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