption & stackToKill & stackDirection & heroName & heroPortrait
  87. & firstVisitText & nextVisitText & completedText & isCustomFirst & isCustomNext & isCustomComplete;
  88. }
  89. };
  90. class DLL_LINKAGE IObjectInterface
  91. {
  92. public:
  93. static IGameCallback *cb;
  94. IObjectInterface();
  95. virtual ~IObjectInterface();
  96. virtual void onHeroVisit(const CGHeroInstance * h) const;
  97. virtual void onHeroLeave(const CGHeroInstance * h) const;
  98. virtual void newTurn() const;
  99. virtual void initObj(); //synchr
  100. virtual void setProperty(ui8 what, ui32 val);//synchr
  101. //Called when queries created DURING HERO VISIT are resolved
  102. //First parameter is always hero that visited object and triggered the query
  103. virtual void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const;
  104. virtual void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const;
  105. virtual void garrisonDialogClosed(const CGHeroInstance *hero) const;
  106. virtual void heroLevelUpDone(const CGHeroInstance *hero) const;
  107. //unified interface, AI helpers
  108. virtual bool wasVisited (PlayerColor player) const;
  109. virtual bool wasVisited (const CGHeroInstance * h) const;
  110. static void preInit(); //called before objs receive their initObj
  111. static void postInit();//called after objs receive their initObj
  112. };
  113. class DLL_LINKAGE IBoatGenerator
  114. {
  115. public:
  116. const CGObjectInstance *o;
  117. IBoatGenerator(const CGObjectInstance *O);
  118. virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  119. virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
  120. int3 bestLocation() const; //returns location when the boat should be placed
  121. enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER};
  122. EGeneratorState shipyardStatus() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
  123. void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
  124. };
  125. class DLL_LINKAGE IShipyard : public IBoatGenerator
  126. {
  127. public:
  128. IShipyard(const CGObjectInstance *O);
  129. virtual void getBoatCost(std::vector<si32> &cost) const;
  130. static const IShipyard *castFrom(const CGObjectInstance *obj);
  131. static IShipyard *castFrom(CGObjectInstance *obj);
  132. };
  133. class DLL_LINKAGE IMarket
  134. {
  135. public:
  136. const CGObjectInstance *o;
  137. IMarket(const CGObjectInstance *O);
  138. virtual int getMarketEfficiency() const =0;
  139. virtual bool allowsTrade(EMarketMode::EMarketMode mode) const;
  140. virtual int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  141. virtual std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  142. 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
  143. std::vector<EMarketMode::EMarketMode> availableModes() const;
  144. static const IMarket *castFrom(const CGObjectInstance *obj, bool verbose = true);
  145. };
  146. class DLL_LINKAGE CGObjectInstance : public IObjectInterface
  147. {
  148. public:
  149. mutable std::string hoverName;
  150. int3 pos; //h3m pos
  151. Obj ID;
  152. si32 subID; //normal subID (this one from OH3 maps ;])
  153. ObjectInstanceID id;//number of object in map's vector
  154. CGDefInfo * defInfo;
  155. PlayerColor tempOwner;
  156. bool blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
  157. 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
  158. virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  159. virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
  160. bool passableFor(PlayerColor color) const;
  161. void getSightTiles(std::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
  162. PlayerColor getOwner() const;
  163. void setOwner(PlayerColor ow);
  164. int getWidth() const; //returns width of object graphic in tiles
  165. int getHeight() const; //returns height of object graphic in tiles
  166. virtual 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)
  167. virtual int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
  168. int3 visitablePos() const;
  169. 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)
  170. 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)
  171. 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)
  172. std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
  173. bool isVisitable() const; //returns true if object is visitable
  174. bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
  175. void hideTiles(PlayerColor ourplayer, int radius) const;
  176. CGObjectInstance();
  177. virtual ~CGObjectInstance();
  178. //CGObjectInstance(const CGObjectInstance & right);
  179. //CGObjectInstance& operator=(const CGObjectInstance & right);
  180. virtual const std::string & getHoverText() const;
  181. ///IObjectInterface
  182. void initObj() override;
  183. void onHeroVisit(const CGHeroInstance * h) const override;
  184. void setProperty(ui8 what, ui32 val) override;//synchr
  185. friend class CGameHandler;
  186. template <typename Handler> void serialize(Handler &h, const int version)
  187. {
  188. h & hoverName & pos & ID & subID & id & tempOwner & blockVisit & defInfo;
  189. //definfo is handled by map serializer
  190. }
  191. protected:
  192. virtual void setPropertyDer(ui8 what, ui32 val);//synchr
  193. void getNameVis(std::string &hname) const;
  194. void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
  195. };
  196. class CGHeroPlaceholder : public CGObjectInstance
  197. {
  198. public:
  199. //subID stores id of hero type. If it's 0xff then following field is used
  200. ui8 power;
  201. template <typename Handler> void serialize(Handler &h, const int version)
  202. {
  203. h & static_cast<CGObjectInstance&>(*this);
  204. h & power;
  205. }
  206. };
  207. class DLL_LINKAGE CPlayersVisited: public CGObjectInstance
  208. {
  209. public:
  210. std::set<PlayerColor> players; //players that visited this object
  211. bool wasVisited(PlayerColor player) const;
  212. bool wasVisited(TeamID team) const;
  213. void setPropertyDer(ui8 what, ui32 val) override;
  214. template <typename Handler> void serialize(Handler &h, const int version)
  215. {
  216. h & static_cast<CGObjectInstance&>(*this);
  217. h & players;
  218. }
  219. };
  220. class DLL_LINKAGE CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet
  221. {
  222. public:
  223. BattleInfo *battle; //set to the current battle, if engaged
  224. void randomizeArmy(int type);
  225. virtual void updateMoraleBonusFromArmy();
  226. void armyChanged() override;
  227. //////////////////////////////////////////////////////////////////////////
  228. // int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface ???
  229. virtual CBonusSystemNode *whereShouldBeAttached(CGameState *gs);
  230. virtual CBonusSystemNode *whatShouldBeAttached();
  231. //////////////////////////////////////////////////////////////////////////
  232. CArmedInstance();
  233. template <typename Handler> void serialize(Handler &h, const int version)
  234. {
  235. h & static_cast<CGObjectInstance&>(*this);
  236. h & static_cast<CBonusSystemNode&>(*this);
  237. h & static_cast<CCreatureSet&>(*this);
  238. }
  239. };
  240. class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
  241. {
  242. public:
  243. enum ECanDig
  244. {
  245. CAN_DIG, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED
  246. };
  247. //////////////////////////////////////////////////////////////////////////
  248. ui8 moveDir; //format: 123
  249. // 8 4
  250. // 765
  251. mutable ui8 isStanding, tacticFormationEnabled;
  252. //////////////////////////////////////////////////////////////////////////
  253. ConstTransitivePtr<CHero> type;
  254. TExpType exp; //experience points
  255. ui32 level; //current level of hero
  256. std::string name; //may be custom
  257. std::string biography; //if custom
  258. si32 portrait; //may be custom
  259. si32 mana; // remaining spell points
  260. 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
  261. ui32 movement; //remaining movement points
  262. ui8 sex;
  263. bool inTownGarrison; // if hero is in town garrison
  264. ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
  265. ConstTransitivePtr<CCommanderInstance> commander;
  266. const CGBoat *boat; //set to CGBoat when sailing
  267. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  268. //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
  269. std::set<SpellID> spells; //known spells (spell IDs)
  270. struct DLL_LINKAGE Patrol
  271. {
  272. Patrol(){patrolling=false;patrolRadious=-1;};
  273. bool patrolling;
  274. ui32 patrolRadious;
  275. template <typename Handler> void serialize(Handler &h, const int version)
  276. {
  277. h & patrolling & patrolRadious;
  278. }
  279. } patrol;
  280. struct DLL_LINKAGE HeroSpecial : CBonusSystemNode
  281. {
  282. bool growsWithLevel;
  283. HeroSpecial(){growsWithLevel = false;};
  284. template <typename Handler> void serialize(Handler &h, const int version)
  285. {
  286. h & static_cast<CBonusSystemNode&>(*this);
  287. h & growsWithLevel;
  288. }
  289. };
  290. std::vector<HeroSpecial*> specialty;
  291. struct DLL_LINKAGE SecondarySkillsInfo
  292. {
  293. ui32 randomSeed; //skills are determined, initialized at map start
  294. ui8 magicSchoolCounter;
  295. ui8 wisdomCounter;
  296. void resetMagicSchoolCounter();
  297. void resetWisdomCounter();
  298. template <typename Handler> void serialize(Handler &h, const int version)
  299. {
  300. h & randomSeed & magicSchoolCounter & wisdomCounter;
  301. }
  302. } skillsInfo;
  303. //BonusList bonuses;
  304. //////////////////////////////////////////////////////////////////////////
  305. template <typename Handler> void serialize(Handler &h, const int version)
  306. {
  307. h & static_cast<CArmedInstance&>(*this);
  308. h & static_cast<CArtifactSet&>(*this);
  309. h & exp & level & name & biography & portrait & mana & secSkills & movement
  310. & sex & inTownGarrison & spells & patrol & moveDir & skillsInfo;
  311. h & visitedTown & boat;
  312. h & type & specialty & commander;
  313. BONUS_TREE_DESERIALIZATION_FIX
  314. //visitied town pointer will be restored by map serialization method
  315. }
  316. //////////////////////////////////////////////////////////////////////////
  317. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  318. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  319. //////////////////////////////////////////////////////////////////////////
  320. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  321. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  322. //////////////////////////////////////////////////////////////////////////
  323. bool hasSpellbook() const;
  324. EAlignment::EAlignment getAlignment() const;
  325. const std::string &getBiography() const;
  326. bool needsLastStack()const;
  327. 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
  328. ui32 getLowestCreatureSpeed() const;
  329. int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  330. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  331. bool canWalkOnSea() const;
  332. int getCurrentLuck(int stack=-1, bool town=false) const;
  333. int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
  334. ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
  335. void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
  336. bool canLearnSkill() const; ///true if hero has free secondary skill slot
  337. int maxMovePoints(bool onLand) const;
  338. int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false) const;
  339. //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
  340. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  341. double getHeroStrength() const;
  342. ui64 getTotalStrength() const;
  343. TExpType calculateXp(TExpType exp) const; //apply learning skill
  344. 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,
  345. 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
  346. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  347. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
  348. ECanDig diggingStatus() const; //0 - can dig; 1 - lack of movement; 2 -
  349. std::vector<SecondarySkill> levelUpProposedSkills() const;
  350. bool gainsLevel() const; //true if hero has lower level than should upon his experience
  351. //////////////////////////////////////////////////////////////////////////
  352. void initHero();
  353. void initHero(HeroTypeID SUBID);
  354. void putArtifact(ArtifactPosition pos, CArtifactInstance *art);
  355. void putInBackpack(CArtifactInstance *art);
  356. void initExp();
  357. void initArmy(IArmyDescriptor *dst = nullptr);
  358. //void giveArtifact (ui32 aid);
  359. void initHeroDefInfo();
  360. void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
  361. ui8 maxlevelsToMagicSchool() const;
  362. ui8 maxlevelsToWisdom() const;
  363. void Updatespecialty();
  364. void updateSkill(SecondarySkill which, int val);
  365. CGHeroInstance();
  366. virtual ~CGHeroInstance();
  367. //////////////////////////////////////////////////////////////////////////
  368. //
  369. ArtBearer::ArtBearer bearerType() const override;
  370. //////////////////////////////////////////////////////////////////////////
  371. CBonusSystemNode *whereShouldBeAttached(CGameState *gs) override;
  372. std::string nodeName() const override;
  373. void deserializationFix();
  374. void initObj() override;
  375. void onHeroVisit(const CGHeroInstance * h) const override;
  376. const std::string & getHoverText() const override;
  377. protected:
  378. void setPropertyDer(ui8 what, ui32 val) override;//synchr
  379. };
  380. class DLL_LINKAGE CSpecObjInfo
  381. {
  382. public:
  383. virtual ~CSpecObjInfo(){};
  384. PlayerColor player; //owner
  385. };
  386. class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo
  387. {
  388. public:
  389. bool asCastle;
  390. ui32 identifier;
  391. ui8 castles[2]; //allowed castles
  392. };
  393. class DLL_LINKAGE CCreGenLeveledInfo : public virtual CSpecObjInfo
  394. {
  395. public:
  396. ui8 minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
  397. };
  398. class DLL_LINKAGE CCreGenLeveledCastleInfo : public CCreGenAsCastleInfo, public CCreGenLeveledInfo
  399. {
  400. };
  401. class DLL_LINKAGE CGDwelling : public CArmedInstance
  402. {
  403. public:
  404. typedef std::vector<std::pair<ui32, std::vector<CreatureID> > > TCreaturesSet;
  405. CSpecObjInfo * info; //h3m info about dewlling
  406. TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
  407. template <typename Handler> void serialize(Handler &h, const int version)
  408. {
  409. h & static_cast<CArmedInstance&>(*this) & creatures;
  410. }
  411. void initObj() override;
  412. void onHeroVisit(const CGHeroInstance * h) const override;
  413. void newTurn() const override;
  414. void setProperty(ui8 what, ui32 val) override;
  415. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  416. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  417. private:
  418. void heroAcceptsCreatures(const CGHeroInstance *h) const;
  419. };
  420. class DLL_LINKAGE CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  421. {
  422. public:
  423. std::set<ObjectInstanceID> visitors; //ids of heroes who have visited this obj
  424. TResources treePrice; //used only by trees of knowledge: empty, 2000 gold, 10 gems
  425. const std::string & getHoverText() const override;
  426. void onHeroVisit(const CGHeroInstance * h) const override;
  427. void initObj() override;
  428. bool wasVisited (const CGHeroInstance * h) const override;
  429. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  430. template <typename Handler> void serialize(Handler &h, const int version)
  431. {
  432. h & static_cast<CGObjectInstance&>(*this);
  433. h & visitors & treePrice;
  434. }
  435. protected:
  436. void setPropertyDer(ui8 what, ui32 val) override;//synchr
  437. private:
  438. void onNAHeroVisit(const CGHeroInstance * h, bool alreadyVisited) const;
  439. ///dialog callbacks
  440. void treeSelected(const CGHeroInstance * h, ui32 result) const;
  441. void schoolSelected(const CGHeroInstance * h, ui32 which) const;
  442. void arenaSelected(const CGHeroInstance * h, int primSkill) const;
  443. };
  444. class DLL_LINKAGE CGTownBuilding : public IObjectInterface
  445. {
  446. ///basic class for town structures handled as map objects
  447. public:
  448. BuildingID ID; //from buildig list
  449. si32 id; //identifies its index on towns vector
  450. CGTownInstance *town;
  451. template <typename Handler> void serialize(Handler &h, const int version)
  452. {
  453. h & ID & id;
  454. }
  455. };
  456. class DLL_LINKAGE COPWBonus : public CGTownBuilding
  457. {///used for OPW bonusing structures
  458. public:
  459. std::set<si32> visitors;
  460. void setProperty(ui8 what, ui32 val) override;
  461. void onHeroVisit (const CGHeroInstance * h) const override;
  462. COPWBonus (BuildingID index, CGTownInstance *TOWN);
  463. COPWBonus (){ID = BuildingID::NONE; town = nullptr;};
  464. template <typename Handler> void serialize(Handler &h, const int version)
  465. {
  466. h & static_cast<CGTownBuilding&>(*this);
  467. h & visitors;
  468. }
  469. };
  470. class DLL_LINKAGE CTownBonus : public CGTownBuilding
  471. {
  472. ///used for one-time bonusing structures
  473. ///feel free to merge inheritance tree
  474. public:
  475. std::set<ObjectInstanceID> visitors;
  476. void setProperty(ui8 what, ui32 val) override;
  477. void onHeroVisit (const CGHeroInstance * h) const override;
  478. CTownBonus (BuildingID index, CGTownInstance *TOWN);
  479. CTownBonus (){ID = BuildingID::NONE; town = nullptr;};
  480. template <typename Handler> void serialize(Handler &h, const int version)
  481. {
  482. h & static_cast<CGTownBuilding&>(*this);
  483. h & visitors;
  484. }
  485. };
  486. class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode
  487. {
  488. public:
  489. CTownAndVisitingHero();
  490. };
  491. struct DLL_LINKAGE GrowthInfo
  492. {
  493. struct Entry
  494. {
  495. int count;
  496. std::string description;
  497. Entry(const std::string &format, int _count);
  498. Entry(int subID, BuildingID building, int _count);
  499. };
  500. std::vector<Entry> entries;
  501. int totalGrowth() const;
  502. };
  503. class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket
  504. {
  505. public:
  506. enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
  507. CTownAndVisitingHero townAndVis;
  508. const CTown * town;
  509. std::string name; // name of town
  510. si32 builded; //how many buildings has been built this turn
  511. si32 destroyed; //how many buildings has been destroyed this turn
  512. ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
  513. ui32 identifier; //special identifier from h3m (only > RoE maps)
  514. si32 alignment;
  515. std::set<BuildingID> forbiddenBuildings, builtBuildings;
  516. std::vector<CGTownBuilding*> bonusingBuildings;
  517. std::vector<SpellID> possibleSpells, obligatorySpells;
  518. std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
  519. std::list<CCastleEvent> events;
  520. std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
  521. //////////////////////////////////////////////////////////////////////////
  522. static std::vector<const CArtifact *> merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought)
  523. static std::vector<int> universitySkills;//skills for university of magic
  524. template <typename Handler> void serialize(Handler &h, const int version)
  525. {
  526. h & static_cast<CGDwelling&>(*this);
  527. h & name & builded & destroyed & identifier;
  528. h & garrisonHero & visitingHero;
  529. h & alignment & forbiddenBuildings & builtBuildings & bonusValue
  530. & possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
  531. for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
  532. (*i)->town = this;
  533. h & town & townAndVis;
  534. BONUS_TREE_DESERIALIZATION_FIX
  535. vstd::erase_if(builtBuildings, [this](BuildingID building) -> bool
  536. {
  537. if(!town->buildings.count(building) || !town->buildings.at(building))
  538. {
  539. logGlobal->errorStream() << boost::format("#1444-like issue in CGTownInstance::serialize. From town %s at %s removing the bogus builtBuildings item %s")
  540. % name % pos % building;
  541. return true;
  542. }
  543. return false;
  544. });
  545. }
  546. //////////////////////////////////////////////////////////////////////////
  547. CBonusSystemNode *whatShouldBeAttached() override;
  548. std::string nodeName() const override;
  549. void updateMoraleBonusFromArmy() override;
  550. void deserializationFix();
  551. void recreateBuildingsBonuses();
  552. 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
  553. bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype = -1); //convienence version of above
  554. void setVisitingHero(CGHeroInstance *h);
  555. void setGarrisonedHero(CGHeroInstance *h);
  556. const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
  557. //////////////////////////////////////////////////////////////////////////
  558. 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
  559. int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
  560. int getSightRadious() const override; //returns sight distance
  561. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  562. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  563. int getMarketEfficiency() const override; //=market count
  564. bool allowsTrade(EMarketMode::EMarketMode mode) const;
  565. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  566. //////////////////////////////////////////////////////////////////////////
  567. bool needsLastStack() const;
  568. CGTownInstance::EFortLevel fortLevel() const;
  569. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  570. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  571. int creatureDwellingLevel(int dwelling) const;
  572. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  573. int creatureGrowth(const int & level) const;
  574. GrowthInfo getGrowthInfo(int level) const;
  575. bool hasFort() const;
  576. bool hasCapitol() const;
  577. //checks if building is constructed and town has same subID
  578. bool hasBuilt(BuildingID buildingID) const;
  579. bool hasBuilt(BuildingID buildingID, int townID) const;
  580. int dailyIncome() const; //calculates daily income of this town
  581. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  582. bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
  583. int getTownLevel() const;
  584. void removeCapitols (PlayerColor owner) const;
  585. void addHeroToStructureVisitors(const CGHeroInstance *h, si32 structureInstanceID) const; //hero must be visiting or garrisoned in town
  586. CGTownInstance();
  587. virtual ~CGTownInstance();
  588. ///IObjectInterface overrides
  589. void newTurn() const override;
  590. void onHeroVisit(const CGHeroInstance * h) const override;
  591. void onHeroLeave(const CGHeroInstance * h) const override;
  592. void initObj() override;
  593. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  594. protected:
  595. void setPropertyDer(ui8 what, ui32 val) override;
  596. };
  597. class DLL_LINKAGE CGPandoraBox : public CArmedInstance
  598. {
  599. public:
  600. std::string message;
  601. bool hasGuardians; //helper - after battle even though we have no stacks, allows us to know that there was battle
  602. //gained things:
  603. ui32 gainedExp;
  604. si32 manaDiff; //amount of gained / lost mana
  605. si32 moraleDiff; //morale modifier
  606. si32 luckDiff; //luck modifier
  607. TResources resources;//gained / lost resources
  608. std::vector<si32> primskills;//gained / lost prim skills
  609. std::vector<SecondarySkill> abilities; //gained abilities
  610. std::vector<si32> abilityLevels; //levels of gained abilities
  611. std::vector<ArtifactID> artifacts; //gained artifacts
  612. std::vector<SpellID> spells; //gained spells
  613. CCreatureSet creatures; //gained creatures
  614. void initObj() override;
  615. void onHeroVisit(const CGHeroInstance * h) const override;
  616. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  617. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  618. void heroLevelUpDone(const CGHeroInstance *hero) const override;
  619. template <typename Handler> void serialize(Handler &h, const int version)
  620. {
  621. h & static_cast<CArmedInstance&>(*this);
  622. h & message & hasGuardians & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  623. & abilities & abilityLevels & artifacts & spells & creatures;
  624. }
  625. protected:
  626. void giveContentsUpToExp(const CGHeroInstance *h) const;
  627. void giveContentsAfterExp(const CGHeroInstance *h) const;
  628. private:
  629. void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
  630. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  631. };
  632. class DLL_LINKAGE CGEvent : public CGPandoraBox //event objects
  633. {
  634. public:
  635. bool removeAfterVisit; //true if event is removed after occurring
  636. ui8 availableFor; //players whom this event is available for
  637. bool computerActivate; //true if computer player can activate this event
  638. bool humanActivate; //true if human player can activate this event
  639. template <typename Handler> void serialize(Handler &h, const int version)
  640. {
  641. h & static_cast<CGPandoraBox &>(*this);
  642. h & removeAfterVisit & availableFor & computerActivate & humanActivate;
  643. }
  644. void onHeroVisit(const CGHeroInstance * h) const override;
  645. private:
  646. void activated(const CGHeroInstance * h) const;
  647. };
  648. class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map
  649. {
  650. enum Action {
  651. FIGHT = -2, FLEE = -1, JOIN_FOR_FREE = 0 //values > 0 mean gold price
  652. };
  653. public:
  654. ui32 identifier; //unique code for this monster (used in missions)
  655. 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)
  656. std::string message; //message printed for attacking hero
  657. TResources resources; // resources given to hero that has won with monsters
  658. ArtifactID gainedArtifact; //ID of artifact gained to hero, -1 if none
  659. bool neverFlees; //if true, the troops will never flee
  660. bool notGrowingTeam; //if true, number of units won't grow
  661. ui64 temppower; //used to handle fractional stack growth for tiny stacks
  662. bool refusedJoining;
  663. void onHeroVisit(const CGHeroInstance * h) const override;
  664. const std::string & getHoverText() const override;
  665. void initObj() override;
  666. void newTurn() const override;
  667. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  668. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  669. struct DLL_LINKAGE formationInfo // info about merging stacks after battle back into one
  670. {
  671. si32 basicType;
  672. ui32 randomFormation; //random seed used to determine number of stacks and is there's upgraded stack
  673. template <typename Handler> void serialize(Handler &h, const int version)
  674. {
  675. h & basicType & randomFormation;
  676. }
  677. } formation;
  678. template <typename Handler> void serialize(Handler &h, const int version)
  679. {
  680. h & static_cast<CArmedInstance&>(*this);
  681. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower;
  682. h & refusedJoining & formation;
  683. }
  684. protected:
  685. void setPropertyDer(ui8 what, ui32 val) override;
  686. private:
  687. void fight(const CGHeroInstance *h) const;
  688. void flee( const CGHeroInstance * h ) const;
  689. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  690. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  691. 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)
  692. };
  693. class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
  694. {
  695. public:
  696. std::string message;
  697. void onHeroVisit(const CGHeroInstance * h) const override;
  698. void initObj() override;
  699. template <typename Handler> void serialize(Handler &h, const int version)
  700. {
  701. h & static_cast<CGObjectInstance&>(*this);
  702. h & message;
  703. }
  704. };
  705. class DLL_LINKAGE IQuestObject
  706. {
  707. public:
  708. CQuest * quest;
  709. IQuestObject(){quest = new CQuest;};
  710. virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
  711. virtual bool checkQuest (const CGHeroInstance * h) const;
  712. template <typename Handler> void serialize(Handler &h, const int version)
  713. {
  714. h & quest;
  715. }
  716. };
  717. class DLL_LINKAGE CGSeerHut : public CArmedInstance, public IQuestObject //army is used when giving reward
  718. {
  719. public:
  720. enum ERewardType {NOTHING, EXPERIENCE, MANA_POINTS, MORALE_BONUS, LUCK_BONUS, RESOURCES, PRIMARY_SKILL, SECONDARY_SKILL, ARTIFACT, SPELL, CREATURE};
  721. ERewardType rewardType;
  722. si32 rID; //reward ID
  723. si32 rVal; //reward value
  724. std::string seerName;
  725. CGSeerHut() : IQuestObject(){};
  726. void initObj() override;
  727. const std::string & getHoverText() const override;
  728. void newTurn() const override;
  729. void onHeroVisit(const CGHeroInstance * h) const override;
  730. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  731. virtual void init();
  732. int checkDirection() const; //calculates the region of map where monster is placed
  733. void setObjToKill(); //remember creatures / heroes to kill after they are initialized
  734. const CGHeroInstance *getHeroToKill(bool allowNull = false) const;
  735. const CGCreature *getCreatureToKill(bool allowNull = false) const;
  736. void getRolloverText (MetaString &text, bool onHover) const;
  737. void getCompletionText(MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = nullptr) const;
  738. void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
  739. virtual void completeQuest (const CGHeroInstance * h) const;
  740. template <typename Handler> void serialize(Handler &h, const int version)
  741. {
  742. h & static_cast<CArmedInstance&>(*this) & static_cast<IQuestObject&>(*this);
  743. h & rewardType & rID & rVal & seerName;
  744. }
  745. protected:
  746. void setPropertyDer(ui8 what, ui32 val) override;
  747. };
  748. class DLL_LINKAGE CGQuestGuard : public CGSeerHut
  749. {
  750. public:
  751. CGQuestGuard() : CGSeerHut(){};
  752. void init() override;
  753. void completeQuest (const CGHeroInstance * h) const override;
  754. template <typename Handler> void serialize(Handler &h, const int version)
  755. {
  756. h & static_cast<CGSeerHut&>(*this);
  757. }
  758. };
  759. class DLL_LINKAGE CGWitchHut : public CPlayersVisited
  760. {
  761. public:
  762. std::vector<si32> allowedAbilities;
  763. ui32 ability;
  764. const std::string & getHoverText() const override;
  765. void onHeroVisit(const CGHeroInstance * h) const override;
  766. void initObj() override;
  767. template <typename Handler> void serialize(Handler &h, const int version)
  768. {
  769. h & static_cast<CPlayersVisited&>(*this);
  770. h & allowedAbilities & ability;
  771. }
  772. };
  773. class DLL_LINKAGE CGScholar : public CGObjectInstance
  774. {
  775. public:
  776. enum EBonusType {PRIM_SKILL, SECONDARY_SKILL, SPELL, RANDOM = 255};
  777. EBonusType bonusType;
  778. ui16 bonusID; //ID of skill/spell
  779. // void giveAnyBonus(const CGHeroInstance * h) const; //TODO: remove
  780. void onHeroVisit(const CGHeroInstance * h) const override;
  781. void initObj() override;
  782. template <typename Handler> void serialize(Handler &h, const int version)
  783. {
  784. h & static_cast<CGObjectInstance&>(*this);
  785. h & bonusType & bonusID;
  786. }
  787. };
  788. class DLL_LINKAGE CGGarrison : public CArmedInstance
  789. {
  790. public:
  791. bool removableUnits;
  792. ui8 getPassableness() const;
  793. void onHeroVisit(const CGHeroInstance * h) const override;
  794. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  795. template <typename Handler> void serialize(Handler &h, const int version)
  796. {
  797. h & static_cast<CArmedInstance&>(*this);
  798. h & removableUnits;
  799. }
  800. };
  801. class DLL_LINKAGE CGArtifact : public CArmedInstance
  802. {
  803. public:
  804. CArtifactInstance *storedArtifact;
  805. std::string message;
  806. void onHeroVisit(const CGHeroInstance * h) const override;
  807. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  808. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  809. void pick( const CGHeroInstance * h ) const;
  810. void initObj() override;
  811. template <typename Handler> void serialize(Handler &h, const int version)
  812. {
  813. h & static_cast<CArmedInstance&>(*this);
  814. h & message & storedArtifact;
  815. }
  816. };
  817. class DLL_LINKAGE CGResource : public CArmedInstance
  818. {
  819. public:
  820. ui32 amount; //0 if random
  821. std::string message;
  822. void onHeroVisit(const CGHeroInstance * h) const override;
  823. void initObj() override;
  824. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  825. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  826. void collectRes(PlayerColor player) const;
  827. template <typename Handler> void serialize(Handler &h, const int version)
  828. {
  829. h & static_cast<CArmedInstance&>(*this);
  830. h & amount & message;
  831. }
  832. };
  833. class DLL_LINKAGE CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
  834. {
  835. public:
  836. ui32 type, val1, val2;
  837. void onHeroVisit(const CGHeroInstance * h) const override;
  838. void initObj() override;
  839. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  840. template <typename Handler> void serialize(Handler &h, const int version)
  841. {
  842. h & static_cast<CGObjectInstance&>(*this);
  843. h & type & val1 & val2;
  844. }
  845. };
  846. class DLL_LINKAGE CGShrine : public CPlayersVisited
  847. {
  848. public:
  849. SpellID spell; //id of spell or NONE if random
  850. void onHeroVisit(const CGHeroInstance * h) const override;
  851. void initObj() override;
  852. const std::string & getHoverText() const override;
  853. template <typename Handler> void serialize(Handler &h, const int version)
  854. {
  855. h & static_cast<CPlayersVisited&>(*this);;
  856. h & spell;
  857. }
  858. };
  859. class DLL_LINKAGE CGMine : public CArmedInstance
  860. {
  861. public:
  862. Res::ERes producedResource;
  863. ui32 producedQuantity;
  864. void onHeroVisit(const CGHeroInstance * h) const override;
  865. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  866. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  867. void flagMine(PlayerColor player) const;
  868. void newTurn() const override;
  869. void initObj() override;
  870. template <typename Handler> void serialize(Handler &h, const int version)
  871. {
  872. h & static_cast<CArmedInstance&>(*this);
  873. h & producedResource & producedQuantity;
  874. }
  875. ui32 defaultResProduction();
  876. };
  877. class DLL_LINKAGE CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  878. {
  879. public:
  880. ui8 visited; //true if object has been visited this week
  881. bool wasVisited(PlayerColor player) const;
  882. void onHeroVisit(const CGHeroInstance * h) const override;
  883. virtual void newTurn() const override;
  884. template <typename Handler> void serialize(Handler &h, const int version)
  885. {
  886. h & static_cast<CGObjectInstance&>(*this);
  887. h & visited;
  888. }
  889. protected:
  890. void setPropertyDer(ui8 what, ui32 val) override;
  891. };
  892. class DLL_LINKAGE CGTeleport : public CGObjectInstance //teleports and subterranean gates
  893. {
  894. public:
  895. static std::map<Obj, std::map<int, std::vector<ObjectInstanceID> > > objs; //teleports: map[ID][subID] => vector of ids
  896. static std::vector<std::pair<ObjectInstanceID, ObjectInstanceID> > gates; //subterranean gates: pairs of ids
  897. void onHeroVisit(const CGHeroInstance * h) const override;
  898. void initObj() override;
  899. static void postInit();
  900. static ObjectInstanceID getMatchingGate(ObjectInstanceID id); //receives id of one subterranean gate and returns id of the paired one, -1 if none
  901. template <typename Handler> void serialize(Handler &h, const int version)
  902. {
  903. h & static_cast<CGObjectInstance&>(*this);
  904. }
  905. };
  906. class DLL_LINKAGE CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  907. {
  908. public:
  909. bool wasVisited (const CGHeroInstance * h) const;
  910. void onHeroVisit(const CGHeroInstance * h) const override;
  911. const std::string & getHoverText() const override;
  912. void initObj() override;
  913. template <typename Handler> void serialize(Handler &h, const int version)
  914. {
  915. h & static_cast<CGObjectInstance&>(*this);
  916. }
  917. };
  918. class DLL_LINKAGE CGMagicSpring : public CGVisitableOPW
  919. {///unfortunately, this one is quite different than others
  920. enum EVisitedEntrance
  921. {
  922. CLEAR = 0, LEFT = 1, RIGHT
  923. };
  924. public:
  925. EVisitedEntrance visitedTile; //only one entrance was visited - there are two
  926. std::vector<int3> getVisitableOffsets() const;
  927. int3 getVisitableOffset() const override;
  928. void setPropertyDer(ui8 what, ui32 val) override;
  929. void newTurn() const override;
  930. void onHeroVisit(const CGHeroInstance * h) const override;
  931. const std::string & getHoverText() const override;
  932. template <typename Handler> void serialize(Handler &h, const int version)
  933. {
  934. h & static_cast<CGObjectInstance&>(*this);
  935. h & visitedTile & visited;
  936. }
  937. };
  938. class DLL_LINKAGE CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  939. {
  940. public:
  941. void onHeroVisit(const CGHeroInstance * h) const override;
  942. const std::string & getHoverText() const override;
  943. template <typename Handler> void serialize(Handler &h, const int version)
  944. {
  945. h & static_cast<CGObjectInstance&>(*this);
  946. }
  947. };
  948. class DLL_LINKAGE CGSirens : public CGObjectInstance
  949. {
  950. public:
  951. void onHeroVisit(const CGHeroInstance * h) const override;
  952. const std::string & getHoverText() const override;
  953. void initObj() 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 CGObservatory : public CGObjectInstance //Redwood observatory
  960. {
  961. public:
  962. void onHeroVisit(const CGHeroInstance * h) const override;
  963. template <typename Handler> void serialize(Handler &h, const int version)
  964. {
  965. h & static_cast<CGObjectInstance&>(*this);
  966. }
  967. };
  968. class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards
  969. {
  970. public:
  971. static std::map <PlayerColor, std::set <ui8> > playerKeyMap; //[players][keysowned]
  972. //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
  973. const std::string getName() const; //depending on color
  974. bool wasMyColorVisited (PlayerColor player) const;
  975. const std::string & getHoverText() const override;
  976. template <typename Handler> void serialize(Handler &h, const int version)
  977. {
  978. h & static_cast<CGObjectInstance&>(*this);
  979. }
  980. protected:
  981. void setPropertyDer(ui8 what, ui32 val) override;
  982. };
  983. class DLL_LINKAGE CGKeymasterTent : public CGKeys
  984. {
  985. public:
  986. bool wasVisited (PlayerColor player) const;
  987. void onHeroVisit(const CGHeroInstance * h) const override;
  988. template <typename Handler> void serialize(Handler &h, const int version)
  989. {
  990. h & static_cast<CGObjectInstance&>(*this);
  991. }
  992. };
  993. class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject
  994. {
  995. public:
  996. CGBorderGuard() : IQuestObject(){};
  997. void initObj() override;
  998. void onHeroVisit(const CGHeroInstance * h) const override;
  999. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  1000. void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
  1001. void getRolloverText (MetaString &text, bool onHover) const;
  1002. bool checkQuest (const CGHeroInstance * h) const;
  1003. template <typename Handler> void serialize(Handler &h, const int version)
  1004. {
  1005. h & static_cast<IQuestObject&>(*this);
  1006. h & static_cast<CGObjectInstance&>(*this);
  1007. h & blockVisit;
  1008. }
  1009. };
  1010. class DLL_LINKAGE CGBorderGate : public CGBorderGuard
  1011. {
  1012. public:
  1013. CGBorderGate() : CGBorderGuard(){};
  1014. void onHeroVisit(const CGHeroInstance * h) const override;
  1015. ui8 getPassableness() const override;
  1016. template <typename Handler> void serialize(Handler &h, const int version)
  1017. {
  1018. h & static_cast<CGBorderGuard&>(*this); //need to serialize or object will be empty
  1019. }
  1020. };
  1021. class DLL_LINKAGE CGBoat : public CGObjectInstance
  1022. {
  1023. public:
  1024. ui8 direction;
  1025. const CGHeroInstance *hero; //hero on board
  1026. void initObj() override;
  1027. CGBoat()
  1028. {
  1029. hero = nullptr;
  1030. direction = 4;
  1031. }
  1032. template <typename Handler> void serialize(Handler &h, const int version)
  1033. {
  1034. h & static_cast<CGObjectInstance&>(*this) & direction & hero;
  1035. }
  1036. };
  1037. class DLL_LINKAGE CGOnceVisitable : public CPlayersVisited
  1038. ///wagon, corpse, lean to, warriors tomb
  1039. {
  1040. public:
  1041. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  1042. ui32 bonusType, //id of res or artifact
  1043. bonusVal; //resource amount (or not used)
  1044. void onHeroVisit(const CGHeroInstance * h) const override;
  1045. const std::string & getHoverText() const override;
  1046. void initObj() override;
  1047. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  1048. template <typename Handler> void serialize(Handler &h, const int version)
  1049. {
  1050. h & static_cast<CPlayersVisited&>(*this);;
  1051. h & artOrRes & bonusType & bonusVal;
  1052. }
  1053. };
  1054. class DLL_LINKAGE CBank : public CArmedInstance
  1055. {
  1056. public:
  1057. int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
  1058. BankConfig *bc;
  1059. double multiplier; //for improved banks script
  1060. std::vector<ui32> artifacts; //fixed and deterministic
  1061. ui32 daycounter;
  1062. void initObj() override;
  1063. const std::string & getHoverText() const override;
  1064. void initialize() const;
  1065. void reset(ui16 var1);
  1066. void newTurn() const override;
  1067. bool wasVisited (PlayerColor player) const override;
  1068. void onHeroVisit(const CGHeroInstance * h) const override;
  1069. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  1070. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  1071. template <typename Handler> void serialize(Handler &h, const int version)
  1072. {
  1073. h & static_cast<CArmedInstance&>(*this);
  1074. h & index & multiplier & artifacts & daycounter & bc;
  1075. }
  1076. protected:
  1077. void setPropertyDer(ui8 what, ui32 val) override;
  1078. };
  1079. class DLL_LINKAGE CGPyramid : public CBank
  1080. {
  1081. public:
  1082. ui16 spell;
  1083. void initObj() override;
  1084. const std::string & getHoverText() const override;
  1085. void newTurn() const override {}; //empty, no reset
  1086. void onHeroVisit(const CGHeroInstance * h) const override;
  1087. void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
  1088. template <typename Handler> void serialize(Handler &h, const int version)
  1089. {
  1090. h & static_cast<CBank&>(*this);
  1091. h & spell;
  1092. }
  1093. };
  1094. class CGShipyard : public CGObjectInstance, public IShipyard
  1095. {
  1096. public:
  1097. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  1098. CGShipyard();
  1099. void onHeroVisit(const CGHeroInstance * h) const override;
  1100. };
  1101. class DLL_LINKAGE CGMagi : public CGObjectInstance
  1102. {
  1103. public:
  1104. static std::map <si32, std::vector<ObjectInstanceID> > eyelist; //[subID][id], supports multiple sets as in H5
  1105. void initObj() override;
  1106. void onHeroVisit(const CGHeroInstance * h) const override;
  1107. template <typename Handler> void serialize(Handler &h, const int version)
  1108. {
  1109. h & static_cast<CGObjectInstance&>(*this);
  1110. }
  1111. };
  1112. class DLL_LINKAGE CCartographer : public CPlayersVisited
  1113. {
  1114. ///behaviour varies depending on surface and floor
  1115. public:
  1116. void onHeroVisit(const CGHeroInstance * h) const override;
  1117. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  1118. template <typename Handler> void serialize(Handler &h, const int version)
  1119. {
  1120. h & static_cast<CPlayersVisited&>(*this);
  1121. }
  1122. };
  1123. class DLL_LINKAGE CGDenOfthieves : public CGObjectInstance
  1124. {
  1125. void onHeroVisit(const CGHeroInstance * h) const override;
  1126. };
  1127. class DLL_LINKAGE CGObelisk : public CPlayersVisited
  1128. {
  1129. public:
  1130. static ui8 obeliskCount; //how many obelisks are on map
  1131. static std::map<TeamID, ui8> visited; //map: team_id => how many obelisks has been visited
  1132. void onHeroVisit(const CGHeroInstance * h) const override;
  1133. void initObj() override;
  1134. const std::string & getHoverText() const override;
  1135. template <typename Handler> void serialize(Handler &h, const int version)
  1136. {
  1137. h & static_cast<CPlayersVisited&>(*this);
  1138. }
  1139. protected:
  1140. void setPropertyDer(ui8 what, ui32 val) override;
  1141. };
  1142. class DLL_LINKAGE CGLighthouse : public CGObjectInstance
  1143. {
  1144. public:
  1145. void onHeroVisit(const CGHeroInstance * h) const override;
  1146. void initObj() override;
  1147. const std::string & getHoverText() const override;
  1148. template <typename Handler> void serialize(Handler &h, const int version)
  1149. {
  1150. h & static_cast<CGObjectInstance&>(*this);
  1151. }
  1152. void giveBonusTo( PlayerColor player ) const;
  1153. };
  1154. class DLL_LINKAGE CGMarket : public CGObjectInstance, public IMarket
  1155. {
  1156. public:
  1157. CGMarket();
  1158. ///IObjectIntercae
  1159. void onHeroVisit(const CGHeroInstance * h) const override; //open trading window
  1160. ///IMarket
  1161. int getMarketEfficiency() const override;
  1162. bool allowsTrade(EMarketMode::EMarketMode mode) const override;
  1163. int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const override; //-1 if unlimited
  1164. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
  1165. template <typename Handler> void serialize(Handler &h, const int version)
  1166. {
  1167. h & static_cast<CGObjectInstance&>(*this);
  1168. }
  1169. };
  1170. class DLL_LINKAGE CGBlackMarket : public CGMarket
  1171. {
  1172. public:
  1173. std::vector<const CArtifact *> artifacts; //available artifacts
  1174. void newTurn() const override; //reset artifacts for black market every month
  1175. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
  1176. template <typename Handler> void serialize(Handler &h, const int version)
  1177. {
  1178. h & static_cast<CGMarket&>(*this);
  1179. h & artifacts;
  1180. }
  1181. };
  1182. class DLL_LINKAGE CGUniversity : public CGMarket
  1183. {
  1184. public:
  1185. std::vector<int> skills; //available skills
  1186. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  1187. void initObj() override;//set skills for trade
  1188. void onHeroVisit(const CGHeroInstance * h) const override; //open window
  1189. template <typename Handler> void serialize(Handler &h, const int version)
  1190. {
  1191. h & static_cast<CGMarket&>(*this);
  1192. h & skills;
  1193. }
  1194. };
  1195. struct BankConfig
  1196. {
  1197. BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
  1198. ui8 level; //1 - 4, how hard the battle will be
  1199. ui8 chance; //chance for this level being chosen
  1200. ui8 upgradeChance; //chance for creatures to be in upgraded versions
  1201. std::vector< std::pair <CreatureID, ui32> > guards; //creature ID, amount
  1202. ui32 combatValue; //how hard are guards of this level
  1203. Res::ResourceSet resources; //resources given in case of victory
  1204. std::vector< std::pair <CreatureID, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
  1205. std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
  1206. ui32 value; //overall value of given things
  1207. ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
  1208. ui16 easiest; //?!?
  1209. template <typename Handler> void serialize(Handler &h, const int version)
  1210. {
  1211. h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
  1212. }
  1213. };
  1214. class DLL_LINKAGE CObjectHandler
  1215. {
  1216. public:
  1217. std::map<si32, CreatureID> cregens; //type 17. dwelling subid -> creature ID
  1218. std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
  1219. std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
  1220. std::vector<ui32> resVals; //default values of resources in gold
  1221. CObjectHandler();
  1222. ~CObjectHandler();
  1223. int bankObjToIndex (const CGObjectInstance * obj);
  1224. template <typename Handler> void serialize(Handler &h, const int version)
  1225. {
  1226. h & cregens & banksInfo & creBanksNames & resVals;
  1227. }
  1228. };