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CObjectHandler.h 46 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. #ifndef _MSC_VER
  10. #include "CHeroHandler.h"
  11. #include "CTownHandler.h"
  12. #include "../lib/VCMI_Lib.h"
  13. #endif
  14. #include "../lib/CCreatureSet.h"
  15. #include "../lib/ConstTransitivePtr.h"
  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. class CArtifactInstance;
  26. struct MetaString;
  27. struct BattleInfo;
  28. class IGameCallback;
  29. struct BattleResult;
  30. class CCPPObjectScript;
  31. class CGObjectInstance;
  32. class CScript;
  33. class CObjectScript;
  34. class CGHeroInstance;
  35. class CTown;
  36. class CHero;
  37. class CBuilding;
  38. class CSpell;
  39. class CGTownInstance;
  40. class CGTownBuilding;
  41. class CArtifact;
  42. class CGDefInfo;
  43. class CSpecObjInfo;
  44. class CCastleEvent;
  45. struct TerrainTile;
  46. struct InfoWindow;
  47. struct Component;
  48. struct BankConfig;
  49. struct UpdateHeroSpeciality;
  50. struct NewArtifact;
  51. class CGBoat;
  52. class DLL_EXPORT CQuest
  53. {
  54. public:
  55. enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
  56. MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9};
  57. ui8 missionType, 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;
  64. std::string firstVisitText, nextVisitText, completedText;
  65. bool isCustom;
  66. bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
  67. virtual void completeQuest (const CGHeroInstance * h) const {};
  68. template <typename Handler> void serialize(Handler &h, const int version)
  69. {
  70. h & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  71. & firstVisitText & nextVisitText & completedText & isCustom;
  72. }
  73. };
  74. class DLL_EXPORT IObjectInterface
  75. {
  76. public:
  77. static IGameCallback *cb;
  78. IObjectInterface();
  79. virtual ~IObjectInterface();
  80. virtual void onHeroVisit(const CGHeroInstance * h) const;
  81. virtual void onHeroLeave(const CGHeroInstance * h) const;
  82. virtual void newTurn() const;
  83. virtual void initObj(); //synchr
  84. virtual void setProperty(ui8 what, ui32 val);//synchr
  85. static void preInit(); //called before objs receive their initObj
  86. static void postInit();//caleed after objs receive their initObj
  87. };
  88. class DLL_EXPORT IBoatGenerator
  89. {
  90. public:
  91. const CGObjectInstance *o;
  92. IBoatGenerator(const CGObjectInstance *O);
  93. virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  94. virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
  95. int3 bestLocation() const; //returns location when the boat should be placed
  96. int state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
  97. void getProblemText(MetaString &out, const CGHeroInstance *visitor = NULL) const;
  98. };
  99. class DLL_EXPORT IShipyard : public IBoatGenerator
  100. {
  101. public:
  102. IShipyard(const CGObjectInstance *O);
  103. virtual void getBoatCost(std::vector<si32> &cost) const;
  104. static const IShipyard *castFrom(const CGObjectInstance *obj);
  105. static IShipyard *castFrom(CGObjectInstance *obj);
  106. };
  107. class DLL_EXPORT IMarket
  108. {
  109. virtual int getMarketEfficiency() const =0;
  110. public:
  111. const CGObjectInstance *o;
  112. IMarket(const CGObjectInstance *O);
  113. virtual bool allowsTrade(EMarketMode mode) const;
  114. virtual int availableUnits(EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  115. virtual std::vector<int> availableItemsIds(EMarketMode mode) const;
  116. bool getOffer(int id1, int id2, int &val1, int &val2, EMarketMode mode) const; //val1 - how many units of id1 player has to give to receive val2 units
  117. std::vector<EMarketMode> availableModes() const;
  118. static const IMarket *castFrom(const CGObjectInstance *obj);
  119. };
  120. class DLL_EXPORT CGObjectInstance : public IObjectInterface
  121. {
  122. protected:
  123. void getNameVis(std::string &hname) const;
  124. void giveDummyBonus(int heroID, ui8 duration = Bonus::ONE_DAY) const;
  125. public:
  126. mutable std::string hoverName;
  127. int3 pos; //h3m pos
  128. si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
  129. si32 id;//number of object in CObjectHandler's vector
  130. CGDefInfo * defInfo;
  131. ui8 animPhaseShift;
  132. ui8 tempOwner;
  133. ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
  134. 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
  135. virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  136. virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
  137. void getSightTiles(std::set<int3> &tiles) const; //returns reference to the set
  138. int getOwner() const;
  139. void setOwner(int ow);
  140. int getWidth() const; //returns width of object graphic in tiles
  141. int getHeight() const; //returns height of object graphic in tiles
  142. 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)
  143. int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
  144. int3 visitablePos() const;
  145. 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)
  146. 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)
  147. 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)
  148. std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
  149. bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
  150. void hideTiles(int ourplayer, int radius) const;
  151. CGObjectInstance();
  152. virtual ~CGObjectInstance();
  153. //CGObjectInstance(const CGObjectInstance & right);
  154. //CGObjectInstance& operator=(const CGObjectInstance & right);
  155. virtual const std::string & getHoverText() const;
  156. //////////////////////////////////////////////////////////////////////////
  157. void initObj();
  158. void onHeroVisit(const CGHeroInstance * h) const;
  159. void setProperty(ui8 what, ui32 val);//synchr
  160. virtual void setPropertyDer(ui8 what, ui32 val);//synchr
  161. friend class CGameHandler;
  162. template <typename Handler> void serialize(Handler &h, const int version)
  163. {
  164. h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit & defInfo;
  165. //definfo is handled by map serializer
  166. }
  167. };
  168. class CGHeroPlaceholder : public CGObjectInstance
  169. {
  170. public:
  171. //subID stores id of hero type. If it's 0xff then following field is used
  172. ui8 power;
  173. template <typename Handler> void serialize(Handler &h, const int version)
  174. {
  175. h & static_cast<CGObjectInstance&>(*this);
  176. h & power;
  177. }
  178. };
  179. class DLL_EXPORT CPlayersVisited: public CGObjectInstance
  180. {
  181. public:
  182. std::set<ui8> players; //players that visited this object
  183. bool hasVisited(ui8 player) const;
  184. virtual void setPropertyDer( ui8 what, ui32 val );
  185. template <typename Handler> void serialize(Handler &h, const int version)
  186. {
  187. h & static_cast<CGObjectInstance&>(*this);
  188. h & players;
  189. }
  190. };
  191. class DLL_EXPORT CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet
  192. {
  193. public:
  194. BattleInfo *battle; //set to the current battle, if engaged
  195. CCreatureSet& getArmy() const;
  196. void randomizeArmy(int type);
  197. //////////////////////////////////////////////////////////////////////////
  198. //void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  199. //void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  200. int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface ???
  201. //////////////////////////////////////////////////////////////////////////
  202. CArmedInstance();
  203. template <typename Handler> void serialize(Handler &h, const int version)
  204. {
  205. h & static_cast<CGObjectInstance&>(*this);
  206. h & static_cast<CBonusSystemNode&>(*this);
  207. h & static_cast<CCreatureSet&>(*this);
  208. }
  209. };
  210. struct DLL_EXPORT ArtSlotInfo
  211. {
  212. ConstTransitivePtr<CArtifactInstance> artifact;
  213. ui8 locked; //if locked, then artifact points to the combined artifact
  214. ArtSlotInfo()
  215. {
  216. locked = false;
  217. }
  218. template <typename Handler> void serialize(Handler &h, const int version)
  219. {
  220. h & artifact & locked;
  221. }
  222. };
  223. class DLL_EXPORT CArtifactSet
  224. {
  225. public:
  226. std::vector<ArtSlotInfo> artifactsInBackpack; //hero's artifacts from bag
  227. bmap<ui16, ArtSlotInfo> artifactsWorn; //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
  228. const ArtSlotInfo *getSlot(ui16 pos) const;
  229. const CArtifactInstance* getArt(ui16 pos) const; //NULL - no artifact
  230. si32 getArtPos(int aid, bool onlyWorn = true) const; //looks for equipped artifact with given ID and returns its slot ID or -1 if none(if more than one such artifact lower ID is returned)
  231. si32 getArtPos(const CArtifactInstance *art) const;
  232. bool hasArt(ui32 aid, bool onlyWorn = false) const; //checks if hero possess artifact of given id (either in backack or worn)
  233. bool isPositionFree(ui16 pos) const;
  234. si32 getArtTypeId(ui16 pos) const;
  235. virtual ~CArtifactSet();
  236. template <typename Handler> void serialize(Handler &h, const int version)
  237. {
  238. h & artifactsInBackpack & artifactsWorn;
  239. }
  240. };
  241. class DLL_EXPORT CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
  242. {
  243. public:
  244. enum SecondarySkill
  245. {
  246. PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,
  247. LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,
  248. SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,
  249. FIRST_AID
  250. };
  251. //////////////////////////////////////////////////////////////////////////
  252. ui8 moveDir; //format: 123
  253. // 8 4
  254. // 765
  255. mutable ui8 isStanding, tacticFormationEnabled;
  256. //////////////////////////////////////////////////////////////////////////
  257. const CHero * type;
  258. ui64 exp; //experience points
  259. si32 level; //current level of hero
  260. std::string name; //may be custom
  261. std::string biography; //if custom
  262. si32 portrait; //may be custom
  263. si32 mana; // remaining spell points
  264. 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
  265. si32 movement; //remaining movement points
  266. ui8 sex;
  267. ui8 inTownGarrison; // if hero is in town garrison
  268. const CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
  269. const CGBoat *boat; //set to CGBoat when sailing
  270. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  271. //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
  272. std::set<ui32> spells; //known spells (spell IDs)
  273. struct DLL_EXPORT Patrol
  274. {
  275. Patrol(){patrolling=false;patrolRadious=-1;};
  276. ui8 patrolling;
  277. si32 patrolRadious;
  278. template <typename Handler> void serialize(Handler &h, const int version)
  279. {
  280. h & patrolling & patrolRadious;
  281. }
  282. } patrol;
  283. struct DLL_EXPORT HeroSpecial : CBonusSystemNode
  284. {
  285. bool growthsWithLevel;
  286. template <typename Handler> void serialize(Handler &h, const int version)
  287. {
  288. h & static_cast<CBonusSystemNode&>(*this);
  289. h & growthsWithLevel;
  290. }
  291. } speciality;
  292. //BonusList bonuses;
  293. //////////////////////////////////////////////////////////////////////////
  294. template <typename Handler> void serialize(Handler &h, const int version)
  295. {
  296. h & static_cast<CArmedInstance&>(*this);
  297. h & static_cast<CArtifactSet&>(*this);
  298. h & exp & level & name & biography & portrait & mana & secSkills & movement
  299. & sex & inTownGarrison & /*artifacts & artifWorn & */spells & patrol & moveDir;
  300. h & type & speciality;
  301. //visitied town pointer will be restored by map serialization method
  302. }
  303. //////////////////////////////////////////////////////////////////////////
  304. // void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  305. // void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  306. //////////////////////////////////////////////////////////////////////////
  307. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  308. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  309. //////////////////////////////////////////////////////////////////////////
  310. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  311. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  312. //////////////////////////////////////////////////////////////////////////
  313. bool hasSpellbook() const;
  314. EAlignment getAlignment() const;
  315. const std::string &getBiography() const;
  316. bool needsLastStack()const;
  317. 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
  318. unsigned int getLowestCreatureSpeed() const;
  319. int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  320. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  321. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  322. bool canWalkOnSea() const;
  323. int getCurrentLuck(int stack=-1, bool town=false) const;
  324. int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
  325. TModDescr getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
  326. 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
  327. TModDescr getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
  328. int getPrimSkillLevel(int id) const; //0-attack, 1-defence, 2-spell power, 3-knowledge
  329. ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
  330. void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
  331. int maxMovePoints(bool onLand) const;
  332. // const CArtifact* getArtAtPos(ui16 pos) const; //NULL - no artifact
  333. // const CArtifact * getArt(int pos) const;
  334. // si32 getArtPos(int aid) const; //looks for equipped artifact with given ID and returns its slot ID or -1 if none(if more than one such artifact lower ID is returned)
  335. // bool hasArt(ui32 aid) const; //checks if hero possess artifact of given id (either in backack or worn)
  336. //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
  337. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  338. double getHeroStrength() const;
  339. int getTotalStrength() const;
  340. ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = NULL) const; //returns level on which given spell would be cast by this hero (0 - none, 1 - basic etc); optionally returns number of selected school by arg - 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic,
  341. 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
  342. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  343. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
  344. //////////////////////////////////////////////////////////////////////////
  345. void initHero();
  346. void initHero(int SUBID);
  347. void putArtifact(ui16 pos, CArtifactInstance *art);
  348. void putInBackpack(CArtifactInstance *art);
  349. void initExp();
  350. void initArmy(CCreatureSet *dst = NULL);
  351. void giveArtifact (ui32 aid);
  352. void initHeroDefInfo();
  353. void pushPrimSkill(int which, int val);
  354. void UpdateSpeciality();
  355. void updateSkill(int which, int val);
  356. CGHeroInstance();
  357. virtual ~CGHeroInstance();
  358. //////////////////////////////////////////////////////////////////////////
  359. virtual std::string nodeName() const OVERRIDE;
  360. void setPropertyDer(ui8 what, ui32 val);//synchr
  361. void initObj();
  362. void onHeroVisit(const CGHeroInstance * h) const;
  363. };
  364. class DLL_EXPORT CSpecObjInfo
  365. {
  366. public:
  367. virtual ~CSpecObjInfo(){};
  368. };
  369. class DLL_EXPORT CCreGenObjInfo : public CSpecObjInfo
  370. {
  371. public:
  372. unsigned char player; //owner
  373. bool asCastle;
  374. ui32 identifier;
  375. unsigned char castles[2]; //allowed castles
  376. };
  377. class DLL_EXPORT CCreGen2ObjInfo : public CSpecObjInfo
  378. {
  379. public:
  380. unsigned char player; //owner
  381. bool asCastle;
  382. ui32 identifier;
  383. unsigned char castles[2]; //allowed castles
  384. unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
  385. };
  386. class DLL_EXPORT CCreGen3ObjInfo : public CSpecObjInfo
  387. {
  388. public:
  389. unsigned char player; //owner
  390. unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
  391. };
  392. class DLL_EXPORT CGDwelling : public CArmedInstance
  393. {
  394. public:
  395. CSpecObjInfo * info; //h3m info about dewlling
  396. std::vector<std::pair<ui32, std::vector<ui32> > > creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
  397. template <typename Handler> void serialize(Handler &h, const int version)
  398. {
  399. h & static_cast<CArmedInstance&>(*this) & creatures;
  400. }
  401. void initObj();
  402. void setProperty(ui8 what, ui32 val);
  403. void onHeroVisit(const CGHeroInstance * h) const;
  404. void newTurn() const;
  405. void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
  406. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  407. void wantsFight(const CGHeroInstance *h, ui32 answer) const;
  408. };
  409. class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  410. {
  411. public:
  412. std::set<si32> visitors; //ids of heroes who have visited this obj
  413. si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
  414. const std::string & getHoverText() const;
  415. void setPropertyDer(ui8 what, ui32 val);//synchr
  416. void onHeroVisit(const CGHeroInstance * h) const;
  417. void onNAHeroVisit(int heroID, bool alreadyVisited) const;
  418. void initObj();
  419. void treeSelected(int heroID, int resType, int resVal, expType expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
  420. void schoolSelected(int heroID, ui32 which) const;
  421. void arenaSelected(int heroID, int primSkill) const;
  422. template <typename Handler> void serialize(Handler &h, const int version)
  423. {
  424. h & static_cast<CGObjectInstance&>(*this);
  425. h & visitors & ttype;
  426. }
  427. };
  428. class DLL_EXPORT CGTownBuilding : public IObjectInterface
  429. {
  430. ///basic class for town structures handled as map objects
  431. public:
  432. si32 ID; //from buildig list
  433. si32 id; //identifies its index on towns vector
  434. CGTownInstance *town;
  435. template <typename Handler> void serialize(Handler &h, const int version)
  436. {
  437. h & ID & id;
  438. }
  439. };
  440. class DLL_EXPORT COPWBonus : public CGTownBuilding
  441. {///used for OPW bonusing structures
  442. public:
  443. std::set<si32> visitors;
  444. void setProperty(ui8 what, ui32 val);
  445. void onHeroVisit (const CGHeroInstance * h) const;
  446. COPWBonus (int index, CGTownInstance *TOWN);
  447. COPWBonus (){ID = 0; town = NULL;};
  448. template <typename Handler> void serialize(Handler &h, const int version)
  449. {
  450. h & static_cast<CGTownBuilding&>(*this);
  451. h & visitors;
  452. }
  453. };
  454. class DLL_EXPORT CTownBonus : public CGTownBuilding
  455. {
  456. ///used for one-time bonusing structures
  457. ///feel free to merge inheritance tree
  458. public:
  459. std::set<si32> visitors;
  460. void setProperty(ui8 what, ui32 val);
  461. void onHeroVisit (const CGHeroInstance * h) const;
  462. CTownBonus (int index, CGTownInstance *TOWN);
  463. CTownBonus (){ID = 0; town = NULL;};
  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_EXPORT CGTownInstance : public CGDwelling, public IShipyard, public IMarket
  471. {
  472. public:
  473. CTown * town;
  474. std::string name; // name of town
  475. si32 builded; //how many buildings has been built this turn
  476. si32 destroyed; //how many buildings has been destroyed this turn
  477. const CGHeroInstance * garrisonHero, *visitingHero;
  478. ui32 identifier; //special identifier from h3m (only > RoE maps)
  479. si32 alignment;
  480. std::set<si32> forbiddenBuildings, builtBuildings;
  481. std::vector<CGTownBuilding*> bonusingBuildings;
  482. std::vector<ui32> possibleSpells, obligatorySpells;
  483. std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
  484. std::list<CCastleEvent*> events;
  485. std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
  486. //////////////////////////////////////////////////////////////////////////
  487. static std::vector<const CArtifact *> merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought)
  488. static std::vector<int> universitySkills;//skills for university of magic
  489. template <typename Handler> void serialize(Handler &h, const int version)
  490. {
  491. h & static_cast<CGDwelling&>(*this);
  492. h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings & bonusValue
  493. & possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
  494. for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
  495. (*i)->town = this;
  496. h & town;
  497. //garrison/visiting hero pointers will be restored in the map serialization
  498. }
  499. //////////////////////////////////////////////////////////////////////////
  500. // void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  501. // void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  502. //////////////////////////////////////////////////////////////////////////
  503. 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
  504. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  505. int getSightRadious() const; //returns sight distance
  506. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  507. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  508. int getMarketEfficiency() const; //=market count
  509. bool allowsTrade(EMarketMode mode) const;
  510. std::vector<int> availableItemsIds(EMarketMode mode) const;
  511. void setPropertyDer(ui8 what, ui32 val);
  512. void newTurn() const;
  513. //////////////////////////////////////////////////////////////////////////
  514. bool needsLastStack() const;
  515. int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
  516. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  517. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  518. bool creatureDwelling(const int & level, bool upgraded=false) const;
  519. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  520. int creatureGrowth(const int & level) const;
  521. bool hasFort() const;
  522. bool hasCapitol() const;
  523. int dailyIncome() const; //calculates daily income of this town
  524. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  525. void removeCapitols (ui8 owner) const;
  526. int defenceBonus(int type) const;//primary skills bonuses for defending hero
  527. CGTownInstance();
  528. virtual ~CGTownInstance();
  529. //////////////////////////////////////////////////////////////////////////
  530. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  531. void onHeroVisit(const CGHeroInstance * h) const;
  532. void onHeroLeave(const CGHeroInstance * h) const;
  533. void initObj();
  534. };
  535. class DLL_EXPORT CGPandoraBox : public CArmedInstance
  536. {
  537. public:
  538. std::string message;
  539. ui8 removeAfterVisit; //true if event is removed after occurring
  540. //gained things:
  541. ui32 gainedExp;
  542. si32 manaDiff; //amount of gained / lost mana
  543. si32 moraleDiff; //morale modifier
  544. si32 luckDiff; //luck modifier
  545. std::vector<si32> resources;//gained / lost resources
  546. std::vector<si32> primskills;//gained / lost resources
  547. std::vector<si32> abilities; //gained abilities
  548. std::vector<si32> abilityLevels; //levels of gained abilities
  549. std::vector<si32> artifacts; //gained artifacts
  550. std::vector<si32> spells; //gained spells
  551. CCreatureSet creatures; //gained creatures
  552. void initObj();
  553. void onHeroVisit(const CGHeroInstance * h) const;
  554. void open (const CGHeroInstance * h, ui32 accept) const;
  555. void endBattle(const CGHeroInstance *h, BattleResult *result) const;
  556. void giveContents(const CGHeroInstance *h, bool afterBattle) const;
  557. void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
  558. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  559. template <typename Handler> void serialize(Handler &h, const int version)
  560. {
  561. h & static_cast<CArmedInstance&>(*this);
  562. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  563. & abilities & abilityLevels & artifacts & spells & creatures;
  564. }
  565. };
  566. class DLL_EXPORT CGEvent : public CGPandoraBox //event objects
  567. {
  568. public:
  569. ui8 availableFor; //players whom this event is available for
  570. ui8 computerActivate; //true if computre player can activate this event
  571. ui8 humanActivate; //true if human player can activate this event
  572. template <typename Handler> void serialize(Handler &h, const int version)
  573. {
  574. h & static_cast<CArmedInstance&>(*this);
  575. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  576. & abilities & abilityLevels & artifacts & spells & creatures & availableFor
  577. & computerActivate & humanActivate;
  578. }
  579. void onHeroVisit(const CGHeroInstance * h) const;
  580. void activated(const CGHeroInstance * h) const;
  581. };
  582. class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
  583. {
  584. public:
  585. ui32 identifier; //unique code for this monster (used in missions)
  586. 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)
  587. std::string message; //message printed for attacking hero
  588. std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
  589. si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
  590. ui8 neverFlees; //if true, the troops will never flee
  591. ui8 notGrowingTeam; //if true, number of units won't grow
  592. ui64 temppower; //used to handle fractional stack growth for tiny stacks
  593. void fight(const CGHeroInstance *h) const;
  594. void onHeroVisit(const CGHeroInstance * h) const;
  595. const std::string & getHoverText() const;
  596. void flee( const CGHeroInstance * h ) const;
  597. void endBattle(BattleResult *result) const;
  598. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  599. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  600. void initObj();
  601. void newTurn() const;
  602. void setPropertyDer(ui8 what, ui32 val);
  603. 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)
  604. template <typename Handler> void serialize(Handler &h, const int version)
  605. {
  606. h & static_cast<CArmedInstance&>(*this);
  607. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower;
  608. }
  609. };
  610. class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
  611. {
  612. public:
  613. std::string message;
  614. void onHeroVisit(const CGHeroInstance * h) const;
  615. void initObj();
  616. template <typename Handler> void serialize(Handler &h, const int version)
  617. {
  618. h & static_cast<CGObjectInstance&>(*this);
  619. h & message;
  620. }
  621. };
  622. class DLL_EXPORT CGSeerHut : public CArmedInstance, public CQuest //army is used when giving reward
  623. {
  624. public:
  625. 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
  626. si32 rID; //reward ID
  627. si32 rVal; //reward value
  628. ui8 textOption; //store randomized mission write-ups rather than entire string (?)
  629. std::string seerName;
  630. void initObj();
  631. const std::string & getHoverText() const;
  632. void setPropertyDer (ui8 what, ui32 val);
  633. int checkDirection() const; //calculates the region of map where monster is placed
  634. void newTurn() const;
  635. void onHeroVisit (const CGHeroInstance * h) const;
  636. void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
  637. void completeQuest (const CGHeroInstance * h) const;
  638. template <typename Handler> void serialize(Handler &h, const int version)
  639. {
  640. h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
  641. h & rewardType & rID & rVal & textOption & seerName;
  642. }
  643. };
  644. class DLL_EXPORT CGQuestGuard : public CGSeerHut
  645. {
  646. public:
  647. void initObj();
  648. void completeQuest (const CGHeroInstance * h) const;
  649. template <typename Handler> void serialize(Handler &h, const int version)
  650. {
  651. h & static_cast<CGSeerHut&>(*this);
  652. }
  653. };
  654. class DLL_EXPORT CGWitchHut : public CPlayersVisited
  655. {
  656. public:
  657. std::vector<si32> allowedAbilities;
  658. ui32 ability;
  659. const std::string & getHoverText() const;
  660. void onHeroVisit(const CGHeroInstance * h) const;
  661. void initObj();
  662. template <typename Handler> void serialize(Handler &h, const int version)
  663. {
  664. h & static_cast<CPlayersVisited&>(*this);
  665. h & allowedAbilities & ability;
  666. }
  667. };
  668. class DLL_EXPORT CGScholar : public CGObjectInstance
  669. {
  670. public:
  671. ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
  672. ui16 bonusID; //ID of skill/spell
  673. void giveAnyBonus(const CGHeroInstance * h) const;
  674. void onHeroVisit(const CGHeroInstance * h) const;
  675. void initObj();
  676. template <typename Handler> void serialize(Handler &h, const int version)
  677. {
  678. h & static_cast<CGObjectInstance&>(*this);
  679. h & bonusType & bonusID;
  680. }
  681. };
  682. class DLL_EXPORT CGGarrison : public CArmedInstance
  683. {
  684. public:
  685. ui8 removableUnits;
  686. ui8 getPassableness() const;
  687. void onHeroVisit (const CGHeroInstance *h) const;
  688. void fightOver (const CGHeroInstance *h, BattleResult *result) const;
  689. template <typename Handler> void serialize(Handler &h, const int version)
  690. {
  691. h & static_cast<CArmedInstance&>(*this);
  692. h & removableUnits;
  693. }
  694. };
  695. class DLL_EXPORT CGArtifact : public CArmedInstance
  696. {
  697. public:
  698. CArtifactInstance *storedArtifact;
  699. std::string message;
  700. void onHeroVisit(const CGHeroInstance * h) const;
  701. void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
  702. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  703. void pick( const CGHeroInstance * h ) const;
  704. void initObj();
  705. template <typename Handler> void serialize(Handler &h, const int version)
  706. {
  707. h & static_cast<CArmedInstance&>(*this);
  708. h & message & storedArtifact;
  709. }
  710. };
  711. class DLL_EXPORT CGResource : public CArmedInstance
  712. {
  713. public:
  714. ui32 amount; //0 if random
  715. std::string message;
  716. void onHeroVisit(const CGHeroInstance * h) const;
  717. void collectRes(int player) const;
  718. void initObj();
  719. void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
  720. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  721. template <typename Handler> void serialize(Handler &h, const int version)
  722. {
  723. h & static_cast<CArmedInstance&>(*this);
  724. h & amount & message;
  725. }
  726. };
  727. class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
  728. {
  729. public:
  730. ui32 type, val1, val2;
  731. void onHeroVisit(const CGHeroInstance * h) const;
  732. void initObj();
  733. void chosen(int which, int heroID) const;
  734. template <typename Handler> void serialize(Handler &h, const int version)
  735. {
  736. h & static_cast<CGObjectInstance&>(*this);
  737. h & type & val1 & val2;
  738. }
  739. };
  740. class DLL_EXPORT CGShrine : public CPlayersVisited
  741. {
  742. public:
  743. ui8 spell; //number of spell or 255 if random
  744. void onHeroVisit(const CGHeroInstance * h) const;
  745. void initObj();
  746. const std::string & getHoverText() const;
  747. template <typename Handler> void serialize(Handler &h, const int version)
  748. {
  749. h & static_cast<CPlayersVisited&>(*this);;
  750. h & spell;
  751. }
  752. };
  753. class DLL_EXPORT CGMine : public CArmedInstance
  754. {
  755. public:
  756. ui8 producedResource;
  757. ui32 producedQuantity;
  758. void offerLeavingGuards(const CGHeroInstance *h) const;
  759. void endBattle(BattleResult *result, ui8 attackingPlayer) const;
  760. void fight(ui32 agreed, const CGHeroInstance *h) const;
  761. void onHeroVisit(const CGHeroInstance * h) const;
  762. void flagMine(ui8 player) const;
  763. void newTurn() const;
  764. void initObj();
  765. template <typename Handler> void serialize(Handler &h, const int version)
  766. {
  767. h & static_cast<CArmedInstance&>(*this);
  768. h & producedResource & producedQuantity;
  769. }
  770. ui32 defaultResProduction();
  771. };
  772. class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  773. {
  774. public:
  775. ui8 visited; //true if object has been visited this week
  776. void setPropertyDer(ui8 what, ui32 val);//synchr
  777. void onHeroVisit(const CGHeroInstance * h) const;
  778. void newTurn() const;
  779. template <typename Handler> void serialize(Handler &h, const int version)
  780. {
  781. h & static_cast<CGObjectInstance&>(*this);
  782. h & visited;
  783. }
  784. };
  785. class DLL_EXPORT CGTeleport : public CGObjectInstance //teleports and subterranean gates
  786. {
  787. public:
  788. static std::map<int,std::map<int, std::vector<int> > > objs; //teleports: map[ID][subID] => vector of ids
  789. static std::vector<std::pair<int, int> > gates; //subterranean gates: pairs of ids
  790. void onHeroVisit(const CGHeroInstance * h) const;
  791. void initObj();
  792. static void postInit();
  793. template <typename Handler> void serialize(Handler &h, const int version)
  794. {
  795. h & static_cast<CGObjectInstance&>(*this);
  796. }
  797. };
  798. class DLL_EXPORT CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  799. {
  800. public:
  801. void onHeroVisit(const CGHeroInstance * h) const;
  802. const std::string & getHoverText() const;
  803. void initObj();
  804. template <typename Handler> void serialize(Handler &h, const int version)
  805. {
  806. h & static_cast<CGObjectInstance&>(*this);
  807. }
  808. };
  809. class DLL_EXPORT CGMagicSpring : public CGVisitableOPW
  810. {///unfortunatelly, this one is quite different than others
  811. public:
  812. void onHeroVisit(const CGHeroInstance * h) const;
  813. const std::string & getHoverText() const;
  814. template <typename Handler> void serialize(Handler &h, const int version)
  815. {
  816. h & static_cast<CGObjectInstance&>(*this);
  817. h & visited;
  818. }
  819. };
  820. class DLL_EXPORT CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  821. {
  822. public:
  823. void onHeroVisit(const CGHeroInstance * h) const;
  824. const std::string & getHoverText() const;
  825. template <typename Handler> void serialize(Handler &h, const int version)
  826. {
  827. h & static_cast<CGObjectInstance&>(*this);
  828. }
  829. };
  830. class DLL_EXPORT CGSirens : public CGObjectInstance
  831. {
  832. public:
  833. void onHeroVisit(const CGHeroInstance * h) const;
  834. const std::string & getHoverText() const;
  835. void initObj();
  836. template <typename Handler> void serialize(Handler &h, const int version)
  837. {
  838. h & static_cast<CGObjectInstance&>(*this);
  839. }
  840. };
  841. class DLL_EXPORT CGObservatory : public CGObjectInstance //Redwood observatory
  842. {
  843. public:
  844. void onHeroVisit(const CGHeroInstance * h) const;
  845. template <typename Handler> void serialize(Handler &h, const int version)
  846. {
  847. h & static_cast<CGObjectInstance&>(*this);
  848. }
  849. };
  850. class DLL_EXPORT CGKeys : public CGObjectInstance //Base class for Keymaster and guards
  851. {
  852. public:
  853. static std::map <ui8, std::set <ui8> > playerKeyMap; //[players][keysowned]
  854. //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
  855. void setPropertyDer (ui8 what, ui32 val);
  856. bool wasMyColorVisited (int player) const;
  857. template <typename Handler> void serialize(Handler &h, const int version)
  858. {
  859. h & static_cast<CGObjectInstance&>(*this);
  860. }
  861. };
  862. class DLL_EXPORT CGKeymasterTent : public CGKeys
  863. {
  864. public:
  865. void onHeroVisit(const CGHeroInstance * h) const;
  866. const std::string & getHoverText() const;
  867. template <typename Handler> void serialize(Handler &h, const int version)
  868. {
  869. h & static_cast<CGObjectInstance&>(*this);
  870. }
  871. };
  872. class DLL_EXPORT CGBorderGuard : public CGKeys
  873. {
  874. public:
  875. void initObj();
  876. const std::string & getHoverText() const;
  877. void onHeroVisit(const CGHeroInstance * h) const;
  878. void openGate(const CGHeroInstance *h, ui32 accept) const;
  879. template <typename Handler> void serialize(Handler &h, const int version)
  880. {
  881. h & static_cast<CGObjectInstance&>(*this);
  882. h & blockVisit;
  883. }
  884. };
  885. class DLL_EXPORT CGBorderGate : public CGBorderGuard //not fully imlemented, waiting for garrison
  886. {
  887. public:
  888. void onHeroVisit(const CGHeroInstance * h) const;
  889. ui8 getPassableness() const;
  890. };
  891. class DLL_EXPORT CGBoat : public CGObjectInstance
  892. {
  893. public:
  894. ui8 direction;
  895. const CGHeroInstance *hero; //hero on board
  896. void initObj();
  897. CGBoat()
  898. {
  899. hero = NULL;
  900. direction = 4;
  901. }
  902. template <typename Handler> void serialize(Handler &h, const int version)
  903. {
  904. h & static_cast<CGObjectInstance&>(*this) & direction;
  905. }
  906. };
  907. class DLL_EXPORT CGOnceVisitable : public CPlayersVisited
  908. ///wagon, corpse, lean to, warriors tomb
  909. {
  910. public:
  911. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  912. ui32 bonusType, //id of res or artifact
  913. bonusVal; //resource amount (or not used)
  914. void onHeroVisit(const CGHeroInstance * h) const;
  915. const std::string & getHoverText() const;
  916. void initObj();
  917. void searchTomb(const CGHeroInstance *h, ui32 accept) const;
  918. template <typename Handler> void serialize(Handler &h, const int version)
  919. {
  920. h & static_cast<CPlayersVisited&>(*this);;
  921. h & artOrRes & bonusType & bonusVal;
  922. }
  923. };
  924. class DLL_EXPORT CBank : public CArmedInstance
  925. {
  926. public:
  927. int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
  928. BankConfig *bc;
  929. float multiplier; //for improved banks script
  930. std::vector<ui32> artifacts; //fixed and deterministic
  931. ui32 daycounter;
  932. void initObj();
  933. const std::string & getHoverText() const;
  934. void setPropertyDer (ui8 what, ui32 val);
  935. void initialize() const;
  936. void reset(ui16 var1);
  937. void newTurn() const;
  938. virtual void onHeroVisit (const CGHeroInstance * h) const;
  939. virtual void fightGuards (const CGHeroInstance *h, ui32 accept) const;
  940. virtual void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  941. template <typename Handler> void serialize(Handler &h, const int version)
  942. {
  943. h & static_cast<CArmedInstance&>(*this);
  944. h & index & multiplier & artifacts & daycounter & bc;
  945. }
  946. };
  947. class DLL_EXPORT CGPyramid : public CBank
  948. {
  949. public:
  950. ui16 spell;
  951. void initObj();
  952. const std::string & getHoverText() const;
  953. void newTurn() const {}; //empty, no reset
  954. void onHeroVisit (const CGHeroInstance * h) const;
  955. void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  956. template <typename Handler> void serialize(Handler &h, const int version)
  957. {
  958. h & static_cast<CBank&>(*this);
  959. h & spell;
  960. }
  961. };
  962. class CGShipyard : public CGObjectInstance, public IShipyard
  963. {
  964. public:
  965. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  966. CGShipyard();
  967. void onHeroVisit(const CGHeroInstance * h) const;
  968. };
  969. class DLL_EXPORT CGMagi : public CGObjectInstance
  970. {
  971. public:
  972. static std::map <si32, std::vector<si32> > eyelist; //[subID][id], supports multiple sets as in H5
  973. void initObj();
  974. void onHeroVisit(const CGHeroInstance * h) const;
  975. template <typename Handler> void serialize(Handler &h, const int version)
  976. {
  977. h & static_cast<CGObjectInstance&>(*this);
  978. }
  979. };
  980. class DLL_EXPORT CCartographer : public CPlayersVisited
  981. {
  982. ///behaviour varies depending on surface and floor
  983. public:
  984. void onHeroVisit( const CGHeroInstance * h ) const;
  985. void buyMap (const CGHeroInstance *h, ui32 accept) const;
  986. template <typename Handler> void serialize(Handler &h, const int version)
  987. {
  988. h & static_cast<CPlayersVisited&>(*this);
  989. }
  990. };
  991. class DLL_EXPORT CGDenOfthieves : public CGObjectInstance
  992. {
  993. void onHeroVisit (const CGHeroInstance * h) const;
  994. };
  995. class DLL_EXPORT CGObelisk : public CPlayersVisited
  996. {
  997. public:
  998. static ui8 obeliskCount; //how many obelisks are on map
  999. static std::map<ui8, ui8> visited; //map: team_id => how many obelisks has been visited
  1000. void setPropertyDer (ui8 what, ui32 val);
  1001. void onHeroVisit(const CGHeroInstance * h) const;
  1002. void initObj();
  1003. const std::string & getHoverText() const;
  1004. template <typename Handler> void serialize(Handler &h, const int version)
  1005. {
  1006. h & static_cast<CPlayersVisited&>(*this);
  1007. }
  1008. };
  1009. class DLL_EXPORT CGLighthouse : public CGObjectInstance
  1010. {
  1011. public:
  1012. void onHeroVisit(const CGHeroInstance * h) const;
  1013. void initObj();
  1014. const std::string & getHoverText() const;
  1015. template <typename Handler> void serialize(Handler &h, const int version)
  1016. {
  1017. h & static_cast<CGObjectInstance&>(*this);
  1018. }
  1019. void giveBonusTo( ui8 player ) const;
  1020. };
  1021. class DLL_EXPORT CGMarket : public CGObjectInstance, public IMarket
  1022. {
  1023. public:
  1024. CGMarket();
  1025. void onHeroVisit(const CGHeroInstance * h) const; //open trading window
  1026. int getMarketEfficiency() const;
  1027. bool allowsTrade(EMarketMode mode) const;
  1028. int availableUnits(EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  1029. std::vector<int> availableItemsIds(EMarketMode mode) const;
  1030. template <typename Handler> void serialize(Handler &h, const int version)
  1031. {
  1032. h & static_cast<CGObjectInstance&>(*this);
  1033. }
  1034. };
  1035. class DLL_EXPORT CGBlackMarket : public CGMarket
  1036. {
  1037. public:
  1038. std::vector<const CArtifact *> artifacts; //available artifacts
  1039. void newTurn() const; //reset artifacts for black market every month
  1040. std::vector<int> availableItemsIds(EMarketMode mode) const;
  1041. template <typename Handler> void serialize(Handler &h, const int version)
  1042. {
  1043. h & static_cast<CGMarket&>(*this);
  1044. h & artifacts;
  1045. }
  1046. };
  1047. class DLL_EXPORT CGUniversity : public CGMarket
  1048. {
  1049. public:
  1050. std::vector<int> skills; //available skills
  1051. std::vector<int> availableItemsIds(EMarketMode mode) const;
  1052. void initObj();//set skills for trade
  1053. void onHeroVisit(const CGHeroInstance * h) const; //open window
  1054. template <typename Handler> void serialize(Handler &h, const int version)
  1055. {
  1056. h & static_cast<CGMarket&>(*this);
  1057. h & skills;
  1058. }
  1059. };
  1060. struct BankConfig
  1061. {
  1062. BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
  1063. ui8 level; //1 - 4, how hard the battle will be
  1064. ui8 chance; //chance for this level being chosen
  1065. ui8 upgradeChance; //chance for creatures to be in upgraded versions
  1066. std::vector< std::pair <ui16, ui32> > guards; //creature ID, amount
  1067. ui32 combatValue; //how hard are guards of this level
  1068. std::vector<si32> resources; //resources given in case of victory
  1069. std::vector< std::pair <ui16, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
  1070. std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
  1071. ui32 value; //overall value of given things
  1072. ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
  1073. ui16 easiest; //?!?
  1074. template <typename Handler> void serialize(Handler &h, const int version)
  1075. {
  1076. h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
  1077. }
  1078. };
  1079. class DLL_EXPORT CObjectHandler
  1080. {
  1081. public:
  1082. std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
  1083. std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
  1084. std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
  1085. std::vector<ui32> resVals; //default values of resources in gold
  1086. void loadObjects();
  1087. void readConfigLine(std::ifstream &istr, int g);
  1088. template <typename Handler> void serialize(Handler &h, const int version)
  1089. {
  1090. h & cregens & banksInfo & creBanksNames & resVals;
  1091. }
  1092. };
  1093. #endif // __COBJECTHANDLER_H__