CObjectHandler.h 43 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. /*
  16. * CObjectHandler.h, part of VCMI engine
  17. *
  18. * Authors: listed in file AUTHORS in main folder
  19. *
  20. * License: GNU General Public License v2.0 or later
  21. * Full text of license available in license.txt file, in main folder
  22. *
  23. */
  24. struct MetaString;
  25. class BattleInfo;
  26. class IGameCallback;
  27. struct BattleResult;
  28. class CCPPObjectScript;
  29. class CGObjectInstance;
  30. class CScript;
  31. class CObjectScript;
  32. class CGHeroInstance;
  33. class CTown;
  34. class CHero;
  35. class CBuilding;
  36. class CSpell;
  37. class CGTownInstance;
  38. class CGTownBuilding;
  39. class CArtifact;
  40. class CGDefInfo;
  41. class CSpecObjInfo;
  42. struct TerrainTile;
  43. struct InfoWindow;
  44. struct Component;
  45. struct BankConfig;
  46. struct UpdateHeroSpeciality;
  47. class CGBoat;
  48. class DLL_EXPORT CCastleEvent
  49. {
  50. public:
  51. std::string name, message;
  52. std::vector<si32> resources; //gain / loss of resources
  53. ui8 players; //players for whom this event can be applied
  54. ui8 forHuman, forComputer;
  55. ui32 firstShow; //postpone of first encounter time in days
  56. ui32 forEvery; //every n days this event will occure
  57. ui8 bytes[6]; //build specific buildings (raw format, similar to town's)
  58. si32 gen[7]; //additional creatures in i-th level dwelling
  59. bool operator<(const CCastleEvent &drugie) const
  60. {
  61. return firstShow<drugie.firstShow;
  62. }
  63. template <typename Handler> void serialize(Handler &h, const int version)
  64. {
  65. h & name & message & resources & players & forHuman & forComputer & firstShow
  66. & forEvery & bytes & gen;
  67. }
  68. };
  69. class DLL_EXPORT CQuest
  70. {
  71. public:
  72. enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
  73. MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9};
  74. ui8 missionType, progress;
  75. si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
  76. ui32 m13489val;
  77. std::vector<ui32> m2stats;
  78. std::vector<ui16> m5arts; //artifacts id
  79. TSlots m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
  80. std::vector<ui32> m7resources;
  81. std::string firstVisitText, nextVisitText, completedText;
  82. bool isCustom;
  83. bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
  84. virtual void completeQuest (const CGHeroInstance * h) const {};
  85. template <typename Handler> void serialize(Handler &h, const int version)
  86. {
  87. h & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  88. & firstVisitText & nextVisitText & completedText & isCustom;
  89. }
  90. };
  91. class DLL_EXPORT IObjectInterface
  92. {
  93. public:
  94. static IGameCallback *cb;
  95. IObjectInterface();
  96. virtual ~IObjectInterface();
  97. virtual void onHeroVisit(const CGHeroInstance * h) const;
  98. virtual void onHeroLeave(const CGHeroInstance * h) const;
  99. virtual void newTurn() const;
  100. virtual void initObj(); //synchr
  101. virtual void setProperty(ui8 what, ui32 val);//synchr
  102. static void preInit(); //called before objs receive their initObj
  103. static void postInit();//caleed after objs receive their initObj
  104. };
  105. class DLL_EXPORT IBoatGenerator
  106. {
  107. public:
  108. const CGObjectInstance *o;
  109. IBoatGenerator(const CGObjectInstance *O);
  110. virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  111. virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
  112. int3 bestLocation() const; //returns location when the boat should be placed
  113. int state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
  114. void getProblemText(MetaString &out, const CGHeroInstance *visitor = NULL) const;
  115. };
  116. class DLL_EXPORT IShipyard : public IBoatGenerator
  117. {
  118. public:
  119. IShipyard(const CGObjectInstance *O);
  120. virtual void getBoatCost(std::vector<si32> &cost) const;
  121. static const IShipyard *castFrom(const CGObjectInstance *obj);
  122. static IShipyard *castFrom(CGObjectInstance *obj);
  123. };
  124. class DLL_EXPORT IMarket
  125. {
  126. virtual int getMarketEfficiency() const =0;
  127. public:
  128. const CGObjectInstance *o;
  129. IMarket(const CGObjectInstance *O);
  130. virtual bool allowsTrade(EMarketMode mode) const;
  131. virtual int availableUnits(EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  132. virtual std::vector<int> availableItemsIds(EMarketMode mode) const;
  133. 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
  134. std::vector<EMarketMode> availableModes() const;
  135. static const IMarket *castFrom(const CGObjectInstance *obj);
  136. };
  137. class DLL_EXPORT CGObjectInstance : public IObjectInterface
  138. {
  139. protected:
  140. void getNameVis(std::string &hname) const;
  141. void giveDummyBonus(int heroID, ui8 duration = Bonus::ONE_DAY) const;
  142. public:
  143. mutable std::string hoverName;
  144. int3 pos; //h3m pos
  145. si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
  146. si32 id;//number of object in CObjectHandler's vector
  147. CGDefInfo * defInfo;
  148. ui8 animPhaseShift;
  149. ui8 tempOwner;
  150. ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
  151. 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
  152. virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  153. virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
  154. void getSightTiles(std::set<int3> &tiles) const; //returns reference to the set
  155. int getOwner() const;
  156. void setOwner(int ow);
  157. int getWidth() const; //returns width of object graphic in tiles
  158. int getHeight() const; //returns height of object graphic in tiles
  159. 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)
  160. int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
  161. int3 visitablePos() const;
  162. 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)
  163. 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)
  164. 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)
  165. std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
  166. bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
  167. void hideTiles(int ourplayer, int radius) const;
  168. CGObjectInstance();
  169. virtual ~CGObjectInstance();
  170. //CGObjectInstance(const CGObjectInstance & right);
  171. //CGObjectInstance& operator=(const CGObjectInstance & right);
  172. virtual const std::string & getHoverText() const;
  173. //////////////////////////////////////////////////////////////////////////
  174. void initObj();
  175. void onHeroVisit(const CGHeroInstance * h) const;
  176. void setProperty(ui8 what, ui32 val);//synchr
  177. virtual void setPropertyDer(ui8 what, ui32 val);//synchr
  178. friend class CGameHandler;
  179. template <typename Handler> void serialize(Handler &h, const int version)
  180. {
  181. h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit;
  182. //definfo is handled by map serializer
  183. }
  184. };
  185. class CGHeroPlaceholder : public CGObjectInstance
  186. {
  187. public:
  188. //subID stores id of hero type. If it's 0xff then following field is used
  189. ui8 power;
  190. template <typename Handler> void serialize(Handler &h, const int version)
  191. {
  192. h & static_cast<CGObjectInstance&>(*this);
  193. h & power;
  194. }
  195. };
  196. class DLL_EXPORT CPlayersVisited: public CGObjectInstance
  197. {
  198. public:
  199. std::set<ui8> players; //players that visited this object
  200. bool hasVisited(ui8 player) const;
  201. virtual void setPropertyDer( ui8 what, ui32 val );
  202. template <typename Handler> void serialize(Handler &h, const int version)
  203. {
  204. h & static_cast<CGObjectInstance&>(*this);
  205. h & players;
  206. }
  207. };
  208. class DLL_EXPORT CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet
  209. {
  210. public:
  211. BattleInfo *battle; //set to the current battle, if engaged
  212. void setArmy(const CCreatureSet &src);
  213. CCreatureSet getArmy() const;
  214. void randomizeArmy(int type);
  215. //////////////////////////////////////////////////////////////////////////
  216. void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  217. void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  218. //////////////////////////////////////////////////////////////////////////
  219. CArmedInstance();
  220. template <typename Handler> void serialize(Handler &h, const int version)
  221. {
  222. h & static_cast<CGObjectInstance&>(*this);
  223. h & static_cast<CBonusSystemNode&>(*this);
  224. h & static_cast<CCreatureSet&>(*this);
  225. }
  226. };
  227. class DLL_EXPORT CGHeroInstance : public CArmedInstance, public IBoatGenerator
  228. {
  229. public:
  230. //////////////////////////////////////////////////////////////////////////
  231. ui8 moveDir; //format: 123
  232. // 8 4
  233. // 765
  234. mutable ui8 isStanding, tacticFormationEnabled;
  235. //////////////////////////////////////////////////////////////////////////
  236. CHero * type;
  237. ui64 exp; //experience points
  238. si32 level; //current level of hero
  239. std::string name; //may be custom
  240. std::string biography; //if custom
  241. si32 portrait; //may be custom
  242. si32 mana; // remaining spell points
  243. 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
  244. si32 movement; //remaining movement points
  245. ui8 sex;
  246. ui8 inTownGarrison; // if hero is in town garrison
  247. CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
  248. CGBoat *boat; //set to CGBoat when sailing
  249. std::vector<ui32> artifacts; //hero's artifacts from bag
  250. std::map<ui16,ui32> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
  251. std::set<ui32> spells; //known spells (spell IDs)
  252. struct DLL_EXPORT Patrol
  253. {
  254. Patrol(){patrolling=false;patrolRadious=-1;};
  255. ui8 patrolling;
  256. si32 patrolRadious;
  257. template <typename Handler> void serialize(Handler &h, const int version)
  258. {
  259. h & patrolling & patrolRadious;
  260. }
  261. } patrol;
  262. struct DLL_EXPORT HeroSpecial : CBonusSystemNode
  263. {
  264. bool growthsWithLevel;
  265. template <typename Handler> void serialize(Handler &h, const int version)
  266. {
  267. h & static_cast<CBonusSystemNode&>(*this);
  268. h & growthsWithLevel;
  269. }
  270. } speciality;
  271. //BonusList bonuses;
  272. //////////////////////////////////////////////////////////////////////////
  273. template <typename Handler> void serialize(Handler &h, const int version)
  274. {
  275. h & static_cast<CArmedInstance&>(*this);
  276. h & exp & level & name & biography & portrait & mana & secSkills & movement
  277. & sex & inTownGarrison & artifacts & artifWorn & spells & patrol & moveDir;
  278. h & type & speciality;
  279. //visitied town pointer will be restored by map serialization method
  280. }
  281. //////////////////////////////////////////////////////////////////////////
  282. void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  283. void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  284. //////////////////////////////////////////////////////////////////////////
  285. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  286. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  287. //////////////////////////////////////////////////////////////////////////
  288. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  289. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  290. //////////////////////////////////////////////////////////////////////////
  291. const std::string &getBiography() const;
  292. bool needsLastStack()const;
  293. 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
  294. unsigned int getLowestCreatureSpeed() const;
  295. int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  296. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  297. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  298. bool canWalkOnSea() const;
  299. int getCurrentLuck(int stack=-1, bool town=false) const;
  300. int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
  301. TModDescr getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
  302. 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
  303. TModDescr getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
  304. int getPrimSkillLevel(int id) const; //0-attack, 1-defence, 2-spell power, 3-knowledge
  305. ui8 getSecSkillLevel(const int & ID) const; //0 - no skill
  306. int maxMovePoints(bool onLand) const;
  307. ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
  308. const CArtifact * getArt(int pos) const;
  309. 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)
  310. bool hasArt(ui32 aid) const; //checks if hero possess artifact of given id (either in backack or worn)
  311. 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
  312. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  313. double getHeroStrength() const;
  314. int getTotalStrength() const;
  315. ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be cast by this hero (0 - none, 1 - basic etc)
  316. 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
  317. CStackInstance calculateNecromancy (const BattleResult &battleResult) const;
  318. void showNecromancyDialog(const CStackInstance &raisedStack) const;
  319. //////////////////////////////////////////////////////////////////////////
  320. void initHero();
  321. void initHero(int SUBID);
  322. void initArmy(CCreatureSet *dst = NULL);
  323. void recreateArtBonuses();
  324. void giveArtifact (ui32 aid);
  325. void initHeroDefInfo();
  326. void pushPrimSkill(int which, int val);
  327. void UpdateSpeciality();
  328. CGHeroInstance();
  329. virtual ~CGHeroInstance();
  330. //////////////////////////////////////////////////////////////////////////
  331. void setPropertyDer(ui8 what, ui32 val);//synchr
  332. void initObj();
  333. void onHeroVisit(const CGHeroInstance * h) const;
  334. };
  335. class DLL_EXPORT CGDwelling : public CArmedInstance
  336. {
  337. public:
  338. CSpecObjInfo * info; //h3m info about dewlling
  339. std::vector<std::pair<ui32, std::vector<ui32> > > creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
  340. template <typename Handler> void serialize(Handler &h, const int version)
  341. {
  342. h & static_cast<CArmedInstance&>(*this) & creatures;
  343. }
  344. void initObj();
  345. void setProperty(ui8 what, ui32 val);
  346. void onHeroVisit(const CGHeroInstance * h) const;
  347. void newTurn() const;
  348. void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
  349. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  350. void wantsFight(const CGHeroInstance *h, ui32 answer) const;
  351. };
  352. class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  353. {
  354. public:
  355. std::set<si32> visitors; //ids of heroes who have visited this obj
  356. si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
  357. const std::string & getHoverText() const;
  358. void setPropertyDer(ui8 what, ui32 val);//synchr
  359. void onHeroVisit(const CGHeroInstance * h) const;
  360. void onNAHeroVisit(int heroID, bool alreadyVisited) const;
  361. void initObj();
  362. void treeSelected(int heroID, int resType, int resVal, expType expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
  363. void schoolSelected(int heroID, ui32 which) const;
  364. void arenaSelected(int heroID, int primSkill) const;
  365. template <typename Handler> void serialize(Handler &h, const int version)
  366. {
  367. h & static_cast<CGObjectInstance&>(*this);
  368. h & visitors & ttype;
  369. }
  370. };
  371. class DLL_EXPORT CGTownBuilding : public IObjectInterface
  372. {
  373. ///basic class for town structures handled as map objects
  374. public:
  375. si32 ID; //from buildig list
  376. si32 id; //identifies its index on towns vector
  377. CGTownInstance *town;
  378. template <typename Handler> void serialize(Handler &h, const int version)
  379. {
  380. h & ID & id;
  381. }
  382. };
  383. class DLL_EXPORT COPWBonus : public CGTownBuilding
  384. {///used for OPW bonusing structures
  385. public:
  386. std::set<si32> visitors;
  387. void setProperty(ui8 what, ui32 val);
  388. void onHeroVisit (const CGHeroInstance * h) const;
  389. COPWBonus (int index, CGTownInstance *TOWN);
  390. COPWBonus (){ID = 0; town = NULL;};
  391. template <typename Handler> void serialize(Handler &h, const int version)
  392. {
  393. h & static_cast<CGTownBuilding&>(*this);
  394. h & visitors;
  395. }
  396. };
  397. class DLL_EXPORT CTownBonus : public CGTownBuilding
  398. {
  399. ///used for one-time bonusing structures
  400. ///feel free to merge inheritance tree
  401. public:
  402. std::set<si32> visitors;
  403. void setProperty(ui8 what, ui32 val);
  404. void onHeroVisit (const CGHeroInstance * h) const;
  405. CTownBonus (int index, CGTownInstance *TOWN);
  406. CTownBonus (){ID = 0; town = NULL;};
  407. template <typename Handler> void serialize(Handler &h, const int version)
  408. {
  409. h & static_cast<CGTownBuilding&>(*this);
  410. h & visitors;
  411. }
  412. };
  413. class DLL_EXPORT CGTownInstance : public CGDwelling, public IShipyard, public IMarket
  414. {
  415. public:
  416. CTown * town;
  417. std::string name; // name of town
  418. si32 builded; //how many buildings has been built this turn
  419. si32 destroyed; //how many buildings has been destroyed this turn
  420. const CGHeroInstance * garrisonHero, *visitingHero;
  421. ui32 identifier; //special identifier from h3m (only > RoE maps)
  422. si32 alignment;
  423. std::set<si32> forbiddenBuildings, builtBuildings;
  424. std::vector<CGTownBuilding*> bonusingBuildings;
  425. std::vector<ui32> possibleSpells, obligatorySpells;
  426. std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
  427. std::set<CCastleEvent> events;
  428. std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
  429. //////////////////////////////////////////////////////////////////////////
  430. static std::vector<const CArtifact *> merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought)
  431. template <typename Handler> void serialize(Handler &h, const int version)
  432. {
  433. h & static_cast<CGDwelling&>(*this);
  434. h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings & bonusValue
  435. & possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
  436. for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
  437. (*i)->town = this;
  438. h & town;
  439. //garrison/visiting hero pointers will be restored in the map serialization
  440. }
  441. //////////////////////////////////////////////////////////////////////////
  442. void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  443. void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  444. //////////////////////////////////////////////////////////////////////////
  445. 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
  446. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  447. int getSightRadious() const; //returns sight distance
  448. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  449. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  450. int getMarketEfficiency() const; //=market count
  451. bool allowsTrade(EMarketMode mode) const;
  452. std::vector<int> availableItemsIds(EMarketMode mode) const;
  453. void setPropertyDer(ui8 what, ui32 val);
  454. void newTurn() const;
  455. //////////////////////////////////////////////////////////////////////////
  456. bool needsLastStack() const;
  457. int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
  458. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  459. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  460. bool creatureDwelling(const int & level, bool upgraded=false) const;
  461. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  462. int creatureGrowth(const int & level) const;
  463. bool hasFort() const;
  464. bool hasCapitol() const;
  465. int dailyIncome() const; //calculates daily income of this town
  466. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  467. void removeCapitols (ui8 owner) const;
  468. int defenceBonus(int type) const;//primary skills bonuses for defending hero
  469. CGTownInstance();
  470. virtual ~CGTownInstance();
  471. //////////////////////////////////////////////////////////////////////////
  472. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  473. void onHeroVisit(const CGHeroInstance * h) const;
  474. void onHeroLeave(const CGHeroInstance * h) const;
  475. void initObj();
  476. };
  477. class DLL_EXPORT CGPandoraBox : public CArmedInstance
  478. {
  479. public:
  480. std::string message;
  481. ui8 removeAfterVisit; //true if event is removed after occurring
  482. //gained things:
  483. ui32 gainedExp;
  484. si32 manaDiff; //amount of gained / lost mana
  485. si32 moraleDiff; //morale modifier
  486. si32 luckDiff; //luck modifier
  487. std::vector<si32> resources;//gained / lost resources
  488. std::vector<si32> primskills;//gained / lost resources
  489. std::vector<si32> abilities; //gained abilities
  490. std::vector<si32> abilityLevels; //levels of gained abilities
  491. std::vector<si32> artifacts; //gained artifacts
  492. std::vector<si32> spells; //gained spells
  493. CCreatureSet creatures; //gained creatures
  494. void initObj();
  495. void onHeroVisit(const CGHeroInstance * h) const;
  496. void open (const CGHeroInstance * h, ui32 accept) const;
  497. void endBattle(const CGHeroInstance *h, BattleResult *result) const;
  498. void giveContents(const CGHeroInstance *h, bool afterBattle) const;
  499. void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
  500. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  501. template <typename Handler> void serialize(Handler &h, const int version)
  502. {
  503. h & static_cast<CArmedInstance&>(*this);
  504. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  505. & abilities & abilityLevels & artifacts & spells & creatures;
  506. }
  507. };
  508. class DLL_EXPORT CGEvent : public CGPandoraBox //event objects
  509. {
  510. public:
  511. ui8 availableFor; //players whom this event is available for
  512. ui8 computerActivate; //true if computre player can activate this event
  513. ui8 humanActivate; //true if human player can activate this event
  514. template <typename Handler> void serialize(Handler &h, const int version)
  515. {
  516. h & static_cast<CArmedInstance&>(*this);
  517. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  518. & abilities & abilityLevels & artifacts & spells & creatures & availableFor
  519. & computerActivate & humanActivate;
  520. }
  521. void onHeroVisit(const CGHeroInstance * h) const;
  522. void activated(const CGHeroInstance * h) const;
  523. };
  524. class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
  525. {
  526. public:
  527. ui32 identifier; //unique code for this monster (used in missions)
  528. 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)
  529. std::string message; //message printed for attacking hero
  530. std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
  531. si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
  532. ui8 neverFlees; //if true, the troops will never flee
  533. ui8 notGrowingTeam; //if true, number of units won't grow
  534. ui32 temppower; //used to handle fractional stack growth for tiny stacks
  535. void fight(const CGHeroInstance *h) const;
  536. void onHeroVisit(const CGHeroInstance * h) const;
  537. const std::string & getHoverText() const;
  538. void flee( const CGHeroInstance * h ) const;
  539. void endBattle(BattleResult *result) const;
  540. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  541. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  542. void initObj();
  543. void newTurn() const;
  544. void setPropertyDer(ui8 what, ui32 val);
  545. 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)
  546. template <typename Handler> void serialize(Handler &h, const int version)
  547. {
  548. h & static_cast<CArmedInstance&>(*this);
  549. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower;
  550. }
  551. };
  552. class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
  553. {
  554. public:
  555. std::string message;
  556. void onHeroVisit(const CGHeroInstance * h) const;
  557. void initObj();
  558. template <typename Handler> void serialize(Handler &h, const int version)
  559. {
  560. h & static_cast<CGObjectInstance&>(*this);
  561. h & message;
  562. }
  563. };
  564. class DLL_EXPORT CGSeerHut : public CGObjectInstance, public CQuest
  565. {
  566. public:
  567. 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
  568. si32 rID; //reward ID
  569. si32 rVal; //reward value
  570. ui8 textOption; //store randomized mission write-ups rather than entire string (?)
  571. std::string seerName;
  572. void initObj();
  573. const std::string & getHoverText() const;
  574. void setPropertyDer (ui8 what, ui32 val);
  575. int checkDirection() const; //calculates the region of map where monster is placed
  576. void newTurn() const;
  577. void onHeroVisit (const CGHeroInstance * h) const;
  578. void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
  579. void completeQuest (const CGHeroInstance * h) const;
  580. template <typename Handler> void serialize(Handler &h, const int version)
  581. {
  582. h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
  583. h & rewardType & rID & rVal & textOption & seerName;
  584. }
  585. };
  586. class DLL_EXPORT CGQuestGuard : public CGSeerHut
  587. {
  588. public:
  589. void initObj();
  590. void completeQuest (const CGHeroInstance * h) const;
  591. template <typename Handler> void serialize(Handler &h, const int version)
  592. {
  593. h & static_cast<CGSeerHut&>(*this);
  594. }
  595. };
  596. class DLL_EXPORT CGWitchHut : public CPlayersVisited
  597. {
  598. public:
  599. std::vector<si32> allowedAbilities;
  600. ui32 ability;
  601. const std::string & getHoverText() const;
  602. void onHeroVisit(const CGHeroInstance * h) const;
  603. void initObj();
  604. template <typename Handler> void serialize(Handler &h, const int version)
  605. {
  606. h & static_cast<CPlayersVisited&>(*this);
  607. h & allowedAbilities & ability;
  608. }
  609. };
  610. class DLL_EXPORT CGScholar : public CGObjectInstance
  611. {
  612. public:
  613. ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
  614. ui16 bonusID; //ID of skill/spell
  615. void giveAnyBonus(const CGHeroInstance * h) const;
  616. void onHeroVisit(const CGHeroInstance * h) const;
  617. void initObj();
  618. template <typename Handler> void serialize(Handler &h, const int version)
  619. {
  620. h & static_cast<CGObjectInstance&>(*this);
  621. h & bonusType & bonusID;
  622. }
  623. };
  624. class DLL_EXPORT CGGarrison : public CArmedInstance
  625. {
  626. public:
  627. ui8 removableUnits;
  628. ui8 getPassableness() const;
  629. void onHeroVisit (const CGHeroInstance *h) const;
  630. void fightOver (const CGHeroInstance *h, BattleResult *result) const;
  631. template <typename Handler> void serialize(Handler &h, const int version)
  632. {
  633. h & static_cast<CArmedInstance&>(*this);
  634. h & removableUnits;
  635. }
  636. };
  637. class DLL_EXPORT CGArtifact : public CArmedInstance
  638. {
  639. public:
  640. std::string message;
  641. ui32 spell; //if it's spell scroll
  642. void onHeroVisit(const CGHeroInstance * h) const;
  643. void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
  644. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  645. void pick( const CGHeroInstance * h ) const;
  646. void initObj();
  647. template <typename Handler> void serialize(Handler &h, const int version)
  648. {
  649. h & static_cast<CArmedInstance&>(*this);
  650. h & message & spell;
  651. }
  652. };
  653. class DLL_EXPORT CGResource : public CArmedInstance
  654. {
  655. public:
  656. ui32 amount; //0 if random
  657. std::string message;
  658. void onHeroVisit(const CGHeroInstance * h) const;
  659. void collectRes(int player) const;
  660. void initObj();
  661. void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
  662. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  663. template <typename Handler> void serialize(Handler &h, const int version)
  664. {
  665. h & static_cast<CArmedInstance&>(*this);
  666. h & amount & message;
  667. }
  668. };
  669. class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
  670. {
  671. public:
  672. ui32 type, val1, val2;
  673. void onHeroVisit(const CGHeroInstance * h) const;
  674. void initObj();
  675. void chosen(int which, int heroID) const;
  676. template <typename Handler> void serialize(Handler &h, const int version)
  677. {
  678. h & static_cast<CGObjectInstance&>(*this);
  679. h & type & val1 & val2;
  680. }
  681. };
  682. class DLL_EXPORT CGShrine : public CPlayersVisited
  683. {
  684. public:
  685. ui8 spell; //number of spell or 255 if random
  686. void onHeroVisit(const CGHeroInstance * h) const;
  687. void initObj();
  688. const std::string & getHoverText() const;
  689. template <typename Handler> void serialize(Handler &h, const int version)
  690. {
  691. h & static_cast<CPlayersVisited&>(*this);;
  692. h & spell;
  693. }
  694. };
  695. class DLL_EXPORT CGMine : public CArmedInstance
  696. {
  697. public:
  698. void offerLeavingGuards(const CGHeroInstance *h) const;
  699. void onHeroVisit(const CGHeroInstance * h) const;
  700. void newTurn() const;
  701. void initObj();
  702. template <typename Handler> void serialize(Handler &h, const int version)
  703. {
  704. h & static_cast<CArmedInstance&>(*this);
  705. }
  706. };
  707. class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  708. {
  709. public:
  710. ui8 visited; //true if object has been visited this week
  711. void setPropertyDer(ui8 what, ui32 val);//synchr
  712. void onHeroVisit(const CGHeroInstance * h) const;
  713. void newTurn() const;
  714. template <typename Handler> void serialize(Handler &h, const int version)
  715. {
  716. h & static_cast<CGObjectInstance&>(*this);
  717. h & visited;
  718. }
  719. };
  720. class DLL_EXPORT CGTeleport : public CGObjectInstance //teleports and subterranean gates
  721. {
  722. public:
  723. static std::map<int,std::map<int, std::vector<int> > > objs; //teleports: map[ID][subID] => vector of ids
  724. static std::vector<std::pair<int, int> > gates; //subterranean gates: pairs of ids
  725. void onHeroVisit(const CGHeroInstance * h) const;
  726. void initObj();
  727. static void postInit();
  728. template <typename Handler> void serialize(Handler &h, const int version)
  729. {
  730. h & static_cast<CGObjectInstance&>(*this);
  731. }
  732. };
  733. class DLL_EXPORT CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  734. {
  735. public:
  736. void onHeroVisit(const CGHeroInstance * h) const;
  737. const std::string & getHoverText() const;
  738. void initObj();
  739. template <typename Handler> void serialize(Handler &h, const int version)
  740. {
  741. h & static_cast<CGObjectInstance&>(*this);
  742. }
  743. };
  744. class DLL_EXPORT CGMagicSpring : public CGVisitableOPW
  745. {///unfortunatelly, this one is quite different than others
  746. public:
  747. void onHeroVisit(const CGHeroInstance * h) const;
  748. const std::string & getHoverText() const;
  749. template <typename Handler> void serialize(Handler &h, const int version)
  750. {
  751. h & static_cast<CGObjectInstance&>(*this);
  752. h & visited;
  753. }
  754. };
  755. class DLL_EXPORT CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  756. {
  757. public:
  758. void onHeroVisit(const CGHeroInstance * h) const;
  759. const std::string & getHoverText() const;
  760. template <typename Handler> void serialize(Handler &h, const int version)
  761. {
  762. h & static_cast<CGObjectInstance&>(*this);
  763. }
  764. };
  765. class DLL_EXPORT CGSirens : public CGObjectInstance
  766. {
  767. public:
  768. void onHeroVisit(const CGHeroInstance * h) const;
  769. const std::string & getHoverText() const;
  770. void initObj();
  771. template <typename Handler> void serialize(Handler &h, const int version)
  772. {
  773. h & static_cast<CGObjectInstance&>(*this);
  774. }
  775. };
  776. class DLL_EXPORT CGObservatory : public CGObjectInstance //Redwood observatory
  777. {
  778. public:
  779. void onHeroVisit(const CGHeroInstance * h) const;
  780. template <typename Handler> void serialize(Handler &h, const int version)
  781. {
  782. h & static_cast<CGObjectInstance&>(*this);
  783. }
  784. };
  785. class DLL_EXPORT CGKeys : public CGObjectInstance //Base class for Keymaster and guards
  786. {
  787. public:
  788. static std::map <ui8, std::set <ui8> > playerKeyMap; //[players][keysowned]
  789. //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
  790. void setPropertyDer (ui8 what, ui32 val);
  791. bool wasMyColorVisited (int player) const;
  792. template <typename Handler> void serialize(Handler &h, const int version)
  793. {
  794. h & static_cast<CGObjectInstance&>(*this);
  795. }
  796. };
  797. class DLL_EXPORT CGKeymasterTent : public CGKeys
  798. {
  799. public:
  800. void onHeroVisit(const CGHeroInstance * h) const;
  801. const std::string & getHoverText() const;
  802. template <typename Handler> void serialize(Handler &h, const int version)
  803. {
  804. h & static_cast<CGObjectInstance&>(*this);
  805. }
  806. };
  807. class DLL_EXPORT CGBorderGuard : public CGKeys
  808. {
  809. public:
  810. void initObj();
  811. const std::string & getHoverText() const;
  812. void onHeroVisit(const CGHeroInstance * h) const;
  813. void openGate(const CGHeroInstance *h, ui32 accept) const;
  814. template <typename Handler> void serialize(Handler &h, const int version)
  815. {
  816. h & static_cast<CGObjectInstance&>(*this);
  817. h & blockVisit;
  818. }
  819. };
  820. class DLL_EXPORT CGBorderGate : public CGBorderGuard //not fully imlemented, waiting for garrison
  821. {
  822. public:
  823. void onHeroVisit(const CGHeroInstance * h) const;
  824. ui8 getPassableness() const;
  825. };
  826. class DLL_EXPORT CGBoat : public CGObjectInstance
  827. {
  828. public:
  829. ui8 direction;
  830. const CGHeroInstance *hero; //hero on board
  831. void initObj();
  832. CGBoat()
  833. {
  834. hero = NULL;
  835. direction = 4;
  836. }
  837. template <typename Handler> void serialize(Handler &h, const int version)
  838. {
  839. h & static_cast<CGObjectInstance&>(*this) & direction;
  840. }
  841. };
  842. class DLL_EXPORT CGOnceVisitable : public CPlayersVisited
  843. ///wagon, corpse, lean to, warriors tomb
  844. {
  845. public:
  846. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  847. ui32 bonusType, //id of res or artifact
  848. bonusVal; //resource amount (or not used)
  849. void onHeroVisit(const CGHeroInstance * h) const;
  850. const std::string & getHoverText() const;
  851. void initObj();
  852. void searchTomb(const CGHeroInstance *h, ui32 accept) const;
  853. template <typename Handler> void serialize(Handler &h, const int version)
  854. {
  855. h & static_cast<CPlayersVisited&>(*this);;
  856. h & artOrRes & bonusType & bonusVal;
  857. }
  858. };
  859. class DLL_EXPORT CBank : public CArmedInstance
  860. {
  861. public:
  862. int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
  863. BankConfig *bc;
  864. float multiplier; //for improved banks script
  865. std::vector<ui32> artifacts; //fixed and deterministic
  866. ui32 daycounter;
  867. void initObj();
  868. const std::string & getHoverText() const;
  869. void setPropertyDer (ui8 what, ui32 val);
  870. void initialize() const;
  871. void reset(ui16 var1);
  872. void newTurn() const;
  873. virtual void onHeroVisit (const CGHeroInstance * h) const;
  874. virtual void fightGuards (const CGHeroInstance *h, ui32 accept) const;
  875. virtual void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  876. template <typename Handler> void serialize(Handler &h, const int version)
  877. {
  878. h & static_cast<CGObjectInstance&>(*this);
  879. h & index & multiplier & artifacts & daycounter & bc;
  880. }
  881. };
  882. class DLL_EXPORT CGPyramid : public CBank
  883. {
  884. public:
  885. static BankConfig pyramidConfig;
  886. ui16 spell;
  887. void initObj();
  888. const std::string & getHoverText() const;
  889. void newTurn() const {}; //empty, no reset
  890. void onHeroVisit (const CGHeroInstance * h) const;
  891. void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  892. template <typename Handler> void serialize(Handler &h, const int version)
  893. {
  894. h & static_cast<CBank&>(*this);
  895. h & spell;
  896. }
  897. };
  898. class CGShipyard : public CGObjectInstance, public IShipyard
  899. {
  900. public:
  901. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  902. CGShipyard();
  903. void onHeroVisit(const CGHeroInstance * h) const;
  904. };
  905. class DLL_EXPORT CGMagi : public CGObjectInstance
  906. {
  907. public:
  908. static std::map <si32, std::vector<si32> > eyelist; //[subID][id], supports multiple sets as in H5
  909. void initObj();
  910. void onHeroVisit(const CGHeroInstance * h) const;
  911. template <typename Handler> void serialize(Handler &h, const int version)
  912. {
  913. h & static_cast<CGObjectInstance&>(*this);
  914. }
  915. };
  916. class DLL_EXPORT CCartographer : public CPlayersVisited
  917. {
  918. ///behaviour varies depending on surface and floor
  919. public:
  920. void onHeroVisit( const CGHeroInstance * h ) const;
  921. void buyMap (const CGHeroInstance *h, ui32 accept) const;
  922. template <typename Handler> void serialize(Handler &h, const int version)
  923. {
  924. h & static_cast<CPlayersVisited&>(*this);
  925. h & players;
  926. }
  927. };
  928. class DLL_EXPORT CShop : public CGObjectInstance
  929. {
  930. ///base class for university, art merchant, slave market etc.
  931. public:
  932. void initObj() {};
  933. void setPropertyDer (ui8 what, ui32 val);
  934. void newTurn() const;
  935. virtual void reset (ui32 val) {}; //get new items for Black Market, Tavern, Refugee Camp
  936. virtual void onHeroVisit (const CGHeroInstance * h) const {};
  937. virtual void trade (const CGHeroInstance * h) const {};
  938. template <typename Handler> void serialize(Handler &h, const int version)
  939. {
  940. h & static_cast<CGObjectInstance&>(*this);
  941. }
  942. };
  943. class DLL_EXPORT CGRefugeeCamp : public CShop
  944. {
  945. public:
  946. ui16 creatureID;
  947. void reset (ui32 val);
  948. void onHeroVisit (const CGHeroInstance * h) const {};
  949. template <typename Handler> void serialize(Handler &h, const int version)
  950. {
  951. h & creatureID & static_cast<CShop&>(*this);
  952. }
  953. };
  954. class DLL_EXPORT CGDenOfthieves : public CGObjectInstance
  955. {
  956. void onHeroVisit (const CGHeroInstance * h) const;
  957. };
  958. class DLL_EXPORT CGObelisk : public CPlayersVisited
  959. {
  960. public:
  961. static ui8 obeliskCount; //how many obelisks are on map
  962. static std::map<ui8, ui8> visited; //map: color_id => how many obelisks has been visited
  963. void setPropertyDer (ui8 what, ui32 val);
  964. void onHeroVisit(const CGHeroInstance * h) const;
  965. void initObj();
  966. const std::string & getHoverText() const;
  967. template <typename Handler> void serialize(Handler &h, const int version)
  968. {
  969. h & static_cast<CPlayersVisited&>(*this);
  970. }
  971. };
  972. class DLL_EXPORT CGLighthouse : public CGObjectInstance
  973. {
  974. public:
  975. void onHeroVisit(const CGHeroInstance * h) const;
  976. void initObj();
  977. const std::string & getHoverText() const;
  978. template <typename Handler> void serialize(Handler &h, const int version)
  979. {
  980. h & static_cast<CGObjectInstance&>(*this);
  981. }
  982. void giveBonusTo( ui8 player ) const;
  983. };
  984. class DLL_EXPORT CGMarket : public CGObjectInstance, public IMarket
  985. {
  986. public:
  987. CGMarket();
  988. void onHeroVisit(const CGHeroInstance * h) const; //open trading window
  989. int getMarketEfficiency() const;
  990. bool allowsTrade(EMarketMode mode) const;
  991. int availableUnits(EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  992. std::vector<int> availableItemsIds(EMarketMode mode) const;
  993. template <typename Handler> void serialize(Handler &h, const int version)
  994. {
  995. h & static_cast<CGObjectInstance&>(*this);
  996. }
  997. };
  998. class DLL_EXPORT CGBlackMarket : public CGMarket
  999. {
  1000. public:
  1001. std::vector<const CArtifact *> artifacts; //available artifacts
  1002. void newTurn() const; //reset artifacts for black market every month
  1003. std::vector<int> availableItemsIds(EMarketMode mode) const;
  1004. template <typename Handler> void serialize(Handler &h, const int version)
  1005. {
  1006. h & static_cast<CGMarket&>(*this);
  1007. h & artifacts;
  1008. }
  1009. };
  1010. struct BankConfig
  1011. {
  1012. BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
  1013. ui8 level; //1 - 4, how hard the battle will be
  1014. ui8 chance; //chance for this level being chosen
  1015. ui8 upgradeChance; //chance for creatures to be in upgraded versions
  1016. std::vector< std::pair <ui16, ui32> > guards; //creature ID, amount
  1017. ui32 combatValue; //how hard are guards of this level
  1018. std::vector<si32> resources; //resources given in case of victory
  1019. std::vector< std::pair <ui16, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
  1020. std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
  1021. ui32 value; //overall value of given things
  1022. ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
  1023. ui16 easiest; //?!?
  1024. template <typename Handler> void serialize(Handler &h, const int version)
  1025. {
  1026. h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
  1027. }
  1028. };
  1029. class DLL_EXPORT CObjectHandler
  1030. {
  1031. public:
  1032. std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
  1033. std::map <ui32, std::vector <BankConfig*> > banksInfo; //[index][preset]
  1034. std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
  1035. std::vector<ui32> resVals; //default values of resources in gold
  1036. void loadObjects();
  1037. template <typename Handler> void serialize(Handler &h, const int version)
  1038. {
  1039. h & cregens & banksInfo & creBanksNames & resVals;
  1040. }
  1041. };
  1042. #endif // __COBJECTHANDLER_H__