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