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| /* * MiscObjects.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#pragma once#include "CArmedInstance.h"#include "../MetaString.h"VCMI_LIB_NAMESPACE_BEGINclass CMap;// This one teleport-specific, but has to be available everywhere in callbacks and netpacks// For now it's will be there till teleports code refactored and moved into own fileusing TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;/// Legacy class, use CRewardableObject insteadclass DLL_LINKAGE CTeamVisited: public CGObjectInstance{public:	std::set<PlayerColor> players; //players that visited this object	bool wasVisited (const CGHeroInstance * h) const override;	bool wasVisited(PlayerColor player) const override;	bool wasVisited(const TeamID & team) const;	void setPropertyDer(ui8 what, ui32 val) override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);		h & players;	}	static constexpr int OBJPROP_VISITED = 10;};class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles{public:	std::string message;	void onHeroVisit(const CGHeroInstance * h) const override;	void initObj(CRandomGenerator & rand) override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);		h & message;	}protected:	void serializeJsonOptions(JsonSerializeFormat & handler) override;};class DLL_LINKAGE CGWitchHut : public CTeamVisited{public:	std::set<SecondarySkill> allowedAbilities;	SecondarySkill ability;	std::string getHoverText(PlayerColor player) const override;	std::string getHoverText(const CGHeroInstance * hero) const override;	void onHeroVisit(const CGHeroInstance * h) const override;	void initObj(CRandomGenerator & rand) override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CTeamVisited&>(*this);		h & allowedAbilities;		h & ability;	}protected:	void serializeJsonOptions(JsonSerializeFormat & handler) override;};class DLL_LINKAGE CGScholar : public CGObjectInstance{public:	enum EBonusType {PRIM_SKILL, SECONDARY_SKILL, SPELL, RANDOM = 255};	EBonusType bonusType;	ui16 bonusID; //ID of skill/spell	CGScholar() : bonusType(EBonusType::RANDOM),bonusID(0){};	void onHeroVisit(const CGHeroInstance * h) const override;	void initObj(CRandomGenerator & rand) override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);		h & bonusType;		h & bonusID;	}protected:	void serializeJsonOptions(JsonSerializeFormat & handler) override;};class DLL_LINKAGE CGGarrison : public CArmedInstance{public:	bool removableUnits;	bool passableFor(PlayerColor color) const override;	void onHeroVisit(const CGHeroInstance * h) const override;	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CArmedInstance&>(*this);		h & removableUnits;	}protected:	void serializeJsonOptions(JsonSerializeFormat & handler) override;};class DLL_LINKAGE CGArtifact : public CArmedInstance{public:	CArtifactInstance * storedArtifact = nullptr;	std::string message;	void onHeroVisit(const CGHeroInstance * h) const override;	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;	std::string getObjectName() const override;	void pick( const CGHeroInstance * h ) const;	void initObj(CRandomGenerator & rand) override;	void afterAddToMap(CMap * map) override;	BattleField getBattlefield() const override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CArmedInstance&>(*this);		h & message;		h & storedArtifact;	}protected:	void serializeJsonOptions(JsonSerializeFormat & handler) override;};class DLL_LINKAGE CGResource : public CArmedInstance{public:	static constexpr ui32 RANDOM_AMOUNT = 0;	ui32 amount = RANDOM_AMOUNT; //0 if random		std::string message;	void onHeroVisit(const CGHeroInstance * h) const override;	void initObj(CRandomGenerator & rand) override;	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;	std::string getHoverText(PlayerColor player) const override;	void collectRes(const PlayerColor & player) const;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CArmedInstance&>(*this);		h & amount;		h & message;	}protected:	void serializeJsonOptions(JsonSerializeFormat & handler) override;};class DLL_LINKAGE CGShrine : public CTeamVisited{public:	MetaString visitText;	SpellID spell; //id of spell or NONE if random	void onHeroVisit(const CGHeroInstance * h) const override;	void initObj(CRandomGenerator & rand) override;	std::string getHoverText(PlayerColor player) const override;	std::string getHoverText(const CGHeroInstance * hero) const override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CTeamVisited&>(*this);;		h & spell;		h & visitText;	}protected:	void serializeJsonOptions(JsonSerializeFormat & handler) override;};class DLL_LINKAGE CGMine : public CArmedInstance{public:	GameResID producedResource;	ui32 producedQuantity;	std::set<GameResID> abandonedMineResources;		bool isAbandoned() const;private:	void onHeroVisit(const CGHeroInstance * h) const override;	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;	void flagMine(const PlayerColor & player) const;	void newTurn(CRandomGenerator & rand) const override;	void initObj(CRandomGenerator & rand) override;	std::string getObjectName() const override;	std::string getHoverText(PlayerColor player) const override;public:	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CArmedInstance&>(*this);		h & producedResource;		h & producedQuantity;		h & abandonedMineResources;	}	ui32 defaultResProduction() const;protected:	void serializeJsonOptions(JsonSerializeFormat & handler) override;};struct DLL_LINKAGE TeleportChannel{	enum EPassability {UNKNOWN, IMPASSABLE, PASSABLE};	std::vector<ObjectInstanceID> entrances;	std::vector<ObjectInstanceID> exits;	EPassability passability = EPassability::UNKNOWN;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & entrances;		h & exits;		h & passability;	}};class DLL_LINKAGE CGTeleport : public CGObjectInstance{	bool isChannelEntrance(const ObjectInstanceID & id) const;	bool isChannelExit(const ObjectInstanceID & id) const;	std::vector<ObjectInstanceID> getAllEntrances(bool excludeCurrent = false) const;protected:	enum EType {UNKNOWN, ENTRANCE, EXIT, BOTH};	EType type = EType::UNKNOWN;	ObjectInstanceID getRandomExit(const CGHeroInstance * h) const;	std::vector<ObjectInstanceID> getAllExits(bool excludeCurrent = false) const;public:	TeleportChannelID channel;	bool isEntrance() const;	bool isExit() const;	virtual void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const = 0;	static bool isTeleport(const CGObjectInstance * dst);	static bool isConnected(const CGTeleport * src, const CGTeleport * dst);	static bool isConnected(const CGObjectInstance * src, const CGObjectInstance * dst);	static void addToChannel(std::map<TeleportChannelID, std::shared_ptr<TeleportChannel> > &channelsList, const CGTeleport * obj);	static std::vector<ObjectInstanceID> getPassableExits(CGameState * gs, const CGHeroInstance * h, std::vector<ObjectInstanceID> exits);	static bool isExitPassable(CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj);	template <typename Handler> void serialize(Handler &h, const int version)	{		h & type;		h & channel;		h & static_cast<CGObjectInstance&>(*this);	}};class DLL_LINKAGE CGMonolith : public CGTeleport{	TeleportChannelID findMeChannel(const std::vector<Obj> & IDs, int SubID) const;protected:	void onHeroVisit(const CGHeroInstance * h) const override;	void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const override;	void initObj(CRandomGenerator & rand) override;public:	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGTeleport&>(*this);	}};class DLL_LINKAGE CGSubterraneanGate : public CGMonolith{	void onHeroVisit(const CGHeroInstance * h) const override;	void initObj(CRandomGenerator & rand) override;public:	static void postInit();	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGMonolith&>(*this);	}};class DLL_LINKAGE CGWhirlpool : public CGMonolith{	void onHeroVisit(const CGHeroInstance * h) const override;	void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const override;	static bool isProtected( const CGHeroInstance * h );public:	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGMonolith&>(*this);	}};class DLL_LINKAGE CGSirens : public CGObjectInstance{public:	void onHeroVisit(const CGHeroInstance * h) const override;	std::string getHoverText(const CGHeroInstance * hero) const override;	void initObj(CRandomGenerator & rand) override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);	}};class DLL_LINKAGE CGObservatory : public CGObjectInstance //Redwood observatory{public:	void onHeroVisit(const CGHeroInstance * h) const override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);	}};class DLL_LINKAGE CGBoat : public CGObjectInstance, public CBonusSystemNode{public:	ui8 direction;	const CGHeroInstance *hero;  //hero on board	bool onboardAssaultAllowed; //if true, hero can attack units from transport	bool onboardVisitAllowed; //if true, hero can visit objects from transport	EPathfindingLayer::EEPathfindingLayer layer;		//animation filenames. If empty - animations won't be used	std::string actualAnimation; //for OH3 boats those have actual animations	std::string overlayAnimation; //waves animations	std::array<std::string, PlayerColor::PLAYER_LIMIT_I> flagAnimations;	CGBoat();	bool isCoastVisitable() const override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);		h & static_cast<CBonusSystemNode&>(*this);		h & direction;		h & hero;		h & layer;		h & onboardAssaultAllowed;		h & onboardVisitAllowed;		h & actualAnimation;		h & overlayAnimation;		h & flagAnimations;	}};class DLL_LINKAGE CGShipyard : public CGObjectInstance, public IShipyard{	friend class ShipyardInstanceConstructor;	BoatId createdBoat;protected:	void getOutOffsets(std::vector<int3> & offsets) const override;	void onHeroVisit(const CGHeroInstance * h) const override;	const IObjectInterface * getObject() const override;	BoatId getBoatType() const override;public:	template<typename Handler> void serialize(Handler & h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);		h & createdBoat;	}protected:	void serializeJsonOptions(JsonSerializeFormat & handler) override;};class DLL_LINKAGE CGMagi : public CGObjectInstance{public:	static std::map <si32, std::vector<ObjectInstanceID> > eyelist; //[subID][id], supports multiple sets as in H5	static void reset();	void initObj(CRandomGenerator & rand) override;	void onHeroVisit(const CGHeroInstance * h) const override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);	}};class DLL_LINKAGE CCartographer : public CTeamVisited{///behaviour varies depending on surface and  floorpublic:	void onHeroVisit(const CGHeroInstance * h) const override;	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CTeamVisited&>(*this);	}};class DLL_LINKAGE CGDenOfthieves : public CGObjectInstance{	void onHeroVisit(const CGHeroInstance * h) const override;};class DLL_LINKAGE CGObelisk : public CTeamVisited{public:	static constexpr int OBJPROP_INC = 20;	static ui8 obeliskCount; //how many obelisks are on map	static std::map<TeamID, ui8> visited; //map: team_id => how many obelisks has been visited	void onHeroVisit(const CGHeroInstance * h) const override;	void initObj(CRandomGenerator & rand) override;	std::string getHoverText(PlayerColor player) const override;	static void reset();	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CTeamVisited&>(*this);	}protected:	void setPropertyDer(ui8 what, ui32 val) override;};class DLL_LINKAGE CGLighthouse : public CGObjectInstance{public:	void onHeroVisit(const CGHeroInstance * h) const override;	void initObj(CRandomGenerator & rand) override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);	}	void giveBonusTo(const PlayerColor & player, bool onInit = false) const;protected:	void serializeJsonOptions(JsonSerializeFormat & handler) override;};class DLL_LINKAGE CGTerrainPatch : public CGObjectInstance{public:	CGTerrainPatch() = default;	virtual bool isTile2Terrain() const override	{		return true;	}};class DLL_LINKAGE HillFort : public CGObjectInstance, public ICreatureUpgrader{	friend class HillFortInstanceConstructor;	std::vector<int> upgradeCostPercentage;protected:	void onHeroVisit(const CGHeroInstance * h) const override;	void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;public:	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);		h & upgradeCostPercentage;	}};VCMI_LIB_NAMESPACE_END
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