CObjectHandler.h 42 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. //BonusList bonuses;
  262. //////////////////////////////////////////////////////////////////////////
  263. template <typename Handler> void serialize(Handler &h, const int version)
  264. {
  265. h & static_cast<CArmedInstance&>(*this);
  266. h & exp & level & name & biography & portrait & mana & secSkills & movement
  267. & sex & inTownGarrison & artifacts & artifWorn & spells & patrol & moveDir;
  268. h & type;
  269. //visitied town pointer will be restored by map serialization method
  270. }
  271. //////////////////////////////////////////////////////////////////////////
  272. void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  273. void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  274. //////////////////////////////////////////////////////////////////////////
  275. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  276. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  277. //////////////////////////////////////////////////////////////////////////
  278. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  279. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  280. //////////////////////////////////////////////////////////////////////////
  281. const std::string &getBiography() const;
  282. bool needsLastStack()const;
  283. 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
  284. unsigned int getLowestCreatureSpeed() const;
  285. int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  286. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  287. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  288. bool canWalkOnSea() const;
  289. int getCurrentLuck(int stack=-1, bool town=false) const;
  290. int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
  291. TModDescr getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
  292. 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
  293. TModDescr getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
  294. int getPrimSkillLevel(int id) const; //0-attack, 1-defence, 2-spell power, 3-knowledge
  295. ui8 getSecSkillLevel(const int & ID) const; //0 - no skill
  296. int maxMovePoints(bool onLand) const;
  297. ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
  298. const CArtifact * getArt(int pos) const;
  299. 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)
  300. bool hasArt(ui32 aid) const; //checks if hero possess artifact of given id (either in backack or worn)
  301. 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
  302. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  303. double getHeroStrength() const;
  304. int getTotalStrength() const;
  305. ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be cast by this hero (0 - none, 1 - basic etc)
  306. 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
  307. CStackInstance calculateNecromancy (const BattleResult &battleResult) const;
  308. void showNecromancyDialog(const CStackInstance &raisedStack) const;
  309. //////////////////////////////////////////////////////////////////////////
  310. void initHero();
  311. void initHero(int SUBID);
  312. void recreateArtBonuses();
  313. void giveArtifact (ui32 aid);
  314. void initHeroDefInfo();
  315. void pushPrimSkill(int which, int val);
  316. CGHeroInstance();
  317. virtual ~CGHeroInstance();
  318. //////////////////////////////////////////////////////////////////////////
  319. void setPropertyDer(ui8 what, ui32 val);//synchr
  320. void initObj();
  321. void onHeroVisit(const CGHeroInstance * h) const;
  322. };
  323. class DLL_EXPORT CGDwelling : public CArmedInstance
  324. {
  325. public:
  326. CSpecObjInfo * info; //h3m info about dewlling
  327. std::vector<std::pair<ui32, std::vector<ui32> > > creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
  328. template <typename Handler> void serialize(Handler &h, const int version)
  329. {
  330. h & static_cast<CArmedInstance&>(*this) & creatures;
  331. }
  332. void initObj();
  333. void setProperty(ui8 what, ui32 val);
  334. void onHeroVisit(const CGHeroInstance * h) const;
  335. void newTurn() const;
  336. void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
  337. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  338. void wantsFight(const CGHeroInstance *h, ui32 answer) const;
  339. };
  340. class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  341. {
  342. public:
  343. std::set<si32> visitors; //ids of heroes who have visited this obj
  344. si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
  345. const std::string & getHoverText() const;
  346. void setPropertyDer(ui8 what, ui32 val);//synchr
  347. void onHeroVisit(const CGHeroInstance * h) const;
  348. void onNAHeroVisit(int heroID, bool alreadyVisited) const;
  349. void initObj();
  350. void treeSelected(int heroID, int resType, int resVal, ui64 expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
  351. void schoolSelected(int heroID, ui32 which) const;
  352. void arenaSelected(int heroID, int primSkill) const;
  353. template <typename Handler> void serialize(Handler &h, const int version)
  354. {
  355. h & static_cast<CGObjectInstance&>(*this);
  356. h & visitors & ttype;
  357. }
  358. };
  359. class DLL_EXPORT CGTownBuilding : public IObjectInterface
  360. {
  361. ///basic class for town structures handled as map objects
  362. public:
  363. si32 ID; //from buildig list
  364. si32 id; //identifies its index on towns vector
  365. CGTownInstance *town;
  366. template <typename Handler> void serialize(Handler &h, const int version)
  367. {
  368. h & ID & id;
  369. }
  370. };
  371. class DLL_EXPORT COPWBonus : public CGTownBuilding
  372. {///used for OPW bonusing structures
  373. public:
  374. std::set<si32> visitors;
  375. void setProperty(ui8 what, ui32 val);
  376. void onHeroVisit (const CGHeroInstance * h) const;
  377. COPWBonus (int index, CGTownInstance *TOWN);
  378. COPWBonus (){ID = 0; town = NULL;};
  379. template <typename Handler> void serialize(Handler &h, const int version)
  380. {
  381. h & static_cast<CGTownBuilding&>(*this);
  382. h & visitors;
  383. }
  384. };
  385. class DLL_EXPORT CTownBonus : public CGTownBuilding
  386. {
  387. ///used for one-time bonusing structures
  388. ///feel free to merge inheritance tree
  389. public:
  390. std::set<si32> visitors;
  391. void setProperty(ui8 what, ui32 val);
  392. void onHeroVisit (const CGHeroInstance * h) const;
  393. CTownBonus (int index, CGTownInstance *TOWN);
  394. CTownBonus (){ID = 0; town = NULL;};
  395. template <typename Handler> void serialize(Handler &h, const int version)
  396. {
  397. h & static_cast<CGTownBuilding&>(*this);
  398. h & visitors;
  399. }
  400. };
  401. class DLL_EXPORT CGTownInstance : public CGDwelling, public IShipyard, public IMarket
  402. {
  403. public:
  404. CTown * town;
  405. std::string name; // name of town
  406. si32 builded; //how many buildings has been built this turn
  407. si32 destroyed; //how many buildings has been destroyed this turn
  408. const CGHeroInstance * garrisonHero, *visitingHero;
  409. ui32 identifier; //special identifier from h3m (only > RoE maps)
  410. si32 alignment;
  411. std::set<si32> forbiddenBuildings, builtBuildings;
  412. std::vector<CGTownBuilding*> bonusingBuildings;
  413. std::vector<ui32> possibleSpells, obligatorySpells;
  414. std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
  415. std::set<CCastleEvent> events;
  416. std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
  417. //////////////////////////////////////////////////////////////////////////
  418. template <typename Handler> void serialize(Handler &h, const int version)
  419. {
  420. h & static_cast<CGDwelling&>(*this);
  421. h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings & bonusValue
  422. & possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
  423. for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
  424. (*i)->town = this;
  425. h & town;
  426. //garrison/visiting hero pointers will be restored in the map serialization
  427. }
  428. //////////////////////////////////////////////////////////////////////////
  429. void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  430. void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  431. //////////////////////////////////////////////////////////////////////////
  432. 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
  433. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  434. int getSightRadious() const; //returns sight distance
  435. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  436. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  437. int getMarketEfficiency() const; //=market count
  438. bool allowsTrade(EMarketMode mode) const;
  439. void setPropertyDer(ui8 what, ui32 val);
  440. void newTurn() const;
  441. //////////////////////////////////////////////////////////////////////////
  442. bool needsLastStack() const;
  443. int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
  444. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  445. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  446. bool creatureDwelling(const int & level, bool upgraded=false) const;
  447. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  448. int creatureGrowth(const int & level) const;
  449. bool hasFort() const;
  450. bool hasCapitol() const;
  451. int dailyIncome() const; //calculates daily income of this town
  452. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  453. void removeCapitols (ui8 owner) const;
  454. int defenceBonus(int type) const;//primary skills bonuses for defending hero
  455. CGTownInstance();
  456. virtual ~CGTownInstance();
  457. //////////////////////////////////////////////////////////////////////////
  458. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  459. void onHeroVisit(const CGHeroInstance * h) const;
  460. void onHeroLeave(const CGHeroInstance * h) const;
  461. void initObj();
  462. };
  463. class DLL_EXPORT CGPandoraBox : public CArmedInstance
  464. {
  465. public:
  466. std::string message;
  467. ui8 removeAfterVisit; //true if event is removed after occurring
  468. //gained things:
  469. ui32 gainedExp;
  470. si32 manaDiff; //amount of gained / lost mana
  471. si32 moraleDiff; //morale modifier
  472. si32 luckDiff; //luck modifier
  473. std::vector<si32> resources;//gained / lost resources
  474. std::vector<si32> primskills;//gained / lost resources
  475. std::vector<si32> abilities; //gained abilities
  476. std::vector<si32> abilityLevels; //levels of gained abilities
  477. std::vector<si32> artifacts; //gained artifacts
  478. std::vector<si32> spells; //gained spells
  479. CCreatureSet creatures; //gained creatures
  480. void initObj();
  481. void onHeroVisit(const CGHeroInstance * h) const;
  482. void open (const CGHeroInstance * h, ui32 accept) const;
  483. void endBattle(const CGHeroInstance *h, BattleResult *result) const;
  484. void giveContents(const CGHeroInstance *h, bool afterBattle) const;
  485. void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
  486. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  487. template <typename Handler> void serialize(Handler &h, const int version)
  488. {
  489. h & static_cast<CArmedInstance&>(*this);
  490. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  491. & abilities & abilityLevels & artifacts & spells & creatures;
  492. }
  493. };
  494. class DLL_EXPORT CGEvent : public CGPandoraBox //event objects
  495. {
  496. public:
  497. ui8 availableFor; //players whom this event is available for
  498. ui8 computerActivate; //true if computre player can activate this event
  499. ui8 humanActivate; //true if human player can activate this event
  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 & availableFor
  505. & computerActivate & humanActivate;
  506. }
  507. void onHeroVisit(const CGHeroInstance * h) const;
  508. void activated(const CGHeroInstance * h) const;
  509. };
  510. class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
  511. {
  512. public:
  513. ui32 identifier; //unique code for this monster (used in missions)
  514. 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)
  515. std::string message; //message printed for attacking hero
  516. std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
  517. si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
  518. ui8 neverFlees; //if true, the troops will never flee
  519. ui8 notGrowingTeam; //if true, number of units won't grow
  520. void fight(const CGHeroInstance *h) const;
  521. void onHeroVisit(const CGHeroInstance * h) const;
  522. //const std::string & getHoverText() const;
  523. void flee( const CGHeroInstance * h ) const;
  524. void endBattle(BattleResult *result) const;
  525. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  526. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  527. void initObj();
  528. 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)
  529. template <typename Handler> void serialize(Handler &h, const int version)
  530. {
  531. h & static_cast<CArmedInstance&>(*this);
  532. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam;
  533. }
  534. };
  535. class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
  536. {
  537. public:
  538. std::string message;
  539. void onHeroVisit(const CGHeroInstance * h) const;
  540. void initObj();
  541. template <typename Handler> void serialize(Handler &h, const int version)
  542. {
  543. h & static_cast<CGObjectInstance&>(*this);
  544. h & message;
  545. }
  546. };
  547. class DLL_EXPORT CGSeerHut : public CGObjectInstance, public CQuest
  548. {
  549. public:
  550. 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
  551. si32 rID; //reward ID
  552. si32 rVal; //reward value
  553. ui8 textOption; //store randomized mission write-ups rather than entire string (?)
  554. std::string seerName;
  555. void initObj();
  556. const std::string & getHoverText() const;
  557. void setPropertyDer (ui8 what, ui32 val);
  558. int checkDirection() const; //calculates the region of map where monster is placed
  559. void newTurn() const;
  560. void onHeroVisit (const CGHeroInstance * h) const;
  561. void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
  562. void completeQuest (const CGHeroInstance * h) const;
  563. template <typename Handler> void serialize(Handler &h, const int version)
  564. {
  565. h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
  566. h & rewardType & rID & rVal & textOption & seerName;
  567. }
  568. };
  569. class DLL_EXPORT CGQuestGuard : public CGSeerHut
  570. {
  571. public:
  572. void initObj();
  573. void completeQuest (const CGHeroInstance * h) const;
  574. template <typename Handler> void serialize(Handler &h, const int version)
  575. {
  576. h & static_cast<CGSeerHut&>(*this);
  577. }
  578. };
  579. class DLL_EXPORT CGWitchHut : public CPlayersVisited
  580. {
  581. public:
  582. std::vector<si32> allowedAbilities;
  583. ui32 ability;
  584. const std::string & getHoverText() const;
  585. void onHeroVisit(const CGHeroInstance * h) const;
  586. void initObj();
  587. template <typename Handler> void serialize(Handler &h, const int version)
  588. {
  589. h & static_cast<CPlayersVisited&>(*this);
  590. h & allowedAbilities & ability;
  591. }
  592. };
  593. class DLL_EXPORT CGScholar : public CGObjectInstance
  594. {
  595. public:
  596. ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
  597. ui16 bonusID; //ID of skill/spell
  598. void giveAnyBonus(const CGHeroInstance * h) const;
  599. void onHeroVisit(const CGHeroInstance * h) const;
  600. void initObj();
  601. template <typename Handler> void serialize(Handler &h, const int version)
  602. {
  603. h & static_cast<CGObjectInstance&>(*this);
  604. h & bonusType & bonusID;
  605. }
  606. };
  607. class DLL_EXPORT CGGarrison : public CArmedInstance
  608. {
  609. public:
  610. ui8 removableUnits;
  611. ui8 getPassableness() const;
  612. void onHeroVisit (const CGHeroInstance *h) const;
  613. void fightOver (const CGHeroInstance *h, BattleResult *result) const;
  614. template <typename Handler> void serialize(Handler &h, const int version)
  615. {
  616. h & static_cast<CArmedInstance&>(*this);
  617. h & removableUnits;
  618. }
  619. };
  620. class DLL_EXPORT CGArtifact : public CArmedInstance
  621. {
  622. public:
  623. std::string message;
  624. ui32 spell; //if it's spell scroll
  625. void onHeroVisit(const CGHeroInstance * h) const;
  626. void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
  627. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  628. void pick( const CGHeroInstance * h ) const;
  629. void initObj();
  630. template <typename Handler> void serialize(Handler &h, const int version)
  631. {
  632. h & static_cast<CArmedInstance&>(*this);
  633. h & message & spell;
  634. }
  635. };
  636. class DLL_EXPORT CGResource : public CArmedInstance
  637. {
  638. public:
  639. ui32 amount; //0 if random
  640. std::string message;
  641. void onHeroVisit(const CGHeroInstance * h) const;
  642. void collectRes(int player) const;
  643. void initObj();
  644. void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
  645. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  646. template <typename Handler> void serialize(Handler &h, const int version)
  647. {
  648. h & static_cast<CArmedInstance&>(*this);
  649. h & amount & message;
  650. }
  651. };
  652. class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
  653. {
  654. public:
  655. ui32 type, val1, val2;
  656. void onHeroVisit(const CGHeroInstance * h) const;
  657. void initObj();
  658. void chosen(int which, int heroID) const;
  659. template <typename Handler> void serialize(Handler &h, const int version)
  660. {
  661. h & static_cast<CGObjectInstance&>(*this);
  662. h & type & val1 & val2;
  663. }
  664. };
  665. class DLL_EXPORT CGShrine : public CPlayersVisited
  666. {
  667. public:
  668. ui8 spell; //number of spell or 255 if random
  669. void onHeroVisit(const CGHeroInstance * h) const;
  670. void initObj();
  671. const std::string & getHoverText() const;
  672. template <typename Handler> void serialize(Handler &h, const int version)
  673. {
  674. h & static_cast<CPlayersVisited&>(*this);;
  675. h & spell;
  676. }
  677. };
  678. class DLL_EXPORT CGMine : public CArmedInstance
  679. {
  680. public:
  681. void offerLeavingGuards(const CGHeroInstance *h) const;
  682. void onHeroVisit(const CGHeroInstance * h) const;
  683. void newTurn() const;
  684. void initObj();
  685. template <typename Handler> void serialize(Handler &h, const int version)
  686. {
  687. h & static_cast<CArmedInstance&>(*this);
  688. }
  689. };
  690. class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  691. {
  692. public:
  693. ui8 visited; //true if object has been visited this week
  694. void setPropertyDer(ui8 what, ui32 val);//synchr
  695. void onHeroVisit(const CGHeroInstance * h) const;
  696. void newTurn() const;
  697. template <typename Handler> void serialize(Handler &h, const int version)
  698. {
  699. h & static_cast<CGObjectInstance&>(*this);
  700. h & visited;
  701. }
  702. };
  703. class DLL_EXPORT CGTeleport : public CGObjectInstance //teleports and subterranean gates
  704. {
  705. public:
  706. static std::map<int,std::map<int, std::vector<int> > > objs; //teleports: map[ID][subID] => vector of ids
  707. static std::vector<std::pair<int, int> > gates; //subterranean gates: pairs of ids
  708. void onHeroVisit(const CGHeroInstance * h) const;
  709. void initObj();
  710. static void postInit();
  711. template <typename Handler> void serialize(Handler &h, const int version)
  712. {
  713. h & static_cast<CGObjectInstance&>(*this);
  714. }
  715. };
  716. class DLL_EXPORT CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  717. {
  718. public:
  719. void onHeroVisit(const CGHeroInstance * h) const;
  720. const std::string & getHoverText() const;
  721. void initObj();
  722. template <typename Handler> void serialize(Handler &h, const int version)
  723. {
  724. h & static_cast<CGObjectInstance&>(*this);
  725. }
  726. };
  727. class DLL_EXPORT CGMagicSpring : public CGVisitableOPW
  728. {///unfortunatelly, this one is quite different than others
  729. public:
  730. void onHeroVisit(const CGHeroInstance * h) const;
  731. const std::string & getHoverText() const;
  732. template <typename Handler> void serialize(Handler &h, const int version)
  733. {
  734. h & static_cast<CGObjectInstance&>(*this);
  735. h & visited;
  736. }
  737. };
  738. class DLL_EXPORT CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  739. {
  740. public:
  741. void onHeroVisit(const CGHeroInstance * h) const;
  742. const std::string & getHoverText() const;
  743. template <typename Handler> void serialize(Handler &h, const int version)
  744. {
  745. h & static_cast<CGObjectInstance&>(*this);
  746. }
  747. };
  748. class DLL_EXPORT CGSirens : public CGObjectInstance
  749. {
  750. public:
  751. void onHeroVisit(const CGHeroInstance * h) const;
  752. const std::string & getHoverText() const;
  753. void initObj();
  754. template <typename Handler> void serialize(Handler &h, const int version)
  755. {
  756. h & static_cast<CGObjectInstance&>(*this);
  757. }
  758. };
  759. class DLL_EXPORT CGObservatory : public CGObjectInstance //Redwood observatory
  760. {
  761. public:
  762. void onHeroVisit(const CGHeroInstance * h) const;
  763. template <typename Handler> void serialize(Handler &h, const int version)
  764. {
  765. h & static_cast<CGObjectInstance&>(*this);
  766. }
  767. };
  768. class DLL_EXPORT CGKeys : public CGObjectInstance //Base class for Keymaster and guards
  769. {
  770. public:
  771. static std::map <ui8, std::set <ui8> > playerKeyMap; //[players][keysowned]
  772. //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
  773. void setPropertyDer (ui8 what, ui32 val);
  774. bool wasMyColorVisited (int player) const;
  775. template <typename Handler> void serialize(Handler &h, const int version)
  776. {
  777. h & static_cast<CGObjectInstance&>(*this);
  778. }
  779. };
  780. class DLL_EXPORT CGKeymasterTent : public CGKeys
  781. {
  782. public:
  783. void onHeroVisit(const CGHeroInstance * h) const;
  784. const std::string & getHoverText() const;
  785. template <typename Handler> void serialize(Handler &h, const int version)
  786. {
  787. h & static_cast<CGObjectInstance&>(*this);
  788. }
  789. };
  790. class DLL_EXPORT CGBorderGuard : public CGKeys
  791. {
  792. public:
  793. void initObj();
  794. const std::string & getHoverText() const;
  795. void onHeroVisit(const CGHeroInstance * h) const;
  796. void openGate(const CGHeroInstance *h, ui32 accept) const;
  797. template <typename Handler> void serialize(Handler &h, const int version)
  798. {
  799. h & static_cast<CGObjectInstance&>(*this);
  800. h & blockVisit;
  801. }
  802. };
  803. class DLL_EXPORT CGBorderGate : public CGBorderGuard //not fully imlemented, waiting for garrison
  804. {
  805. public:
  806. void onHeroVisit(const CGHeroInstance * h) const;
  807. ui8 getPassableness() const;
  808. };
  809. class DLL_EXPORT CGBoat : public CGObjectInstance
  810. {
  811. public:
  812. ui8 direction;
  813. const CGHeroInstance *hero; //hero on board
  814. void initObj();
  815. CGBoat()
  816. {
  817. hero = NULL;
  818. direction = 4;
  819. }
  820. template <typename Handler> void serialize(Handler &h, const int version)
  821. {
  822. h & static_cast<CGObjectInstance&>(*this) & direction;
  823. }
  824. };
  825. class DLL_EXPORT CGOnceVisitable : public CPlayersVisited
  826. ///wagon, corpse, lean to, warriors tomb
  827. {
  828. public:
  829. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  830. ui32 bonusType, //id of res or artifact
  831. bonusVal; //resource amount (or not used)
  832. void onHeroVisit(const CGHeroInstance * h) const;
  833. const std::string & getHoverText() const;
  834. void initObj();
  835. void searchTomb(const CGHeroInstance *h, ui32 accept) const;
  836. template <typename Handler> void serialize(Handler &h, const int version)
  837. {
  838. h & static_cast<CPlayersVisited&>(*this);;
  839. h & artOrRes & bonusType & bonusVal;
  840. }
  841. };
  842. class DLL_EXPORT CBank : public CArmedInstance
  843. {
  844. public:
  845. int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
  846. BankConfig *bc;
  847. float multiplier; //for improved banks script
  848. std::vector<ui32> artifacts; //fixed and deterministic
  849. ui32 daycounter;
  850. void initObj();
  851. const std::string & getHoverText() const;
  852. void setPropertyDer (ui8 what, ui32 val);
  853. void initialize() const;
  854. void reset(ui16 var1);
  855. void newTurn() const;
  856. virtual void onHeroVisit (const CGHeroInstance * h) const;
  857. virtual void fightGuards (const CGHeroInstance *h, ui32 accept) const;
  858. virtual void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  859. template <typename Handler> void serialize(Handler &h, const int version)
  860. {
  861. h & static_cast<CGObjectInstance&>(*this);
  862. h & index & multiplier & artifacts & daycounter & bc;
  863. }
  864. };
  865. class DLL_EXPORT CGPyramid : public CBank
  866. {
  867. public:
  868. static BankConfig pyramidConfig;
  869. ui16 spell;
  870. void initObj();
  871. const std::string & getHoverText() const;
  872. void newTurn() const {}; //empty, no reset
  873. void onHeroVisit (const CGHeroInstance * h) const;
  874. 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<CBank&>(*this);
  878. h & spell;
  879. }
  880. };
  881. class CGShipyard : public CGObjectInstance, public IShipyard
  882. {
  883. public:
  884. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  885. CGShipyard();
  886. void onHeroVisit(const CGHeroInstance * h) const;
  887. };
  888. class DLL_EXPORT CGMagi : public CGObjectInstance
  889. {
  890. public:
  891. static std::map <si32, std::vector<si32> > eyelist; //[subID][id], supports multiple sets as in H5
  892. void initObj();
  893. void onHeroVisit(const CGHeroInstance * h) const;
  894. template <typename Handler> void serialize(Handler &h, const int version)
  895. {
  896. h & static_cast<CGObjectInstance&>(*this);
  897. }
  898. };
  899. class DLL_EXPORT CCartographer : public CPlayersVisited
  900. {
  901. ///behaviour varies depending on surface and floor
  902. public:
  903. void onHeroVisit( const CGHeroInstance * h ) const;
  904. void buyMap (const CGHeroInstance *h, ui32 accept) const;
  905. template <typename Handler> void serialize(Handler &h, const int version)
  906. {
  907. h & static_cast<CPlayersVisited&>(*this);
  908. h & players;
  909. }
  910. };
  911. class DLL_EXPORT CShop : public CGObjectInstance
  912. {
  913. ///base class for university, art merchant, slave market etc.
  914. public:
  915. void initObj() {};
  916. void setPropertyDer (ui8 what, ui32 val);
  917. void newTurn() const;
  918. virtual void reset (ui32 val) {}; //get new items for Black Market, Tavern, Refugee Camp
  919. virtual void onHeroVisit (const CGHeroInstance * h) const {};
  920. virtual void trade (const CGHeroInstance * h) const {};
  921. template <typename Handler> void serialize(Handler &h, const int version)
  922. {
  923. h & static_cast<CGObjectInstance&>(*this);
  924. }
  925. };
  926. class DLL_EXPORT CGArtMerchant : public CShop
  927. {
  928. ///aka Black Market
  929. public:
  930. static std::map<ui16, Component*> advMapArts;
  931. static std::map<ui16, Component*> townArts;
  932. void reset (ui32 val);
  933. void onHeroVisit (const CGHeroInstance * h) const {};
  934. template <typename Handler> void serialize(Handler &h, const int version)
  935. {
  936. h & advMapArts & townArts & static_cast<CShop&>(*this);
  937. }
  938. };
  939. class DLL_EXPORT CGRefugeeCamp : public CShop
  940. {
  941. public:
  942. ui16 creatureID;
  943. void reset (ui32 val);
  944. void onHeroVisit (const CGHeroInstance * h) const {};
  945. template <typename Handler> void serialize(Handler &h, const int version)
  946. {
  947. h & creatureID & static_cast<CShop&>(*this);
  948. }
  949. };
  950. class DLL_EXPORT CGDenOfthieves : public CGObjectInstance
  951. {
  952. void onHeroVisit (const CGHeroInstance * h) const;
  953. };
  954. class DLL_EXPORT CGObelisk : public CPlayersVisited
  955. {
  956. public:
  957. static ui8 obeliskCount; //how many obelisks are on map
  958. static std::map<ui8, ui8> visited; //map: color_id => how many obelisks has been visited
  959. void setPropertyDer (ui8 what, ui32 val);
  960. void onHeroVisit(const CGHeroInstance * h) const;
  961. void initObj();
  962. const std::string & getHoverText() const;
  963. template <typename Handler> void serialize(Handler &h, const int version)
  964. {
  965. h & static_cast<CPlayersVisited&>(*this);
  966. }
  967. };
  968. class DLL_EXPORT CGLighthouse : public CGObjectInstance
  969. {
  970. public:
  971. void onHeroVisit(const CGHeroInstance * h) const;
  972. void initObj();
  973. const std::string & getHoverText() const;
  974. template <typename Handler> void serialize(Handler &h, const int version)
  975. {
  976. h & static_cast<CGObjectInstance&>(*this);
  977. }
  978. void giveBonusTo( ui8 player ) const;
  979. };
  980. class DLL_EXPORT CGMarket : public CGObjectInstance, public IMarket
  981. {
  982. public:
  983. CGMarket();
  984. void onHeroVisit(const CGHeroInstance * h) const; //open trading window
  985. void initObj();
  986. void newTurn() const; //reset artifacts for black market every month
  987. int getMarketEfficiency() const;
  988. bool allowsTrade(EMarketMode mode) const;
  989. int availableUnits(EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  990. std::vector<int> availableItemsIds(EMarketMode mode) const;
  991. template <typename Handler> void serialize(Handler &h, const int version)
  992. {
  993. h & static_cast<CGObjectInstance&>(*this);
  994. }
  995. };
  996. struct BankConfig
  997. {
  998. BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
  999. ui8 level; //1 - 4, how hard the battle will be
  1000. ui8 chance; //chance for this level being chosen
  1001. ui8 upgradeChance; //chance for creatures to be in upgraded versions
  1002. std::vector< std::pair <ui16, ui32> > guards; //creature ID, amount
  1003. ui32 combatValue; //how hard are guards of this level
  1004. std::vector<si32> resources; //resources given in case of victory
  1005. std::vector< std::pair <ui16, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
  1006. std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
  1007. ui32 value; //overall value of given things
  1008. ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
  1009. ui16 easiest; //?!?
  1010. template <typename Handler> void serialize(Handler &h, const int version)
  1011. {
  1012. h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
  1013. }
  1014. };
  1015. class DLL_EXPORT CObjectHandler
  1016. {
  1017. public:
  1018. std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
  1019. std::map <ui32, std::vector <BankConfig*> > banksInfo; //[index][preset]
  1020. std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
  1021. std::vector<ui32> resVals; //default values of resources in gold
  1022. void loadObjects();
  1023. template <typename Handler> void serialize(Handler &h, const int version)
  1024. {
  1025. h & cregens & banksInfo & creBanksNames & resVals;
  1026. }
  1027. };
  1028. #endif // __COBJECTHANDLER_H__