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. #include <boost/unordered_set.hpp>
  17. /*
  18. * CObjectHandler.h, part of VCMI engine
  19. *
  20. * Authors: listed in file AUTHORS in main folder
  21. *
  22. * License: GNU General Public License v2.0 or later
  23. * Full text of license available in license.txt file, in main folder
  24. *
  25. */
  26. class CArtifactInstance;
  27. struct MetaString;
  28. struct BattleInfo;
  29. class IGameCallback;
  30. struct BattleResult;
  31. class CCPPObjectScript;
  32. class CGObjectInstance;
  33. class CScript;
  34. class CObjectScript;
  35. class CGHeroInstance;
  36. class CTown;
  37. class CHero;
  38. class CBuilding;
  39. class CSpell;
  40. class CGTownInstance;
  41. class CGTownBuilding;
  42. class CArtifact;
  43. class CGDefInfo;
  44. class CSpecObjInfo;
  45. class CCastleEvent;
  46. struct TerrainTile;
  47. struct InfoWindow;
  48. struct Component;
  49. struct BankConfig;
  50. struct UpdateHeroSpeciality;
  51. struct NewArtifact;
  52. class CGBoat;
  53. class DLL_EXPORT CQuest
  54. {
  55. public:
  56. enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
  57. MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9};
  58. ui8 missionType, progress;
  59. si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
  60. ui32 m13489val;
  61. std::vector<ui32> m2stats;
  62. std::vector<ui16> m5arts; //artifacts id
  63. std::vector<CStackBasicDescriptor> m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
  64. std::vector<ui32> m7resources;
  65. std::string firstVisitText, nextVisitText, completedText;
  66. bool isCustom;
  67. bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
  68. virtual void completeQuest (const CGHeroInstance * h) const {};
  69. template <typename Handler> void serialize(Handler &h, const int version)
  70. {
  71. h & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  72. & firstVisitText & nextVisitText & completedText & isCustom;
  73. }
  74. };
  75. class DLL_EXPORT IObjectInterface
  76. {
  77. public:
  78. static IGameCallback *cb;
  79. IObjectInterface();
  80. virtual ~IObjectInterface();
  81. virtual void onHeroVisit(const CGHeroInstance * h) const;
  82. virtual void onHeroLeave(const CGHeroInstance * h) const;
  83. virtual void newTurn() const;
  84. virtual void initObj(); //synchr
  85. virtual void setProperty(ui8 what, ui32 val);//synchr
  86. static void preInit(); //called before objs receive their initObj
  87. static void postInit();//caleed after objs receive their initObj
  88. };
  89. class DLL_EXPORT IBoatGenerator
  90. {
  91. public:
  92. const CGObjectInstance *o;
  93. IBoatGenerator(const CGObjectInstance *O);
  94. virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  95. virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
  96. int3 bestLocation() const; //returns location when the boat should be placed
  97. int state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
  98. void getProblemText(MetaString &out, const CGHeroInstance *visitor = NULL) const;
  99. };
  100. class DLL_EXPORT IShipyard : public IBoatGenerator
  101. {
  102. public:
  103. IShipyard(const CGObjectInstance *O);
  104. virtual void getBoatCost(std::vector<si32> &cost) const;
  105. static const IShipyard *castFrom(const CGObjectInstance *obj);
  106. static IShipyard *castFrom(CGObjectInstance *obj);
  107. };
  108. class DLL_EXPORT IMarket
  109. {
  110. virtual int getMarketEfficiency() const =0;
  111. public:
  112. const CGObjectInstance *o;
  113. IMarket(const CGObjectInstance *O);
  114. virtual bool allowsTrade(EMarketMode mode) const;
  115. virtual int availableUnits(EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  116. virtual std::vector<int> availableItemsIds(EMarketMode mode) const;
  117. 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
  118. std::vector<EMarketMode> availableModes() const;
  119. static const IMarket *castFrom(const CGObjectInstance *obj);
  120. };
  121. class DLL_EXPORT CGObjectInstance : public IObjectInterface
  122. {
  123. protected:
  124. void getNameVis(std::string &hname) const;
  125. void giveDummyBonus(int heroID, ui8 duration = Bonus::ONE_DAY) const;
  126. public:
  127. mutable std::string hoverName;
  128. int3 pos; //h3m pos
  129. si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
  130. si32 id;//number of object in CObjectHandler's vector
  131. CGDefInfo * defInfo;
  132. ui8 animPhaseShift;
  133. ui8 tempOwner;
  134. ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
  135. 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
  136. virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  137. virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
  138. void getSightTiles(boost::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
  139. int getOwner() const;
  140. void setOwner(int ow);
  141. int getWidth() const; //returns width of object graphic in tiles
  142. int getHeight() const; //returns height of object graphic in tiles
  143. 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)
  144. int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
  145. int3 visitablePos() const;
  146. 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)
  147. 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)
  148. 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)
  149. std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
  150. bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
  151. void hideTiles(int ourplayer, int radius) const;
  152. CGObjectInstance();
  153. virtual ~CGObjectInstance();
  154. //CGObjectInstance(const CGObjectInstance & right);
  155. //CGObjectInstance& operator=(const CGObjectInstance & right);
  156. virtual const std::string & getHoverText() const;
  157. //////////////////////////////////////////////////////////////////////////
  158. void initObj();
  159. void onHeroVisit(const CGHeroInstance * h) const;
  160. void setProperty(ui8 what, ui32 val);//synchr
  161. virtual void setPropertyDer(ui8 what, ui32 val);//synchr
  162. friend class CGameHandler;
  163. template <typename Handler> void serialize(Handler &h, const int version)
  164. {
  165. h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit & defInfo;
  166. //definfo is handled by map serializer
  167. }
  168. };
  169. class CGHeroPlaceholder : public CGObjectInstance
  170. {
  171. public:
  172. //subID stores id of hero type. If it's 0xff then following field is used
  173. ui8 power;
  174. template <typename Handler> void serialize(Handler &h, const int version)
  175. {
  176. h & static_cast<CGObjectInstance&>(*this);
  177. h & power;
  178. }
  179. };
  180. class DLL_EXPORT CPlayersVisited: public CGObjectInstance
  181. {
  182. public:
  183. std::set<ui8> players; //players that visited this object
  184. bool hasVisited(ui8 player) const;
  185. virtual void setPropertyDer( ui8 what, ui32 val );
  186. template <typename Handler> void serialize(Handler &h, const int version)
  187. {
  188. h & static_cast<CGObjectInstance&>(*this);
  189. h & players;
  190. }
  191. };
  192. class DLL_EXPORT CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet
  193. {
  194. public:
  195. BattleInfo *battle; //set to the current battle, if engaged
  196. CCreatureSet& getArmy() const;
  197. void randomizeArmy(int type);
  198. void updateMoraleBonusFromArmy();
  199. void armyChanged() OVERRIDE;
  200. //////////////////////////////////////////////////////////////////////////
  201. //void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  202. //void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  203. int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface ???
  204. //////////////////////////////////////////////////////////////////////////
  205. CArmedInstance();
  206. template <typename Handler> void serialize(Handler &h, const int version)
  207. {
  208. h & static_cast<CGObjectInstance&>(*this);
  209. h & static_cast<CBonusSystemNode&>(*this);
  210. h & static_cast<CCreatureSet&>(*this);
  211. }
  212. };
  213. struct DLL_EXPORT ArtSlotInfo
  214. {
  215. ConstTransitivePtr<CArtifactInstance> artifact;
  216. ui8 locked; //if locked, then artifact points to the combined artifact
  217. ArtSlotInfo()
  218. {
  219. locked = false;
  220. }
  221. template <typename Handler> void serialize(Handler &h, const int version)
  222. {
  223. h & artifact & locked;
  224. }
  225. };
  226. class DLL_EXPORT CArtifactSet
  227. {
  228. public:
  229. std::vector<ArtSlotInfo> artifactsInBackpack; //hero's artifacts from bag
  230. 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
  231. ArtSlotInfo &retreiveNewArtSlot(ui16 slot);
  232. void setNewArtSlot(ui16 slot, CArtifactInstance *art, bool locked);
  233. void eraseArtSlot(ui16 slot);
  234. const ArtSlotInfo *getSlot(ui16 pos) const;
  235. const CArtifactInstance* getArt(ui16 pos) const; //NULL - no artifact
  236. CArtifactInstance* getArt(ui16 pos); //NULL - no artifact
  237. 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)
  238. si32 getArtPos(const CArtifactInstance *art) const;
  239. bool hasArt(ui32 aid, bool onlyWorn = false) const; //checks if hero possess artifact of given id (either in backack or worn)
  240. bool isPositionFree(ui16 pos, bool onlyLockCheck = false) const;
  241. si32 getArtTypeId(ui16 pos) const;
  242. virtual ~CArtifactSet();
  243. template <typename Handler> void serialize(Handler &h, const int version)
  244. {
  245. h & artifactsInBackpack & artifactsWorn;
  246. }
  247. };
  248. class DLL_EXPORT CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
  249. {
  250. public:
  251. enum SecondarySkill
  252. {
  253. PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,
  254. LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,
  255. SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,
  256. FIRST_AID
  257. };
  258. //////////////////////////////////////////////////////////////////////////
  259. ui8 moveDir; //format: 123
  260. // 8 4
  261. // 765
  262. mutable ui8 isStanding, tacticFormationEnabled;
  263. //////////////////////////////////////////////////////////////////////////
  264. const CHero * type;
  265. ui64 exp; //experience points
  266. si32 level; //current level of hero
  267. std::string name; //may be custom
  268. std::string biography; //if custom
  269. si32 portrait; //may be custom
  270. si32 mana; // remaining spell points
  271. 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
  272. si32 movement; //remaining movement points
  273. ui8 sex;
  274. ui8 inTownGarrison; // if hero is in town garrison
  275. const CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
  276. const CGBoat *boat; //set to CGBoat when sailing
  277. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  278. //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
  279. std::set<ui32> spells; //known spells (spell IDs)
  280. struct DLL_EXPORT Patrol
  281. {
  282. Patrol(){patrolling=false;patrolRadious=-1;};
  283. ui8 patrolling;
  284. si32 patrolRadious;
  285. template <typename Handler> void serialize(Handler &h, const int version)
  286. {
  287. h & patrolling & patrolRadious;
  288. }
  289. } patrol;
  290. struct DLL_EXPORT HeroSpecial : CBonusSystemNode
  291. {
  292. bool growthsWithLevel;
  293. template <typename Handler> void serialize(Handler &h, const int version)
  294. {
  295. h & static_cast<CBonusSystemNode&>(*this);
  296. h & growthsWithLevel;
  297. }
  298. } speciality;
  299. //BonusList bonuses;
  300. //////////////////////////////////////////////////////////////////////////
  301. template <typename Handler> void serialize(Handler &h, const int version)
  302. {
  303. h & static_cast<CArmedInstance&>(*this);
  304. h & static_cast<CArtifactSet&>(*this);
  305. h & exp & level & name & biography & portrait & mana & secSkills & movement
  306. & sex & inTownGarrison & /*artifacts & artifWorn & */spells & patrol & moveDir;
  307. h & type & speciality;
  308. //visitied town pointer will be restored by map serialization method
  309. }
  310. //////////////////////////////////////////////////////////////////////////
  311. // void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  312. // void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  313. //////////////////////////////////////////////////////////////////////////
  314. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  315. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  316. //////////////////////////////////////////////////////////////////////////
  317. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  318. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  319. //////////////////////////////////////////////////////////////////////////
  320. bool hasSpellbook() const;
  321. EAlignment getAlignment() const;
  322. const std::string &getBiography() const;
  323. bool needsLastStack()const;
  324. 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
  325. unsigned int getLowestCreatureSpeed() const;
  326. int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  327. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  328. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  329. bool canWalkOnSea() const;
  330. int getCurrentLuck(int stack=-1, bool town=false) const;
  331. int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
  332. TModDescr getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
  333. 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
  334. TModDescr getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
  335. int getPrimSkillLevel(int id) const; //0-attack, 1-defence, 2-spell power, 3-knowledge
  336. ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
  337. void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
  338. int maxMovePoints(bool onLand) const;
  339. // const CArtifact* getArtAtPos(ui16 pos) const; //NULL - no artifact
  340. // const CArtifact * getArt(int pos) const;
  341. // 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)
  342. // bool hasArt(ui32 aid) const; //checks if hero possess artifact of given id (either in backack or worn)
  343. //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
  344. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  345. double getHeroStrength() const;
  346. int getTotalStrength() const;
  347. 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,
  348. 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
  349. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  350. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
  351. //////////////////////////////////////////////////////////////////////////
  352. void initHero();
  353. void initHero(int SUBID);
  354. void putArtifact(ui16 pos, CArtifactInstance *art);
  355. void putInBackpack(CArtifactInstance *art);
  356. void initExp();
  357. void initArmy(IArmyDescriptor *dst = NULL);
  358. void giveArtifact (ui32 aid);
  359. void initHeroDefInfo();
  360. void pushPrimSkill(int which, int val);
  361. void UpdateSpeciality();
  362. void updateSkill(int which, int val);
  363. CGHeroInstance();
  364. virtual ~CGHeroInstance();
  365. //////////////////////////////////////////////////////////////////////////
  366. virtual std::string nodeName() const OVERRIDE;
  367. void deserializationFix();
  368. void setPropertyDer(ui8 what, ui32 val);//synchr
  369. void initObj();
  370. void onHeroVisit(const CGHeroInstance * h) const;
  371. };
  372. class DLL_EXPORT CSpecObjInfo
  373. {
  374. public:
  375. virtual ~CSpecObjInfo(){};
  376. };
  377. class DLL_EXPORT CCreGenObjInfo : public CSpecObjInfo
  378. {
  379. public:
  380. unsigned char player; //owner
  381. bool asCastle;
  382. ui32 identifier;
  383. unsigned char castles[2]; //allowed castles
  384. };
  385. class DLL_EXPORT CCreGen2ObjInfo : public CSpecObjInfo
  386. {
  387. public:
  388. unsigned char player; //owner
  389. bool asCastle;
  390. ui32 identifier;
  391. unsigned char castles[2]; //allowed castles
  392. unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
  393. };
  394. class DLL_EXPORT CCreGen3ObjInfo : public CSpecObjInfo
  395. {
  396. public:
  397. unsigned char player; //owner
  398. unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
  399. };
  400. class DLL_EXPORT CGDwelling : public CArmedInstance
  401. {
  402. public:
  403. CSpecObjInfo * info; //h3m info about dewlling
  404. std::vector<std::pair<ui32, std::vector<ui32> > > creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
  405. template <typename Handler> void serialize(Handler &h, const int version)
  406. {
  407. h & static_cast<CArmedInstance&>(*this) & creatures;
  408. }
  409. void initObj();
  410. void setProperty(ui8 what, ui32 val);
  411. void onHeroVisit(const CGHeroInstance * h) const;
  412. void newTurn() const;
  413. void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
  414. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  415. void wantsFight(const CGHeroInstance *h, ui32 answer) const;
  416. };
  417. class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  418. {
  419. public:
  420. std::set<si32> visitors; //ids of heroes who have visited this obj
  421. si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
  422. const std::string & getHoverText() const;
  423. void setPropertyDer(ui8 what, ui32 val);//synchr
  424. void onHeroVisit(const CGHeroInstance * h) const;
  425. void onNAHeroVisit(int heroID, bool alreadyVisited) const;
  426. void initObj();
  427. void treeSelected(int heroID, int resType, int resVal, expType expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
  428. void schoolSelected(int heroID, ui32 which) const;
  429. void arenaSelected(int heroID, int primSkill) const;
  430. template <typename Handler> void serialize(Handler &h, const int version)
  431. {
  432. h & static_cast<CGObjectInstance&>(*this);
  433. h & visitors & ttype;
  434. }
  435. };
  436. class DLL_EXPORT CGTownBuilding : public IObjectInterface
  437. {
  438. ///basic class for town structures handled as map objects
  439. public:
  440. si32 ID; //from buildig list
  441. si32 id; //identifies its index on towns vector
  442. CGTownInstance *town;
  443. template <typename Handler> void serialize(Handler &h, const int version)
  444. {
  445. h & ID & id;
  446. }
  447. };
  448. class DLL_EXPORT COPWBonus : public CGTownBuilding
  449. {///used for OPW bonusing structures
  450. public:
  451. std::set<si32> visitors;
  452. void setProperty(ui8 what, ui32 val);
  453. void onHeroVisit (const CGHeroInstance * h) const;
  454. COPWBonus (int index, CGTownInstance *TOWN);
  455. COPWBonus (){ID = 0; town = NULL;};
  456. template <typename Handler> void serialize(Handler &h, const int version)
  457. {
  458. h & static_cast<CGTownBuilding&>(*this);
  459. h & visitors;
  460. }
  461. };
  462. class DLL_EXPORT CTownBonus : public CGTownBuilding
  463. {
  464. ///used for one-time bonusing structures
  465. ///feel free to merge inheritance tree
  466. public:
  467. std::set<si32> visitors;
  468. void setProperty(ui8 what, ui32 val);
  469. void onHeroVisit (const CGHeroInstance * h) const;
  470. CTownBonus (int index, CGTownInstance *TOWN);
  471. CTownBonus (){ID = 0; town = NULL;};
  472. template <typename Handler> void serialize(Handler &h, const int version)
  473. {
  474. h & static_cast<CGTownBuilding&>(*this);
  475. h & visitors;
  476. }
  477. };
  478. class DLL_EXPORT CTownAndVisitingHero : public CBonusSystemNode
  479. {
  480. };
  481. class DLL_EXPORT CGTownInstance : public CGDwelling, public IShipyard, public IMarket
  482. {
  483. public:
  484. CTownAndVisitingHero townAndVis;
  485. CTown * town;
  486. std::string name; // name of town
  487. si32 builded; //how many buildings has been built this turn
  488. si32 destroyed; //how many buildings has been destroyed this turn
  489. ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
  490. ui32 identifier; //special identifier from h3m (only > RoE maps)
  491. si32 alignment;
  492. std::set<si32> forbiddenBuildings, builtBuildings;
  493. std::vector<CGTownBuilding*> bonusingBuildings;
  494. std::vector<ui32> possibleSpells, obligatorySpells;
  495. std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
  496. std::list<CCastleEvent*> events;
  497. std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
  498. //////////////////////////////////////////////////////////////////////////
  499. static std::vector<const CArtifact *> merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought)
  500. static std::vector<int> universitySkills;//skills for university of magic
  501. template <typename Handler> void serialize(Handler &h, const int version)
  502. {
  503. h & static_cast<CGDwelling&>(*this);
  504. h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings & bonusValue
  505. & possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
  506. for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
  507. (*i)->town = this;
  508. h & town & townAndVis;
  509. //garrison/visiting hero pointers will be restored in the map serialization
  510. }
  511. //////////////////////////////////////////////////////////////////////////
  512. std::string nodeName() const OVERRIDE;
  513. void deserializationFix();
  514. void recreateBuildingsBonuses();
  515. void setVisitingHero(CGHeroInstance *h);
  516. void setGarrisonedHero(CGHeroInstance *h);
  517. // void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  518. // void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  519. //////////////////////////////////////////////////////////////////////////
  520. 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
  521. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  522. int getSightRadious() const; //returns sight distance
  523. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  524. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  525. int getMarketEfficiency() const; //=market count
  526. bool allowsTrade(EMarketMode mode) const;
  527. std::vector<int> availableItemsIds(EMarketMode mode) const;
  528. void setPropertyDer(ui8 what, ui32 val);
  529. void newTurn() const;
  530. //////////////////////////////////////////////////////////////////////////
  531. bool needsLastStack() const;
  532. int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
  533. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  534. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  535. bool creatureDwelling(const int & level, bool upgraded=false) const;
  536. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  537. int creatureGrowth(const int & level) const;
  538. bool hasFort() const;
  539. bool hasCapitol() const;
  540. int dailyIncome() const; //calculates daily income of this town
  541. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  542. void removeCapitols (ui8 owner) const;
  543. int defenceBonus(int type) const;//primary skills bonuses for defending hero
  544. CGTownInstance();
  545. virtual ~CGTownInstance();
  546. //////////////////////////////////////////////////////////////////////////
  547. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  548. void onHeroVisit(const CGHeroInstance * h) const;
  549. void onHeroLeave(const CGHeroInstance * h) const;
  550. void initObj();
  551. };
  552. class DLL_EXPORT CGPandoraBox : public CArmedInstance
  553. {
  554. public:
  555. std::string message;
  556. ui8 removeAfterVisit; //true if event is removed after occurring
  557. //gained things:
  558. ui32 gainedExp;
  559. si32 manaDiff; //amount of gained / lost mana
  560. si32 moraleDiff; //morale modifier
  561. si32 luckDiff; //luck modifier
  562. std::vector<si32> resources;//gained / lost resources
  563. std::vector<si32> primskills;//gained / lost resources
  564. std::vector<si32> abilities; //gained abilities
  565. std::vector<si32> abilityLevels; //levels of gained abilities
  566. std::vector<si32> artifacts; //gained artifacts
  567. std::vector<si32> spells; //gained spells
  568. CCreatureSet creatures; //gained creatures
  569. void initObj();
  570. void onHeroVisit(const CGHeroInstance * h) const;
  571. void open (const CGHeroInstance * h, ui32 accept) const;
  572. void endBattle(const CGHeroInstance *h, BattleResult *result) const;
  573. void giveContents(const CGHeroInstance *h, bool afterBattle) const;
  574. void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
  575. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  576. template <typename Handler> void serialize(Handler &h, const int version)
  577. {
  578. h & static_cast<CArmedInstance&>(*this);
  579. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  580. & abilities & abilityLevels & artifacts & spells & creatures;
  581. }
  582. };
  583. class DLL_EXPORT CGEvent : public CGPandoraBox //event objects
  584. {
  585. public:
  586. ui8 availableFor; //players whom this event is available for
  587. ui8 computerActivate; //true if computre player can activate this event
  588. ui8 humanActivate; //true if human player can activate this event
  589. template <typename Handler> void serialize(Handler &h, const int version)
  590. {
  591. h & static_cast<CArmedInstance&>(*this);
  592. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  593. & abilities & abilityLevels & artifacts & spells & creatures & availableFor
  594. & computerActivate & humanActivate;
  595. }
  596. void onHeroVisit(const CGHeroInstance * h) const;
  597. void activated(const CGHeroInstance * h) const;
  598. };
  599. class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
  600. {
  601. public:
  602. ui32 identifier; //unique code for this monster (used in missions)
  603. 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)
  604. std::string message; //message printed for attacking hero
  605. std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
  606. si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
  607. ui8 neverFlees; //if true, the troops will never flee
  608. ui8 notGrowingTeam; //if true, number of units won't grow
  609. ui64 temppower; //used to handle fractional stack growth for tiny stacks
  610. void fight(const CGHeroInstance *h) const;
  611. void onHeroVisit(const CGHeroInstance * h) const;
  612. const std::string & getHoverText() const;
  613. void flee( const CGHeroInstance * h ) const;
  614. void endBattle(BattleResult *result) const;
  615. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  616. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  617. void initObj();
  618. void newTurn() const;
  619. void setPropertyDer(ui8 what, ui32 val);
  620. 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)
  621. template <typename Handler> void serialize(Handler &h, const int version)
  622. {
  623. h & static_cast<CArmedInstance&>(*this);
  624. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower;
  625. }
  626. };
  627. class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
  628. {
  629. public:
  630. std::string message;
  631. void onHeroVisit(const CGHeroInstance * h) const;
  632. void initObj();
  633. template <typename Handler> void serialize(Handler &h, const int version)
  634. {
  635. h & static_cast<CGObjectInstance&>(*this);
  636. h & message;
  637. }
  638. };
  639. class DLL_EXPORT CGSeerHut : public CArmedInstance, public CQuest //army is used when giving reward
  640. {
  641. public:
  642. 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
  643. si32 rID; //reward ID
  644. si32 rVal; //reward value
  645. ui8 textOption; //store randomized mission write-ups rather than entire string (?)
  646. std::string seerName;
  647. void initObj();
  648. const std::string & getHoverText() const;
  649. void setPropertyDer (ui8 what, ui32 val);
  650. int checkDirection() const; //calculates the region of map where monster is placed
  651. void newTurn() const;
  652. void onHeroVisit (const CGHeroInstance * h) const;
  653. void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
  654. void completeQuest (const CGHeroInstance * h) const;
  655. template <typename Handler> void serialize(Handler &h, const int version)
  656. {
  657. h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
  658. h & rewardType & rID & rVal & textOption & seerName;
  659. }
  660. };
  661. class DLL_EXPORT CGQuestGuard : public CGSeerHut
  662. {
  663. public:
  664. void initObj();
  665. void completeQuest (const CGHeroInstance * h) const;
  666. template <typename Handler> void serialize(Handler &h, const int version)
  667. {
  668. h & static_cast<CGSeerHut&>(*this);
  669. }
  670. };
  671. class DLL_EXPORT CGWitchHut : public CPlayersVisited
  672. {
  673. public:
  674. std::vector<si32> allowedAbilities;
  675. ui32 ability;
  676. const std::string & getHoverText() const;
  677. void onHeroVisit(const CGHeroInstance * h) const;
  678. void initObj();
  679. template <typename Handler> void serialize(Handler &h, const int version)
  680. {
  681. h & static_cast<CPlayersVisited&>(*this);
  682. h & allowedAbilities & ability;
  683. }
  684. };
  685. class DLL_EXPORT CGScholar : public CGObjectInstance
  686. {
  687. public:
  688. ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
  689. ui16 bonusID; //ID of skill/spell
  690. void giveAnyBonus(const CGHeroInstance * h) const;
  691. void onHeroVisit(const CGHeroInstance * h) const;
  692. void initObj();
  693. template <typename Handler> void serialize(Handler &h, const int version)
  694. {
  695. h & static_cast<CGObjectInstance&>(*this);
  696. h & bonusType & bonusID;
  697. }
  698. };
  699. class DLL_EXPORT CGGarrison : public CArmedInstance
  700. {
  701. public:
  702. ui8 removableUnits;
  703. ui8 getPassableness() const;
  704. void onHeroVisit (const CGHeroInstance *h) const;
  705. void fightOver (const CGHeroInstance *h, BattleResult *result) const;
  706. template <typename Handler> void serialize(Handler &h, const int version)
  707. {
  708. h & static_cast<CArmedInstance&>(*this);
  709. h & removableUnits;
  710. }
  711. };
  712. class DLL_EXPORT CGArtifact : public CArmedInstance
  713. {
  714. public:
  715. CArtifactInstance *storedArtifact;
  716. std::string message;
  717. void onHeroVisit(const CGHeroInstance * h) const;
  718. void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
  719. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  720. void pick( const CGHeroInstance * h ) const;
  721. void initObj();
  722. template <typename Handler> void serialize(Handler &h, const int version)
  723. {
  724. h & static_cast<CArmedInstance&>(*this);
  725. h & message & storedArtifact;
  726. }
  727. };
  728. class DLL_EXPORT CGResource : public CArmedInstance
  729. {
  730. public:
  731. ui32 amount; //0 if random
  732. std::string message;
  733. void onHeroVisit(const CGHeroInstance * h) const;
  734. void collectRes(int player) const;
  735. void initObj();
  736. void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
  737. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  738. template <typename Handler> void serialize(Handler &h, const int version)
  739. {
  740. h & static_cast<CArmedInstance&>(*this);
  741. h & amount & message;
  742. }
  743. };
  744. class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
  745. {
  746. public:
  747. ui32 type, val1, val2;
  748. void onHeroVisit(const CGHeroInstance * h) const;
  749. void initObj();
  750. void chosen(int which, int heroID) const;
  751. template <typename Handler> void serialize(Handler &h, const int version)
  752. {
  753. h & static_cast<CGObjectInstance&>(*this);
  754. h & type & val1 & val2;
  755. }
  756. };
  757. class DLL_EXPORT CGShrine : public CPlayersVisited
  758. {
  759. public:
  760. ui8 spell; //number of spell or 255 if random
  761. void onHeroVisit(const CGHeroInstance * h) const;
  762. void initObj();
  763. const std::string & getHoverText() const;
  764. template <typename Handler> void serialize(Handler &h, const int version)
  765. {
  766. h & static_cast<CPlayersVisited&>(*this);;
  767. h & spell;
  768. }
  769. };
  770. class DLL_EXPORT CGMine : public CArmedInstance
  771. {
  772. public:
  773. ui8 producedResource;
  774. ui32 producedQuantity;
  775. void offerLeavingGuards(const CGHeroInstance *h) const;
  776. void endBattle(BattleResult *result, ui8 attackingPlayer) const;
  777. void fight(ui32 agreed, const CGHeroInstance *h) const;
  778. void onHeroVisit(const CGHeroInstance * h) const;
  779. void flagMine(ui8 player) const;
  780. void newTurn() const;
  781. void initObj();
  782. template <typename Handler> void serialize(Handler &h, const int version)
  783. {
  784. h & static_cast<CArmedInstance&>(*this);
  785. h & producedResource & producedQuantity;
  786. }
  787. ui32 defaultResProduction();
  788. };
  789. class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  790. {
  791. public:
  792. ui8 visited; //true if object has been visited this week
  793. void setPropertyDer(ui8 what, ui32 val);//synchr
  794. void onHeroVisit(const CGHeroInstance * h) const;
  795. void newTurn() const;
  796. template <typename Handler> void serialize(Handler &h, const int version)
  797. {
  798. h & static_cast<CGObjectInstance&>(*this);
  799. h & visited;
  800. }
  801. };
  802. class DLL_EXPORT CGTeleport : public CGObjectInstance //teleports and subterranean gates
  803. {
  804. public:
  805. static std::map<int,std::map<int, std::vector<int> > > objs; //teleports: map[ID][subID] => vector of ids
  806. static std::vector<std::pair<int, int> > gates; //subterranean gates: pairs of ids
  807. void onHeroVisit(const CGHeroInstance * h) const;
  808. void initObj();
  809. static void postInit();
  810. template <typename Handler> void serialize(Handler &h, const int version)
  811. {
  812. h & static_cast<CGObjectInstance&>(*this);
  813. }
  814. };
  815. class DLL_EXPORT CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  816. {
  817. public:
  818. void onHeroVisit(const CGHeroInstance * h) const;
  819. const std::string & getHoverText() const;
  820. void initObj();
  821. template <typename Handler> void serialize(Handler &h, const int version)
  822. {
  823. h & static_cast<CGObjectInstance&>(*this);
  824. }
  825. };
  826. class DLL_EXPORT CGMagicSpring : public CGVisitableOPW
  827. {///unfortunatelly, this one is quite different than others
  828. public:
  829. void onHeroVisit(const CGHeroInstance * h) const;
  830. const std::string & getHoverText() const;
  831. template <typename Handler> void serialize(Handler &h, const int version)
  832. {
  833. h & static_cast<CGObjectInstance&>(*this);
  834. h & visited;
  835. }
  836. };
  837. class DLL_EXPORT CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  838. {
  839. public:
  840. void onHeroVisit(const CGHeroInstance * h) const;
  841. const std::string & getHoverText() const;
  842. template <typename Handler> void serialize(Handler &h, const int version)
  843. {
  844. h & static_cast<CGObjectInstance&>(*this);
  845. }
  846. };
  847. class DLL_EXPORT CGSirens : public CGObjectInstance
  848. {
  849. public:
  850. void onHeroVisit(const CGHeroInstance * h) const;
  851. const std::string & getHoverText() const;
  852. void initObj();
  853. template <typename Handler> void serialize(Handler &h, const int version)
  854. {
  855. h & static_cast<CGObjectInstance&>(*this);
  856. }
  857. };
  858. class DLL_EXPORT CGObservatory : public CGObjectInstance //Redwood observatory
  859. {
  860. public:
  861. void onHeroVisit(const CGHeroInstance * h) const;
  862. template <typename Handler> void serialize(Handler &h, const int version)
  863. {
  864. h & static_cast<CGObjectInstance&>(*this);
  865. }
  866. };
  867. class DLL_EXPORT CGKeys : public CGObjectInstance //Base class for Keymaster and guards
  868. {
  869. public:
  870. static std::map <ui8, std::set <ui8> > playerKeyMap; //[players][keysowned]
  871. //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
  872. void setPropertyDer (ui8 what, ui32 val);
  873. bool wasMyColorVisited (int player) const;
  874. template <typename Handler> void serialize(Handler &h, const int version)
  875. {
  876. h & static_cast<CGObjectInstance&>(*this);
  877. }
  878. };
  879. class DLL_EXPORT CGKeymasterTent : public CGKeys
  880. {
  881. public:
  882. void onHeroVisit(const CGHeroInstance * h) const;
  883. const std::string & getHoverText() const;
  884. template <typename Handler> void serialize(Handler &h, const int version)
  885. {
  886. h & static_cast<CGObjectInstance&>(*this);
  887. }
  888. };
  889. class DLL_EXPORT CGBorderGuard : public CGKeys
  890. {
  891. public:
  892. void initObj();
  893. const std::string & getHoverText() const;
  894. void onHeroVisit(const CGHeroInstance * h) const;
  895. void openGate(const CGHeroInstance *h, ui32 accept) const;
  896. template <typename Handler> void serialize(Handler &h, const int version)
  897. {
  898. h & static_cast<CGObjectInstance&>(*this);
  899. h & blockVisit;
  900. }
  901. };
  902. class DLL_EXPORT CGBorderGate : public CGBorderGuard //not fully imlemented, waiting for garrison
  903. {
  904. public:
  905. void onHeroVisit(const CGHeroInstance * h) const;
  906. ui8 getPassableness() const;
  907. };
  908. class DLL_EXPORT CGBoat : public CGObjectInstance
  909. {
  910. public:
  911. ui8 direction;
  912. const CGHeroInstance *hero; //hero on board
  913. void initObj();
  914. CGBoat()
  915. {
  916. hero = NULL;
  917. direction = 4;
  918. }
  919. template <typename Handler> void serialize(Handler &h, const int version)
  920. {
  921. h & static_cast<CGObjectInstance&>(*this) & direction;
  922. }
  923. };
  924. class DLL_EXPORT CGOnceVisitable : public CPlayersVisited
  925. ///wagon, corpse, lean to, warriors tomb
  926. {
  927. public:
  928. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  929. ui32 bonusType, //id of res or artifact
  930. bonusVal; //resource amount (or not used)
  931. void onHeroVisit(const CGHeroInstance * h) const;
  932. const std::string & getHoverText() const;
  933. void initObj();
  934. void searchTomb(const CGHeroInstance *h, ui32 accept) const;
  935. template <typename Handler> void serialize(Handler &h, const int version)
  936. {
  937. h & static_cast<CPlayersVisited&>(*this);;
  938. h & artOrRes & bonusType & bonusVal;
  939. }
  940. };
  941. class DLL_EXPORT CBank : public CArmedInstance
  942. {
  943. public:
  944. int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
  945. BankConfig *bc;
  946. float multiplier; //for improved banks script
  947. std::vector<ui32> artifacts; //fixed and deterministic
  948. ui32 daycounter;
  949. void initObj();
  950. const std::string & getHoverText() const;
  951. void setPropertyDer (ui8 what, ui32 val);
  952. void initialize() const;
  953. void reset(ui16 var1);
  954. void newTurn() const;
  955. virtual void onHeroVisit (const CGHeroInstance * h) const;
  956. virtual void fightGuards (const CGHeroInstance *h, ui32 accept) const;
  957. virtual void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  958. template <typename Handler> void serialize(Handler &h, const int version)
  959. {
  960. h & static_cast<CArmedInstance&>(*this);
  961. h & index & multiplier & artifacts & daycounter & bc;
  962. }
  963. };
  964. class DLL_EXPORT CGPyramid : public CBank
  965. {
  966. public:
  967. ui16 spell;
  968. void initObj();
  969. const std::string & getHoverText() const;
  970. void newTurn() const {}; //empty, no reset
  971. void onHeroVisit (const CGHeroInstance * h) const;
  972. void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  973. template <typename Handler> void serialize(Handler &h, const int version)
  974. {
  975. h & static_cast<CBank&>(*this);
  976. h & spell;
  977. }
  978. };
  979. class CGShipyard : public CGObjectInstance, public IShipyard
  980. {
  981. public:
  982. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  983. CGShipyard();
  984. void onHeroVisit(const CGHeroInstance * h) const;
  985. };
  986. class DLL_EXPORT CGMagi : public CGObjectInstance
  987. {
  988. public:
  989. static std::map <si32, std::vector<si32> > eyelist; //[subID][id], supports multiple sets as in H5
  990. void initObj();
  991. void onHeroVisit(const CGHeroInstance * h) const;
  992. template <typename Handler> void serialize(Handler &h, const int version)
  993. {
  994. h & static_cast<CGObjectInstance&>(*this);
  995. }
  996. };
  997. class DLL_EXPORT CCartographer : public CPlayersVisited
  998. {
  999. ///behaviour varies depending on surface and floor
  1000. public:
  1001. void onHeroVisit( const CGHeroInstance * h ) const;
  1002. void buyMap (const CGHeroInstance *h, ui32 accept) const;
  1003. template <typename Handler> void serialize(Handler &h, const int version)
  1004. {
  1005. h & static_cast<CPlayersVisited&>(*this);
  1006. }
  1007. };
  1008. class DLL_EXPORT CGDenOfthieves : public CGObjectInstance
  1009. {
  1010. void onHeroVisit (const CGHeroInstance * h) const;
  1011. };
  1012. class DLL_EXPORT CGObelisk : public CPlayersVisited
  1013. {
  1014. public:
  1015. static ui8 obeliskCount; //how many obelisks are on map
  1016. static std::map<ui8, ui8> visited; //map: team_id => how many obelisks has been visited
  1017. void setPropertyDer (ui8 what, ui32 val);
  1018. void onHeroVisit(const CGHeroInstance * h) const;
  1019. void initObj();
  1020. const std::string & getHoverText() const;
  1021. template <typename Handler> void serialize(Handler &h, const int version)
  1022. {
  1023. h & static_cast<CPlayersVisited&>(*this);
  1024. }
  1025. };
  1026. class DLL_EXPORT CGLighthouse : public CGObjectInstance
  1027. {
  1028. public:
  1029. void onHeroVisit(const CGHeroInstance * h) const;
  1030. void initObj();
  1031. const std::string & getHoverText() const;
  1032. template <typename Handler> void serialize(Handler &h, const int version)
  1033. {
  1034. h & static_cast<CGObjectInstance&>(*this);
  1035. }
  1036. void giveBonusTo( ui8 player ) const;
  1037. };
  1038. class DLL_EXPORT CGMarket : public CGObjectInstance, public IMarket
  1039. {
  1040. public:
  1041. CGMarket();
  1042. void onHeroVisit(const CGHeroInstance * h) const; //open trading window
  1043. int getMarketEfficiency() const;
  1044. bool allowsTrade(EMarketMode mode) const;
  1045. int availableUnits(EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  1046. std::vector<int> availableItemsIds(EMarketMode mode) const;
  1047. template <typename Handler> void serialize(Handler &h, const int version)
  1048. {
  1049. h & static_cast<CGObjectInstance&>(*this);
  1050. }
  1051. };
  1052. class DLL_EXPORT CGBlackMarket : public CGMarket
  1053. {
  1054. public:
  1055. std::vector<const CArtifact *> artifacts; //available artifacts
  1056. void newTurn() const; //reset artifacts for black market every month
  1057. std::vector<int> availableItemsIds(EMarketMode mode) const;
  1058. template <typename Handler> void serialize(Handler &h, const int version)
  1059. {
  1060. h & static_cast<CGMarket&>(*this);
  1061. h & artifacts;
  1062. }
  1063. };
  1064. class DLL_EXPORT CGUniversity : public CGMarket
  1065. {
  1066. public:
  1067. std::vector<int> skills; //available skills
  1068. std::vector<int> availableItemsIds(EMarketMode mode) const;
  1069. void initObj();//set skills for trade
  1070. void onHeroVisit(const CGHeroInstance * h) const; //open window
  1071. template <typename Handler> void serialize(Handler &h, const int version)
  1072. {
  1073. h & static_cast<CGMarket&>(*this);
  1074. h & skills;
  1075. }
  1076. };
  1077. struct BankConfig
  1078. {
  1079. BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
  1080. ui8 level; //1 - 4, how hard the battle will be
  1081. ui8 chance; //chance for this level being chosen
  1082. ui8 upgradeChance; //chance for creatures to be in upgraded versions
  1083. std::vector< std::pair <ui16, ui32> > guards; //creature ID, amount
  1084. ui32 combatValue; //how hard are guards of this level
  1085. std::vector<si32> resources; //resources given in case of victory
  1086. std::vector< std::pair <ui16, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
  1087. std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
  1088. ui32 value; //overall value of given things
  1089. ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
  1090. ui16 easiest; //?!?
  1091. template <typename Handler> void serialize(Handler &h, const int version)
  1092. {
  1093. h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
  1094. }
  1095. };
  1096. class DLL_EXPORT CObjectHandler
  1097. {
  1098. public:
  1099. std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
  1100. std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
  1101. std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
  1102. std::vector<ui32> resVals; //default values of resources in gold
  1103. void loadObjects();
  1104. void readConfigLine(std::ifstream &istr, int g);
  1105. template <typename Handler> void serialize(Handler &h, const int version)
  1106. {
  1107. h & cregens & banksInfo & creBanksNames & resVals;
  1108. }
  1109. };
  1110. #endif // __COBJECTHANDLER_H__