CObjectHandler.h 34 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. /*
  17. * CObjectHandler.h, part of VCMI engine
  18. *
  19. * Authors: listed in file AUTHORS in main folder
  20. *
  21. * License: GNU General Public License v2.0 or later
  22. * Full text of license available in license.txt file, in main folder
  23. *
  24. */
  25. class IGameCallback;
  26. struct BattleResult;
  27. class CCPPObjectScript;
  28. class CGObjectInstance;
  29. class CScript;
  30. class CObjectScript;
  31. class CGHeroInstance;
  32. class CTown;
  33. class CHero;
  34. class CBuilding;
  35. class CSpell;
  36. class CGTownInstance;
  37. class CGTownBuilding;
  38. class CArtifact;
  39. class CGDefInfo;
  40. class CSpecObjInfo;
  41. struct TerrainTile;
  42. struct InfoWindow;
  43. struct BankConfig;
  44. class CGBoat;
  45. class DLL_EXPORT CCastleEvent
  46. {
  47. public:
  48. std::string name, message;
  49. std::vector<si32> resources; //gain / loss of resources
  50. ui8 players; //players for whom this event can be applied
  51. ui8 forHuman, forComputer;
  52. ui32 firstShow; //postpone of first encounter time in days
  53. ui32 forEvery; //every n days this event will occure
  54. ui8 bytes[6]; //build specific buildings (raw format, similar to town's)
  55. si32 gen[7]; //additional creatures in i-th level dwelling
  56. bool operator<(const CCastleEvent &drugie) const
  57. {
  58. return firstShow<drugie.firstShow;
  59. }
  60. template <typename Handler> void serialize(Handler &h, const int version)
  61. {
  62. h & name & message & resources & players & forHuman & forComputer & firstShow
  63. & forEvery & bytes & gen;
  64. }
  65. };
  66. class CQuest
  67. {
  68. public:
  69. ui8 missionType; //type of mission: 0 - no mission; 1 - reach level; 2 - reach main statistics values; 3 - win with a certain hero; 4 - win with a certain creature; 5 - collect some atifacts; 6 - have certain troops in army; 7 - collect resources; 8 - be a certain hero; 9 - be a certain playe
  70. si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
  71. ui32 m13489val;
  72. std::vector<ui32> m2stats;
  73. std::vector<ui16> m5arts; //artifacts id
  74. std::vector<std::pair<ui32, ui32> > m6creatures; //pair[cre id, cre count]
  75. std::vector<ui32> m7resources;
  76. std::string firstVisitText, nextVisitText, completedText;
  77. template <typename Handler> void serialize(Handler &h, const int version)
  78. {
  79. h & missionType & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  80. & firstVisitText & nextVisitText & completedText;
  81. }
  82. };
  83. class DLL_EXPORT IObjectInterface
  84. {
  85. public:
  86. static IGameCallback *cb;
  87. IObjectInterface();
  88. virtual ~IObjectInterface();
  89. virtual void onHeroVisit(const CGHeroInstance * h) const;
  90. virtual void onHeroLeave(const CGHeroInstance * h) const;
  91. virtual void newTurn() const;
  92. virtual void initObj(); //synchr
  93. virtual void setProperty(ui8 what, ui32 val);//synchr
  94. };
  95. class DLL_EXPORT IShipyard
  96. {
  97. public:
  98. const CGObjectInstance *o;
  99. IShipyard(const CGObjectInstance *O);
  100. void getBoatCost(std::vector<si32> &cost) const;
  101. virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
  102. //virtual bool validLocation() const; //returns true if there is a water tile near where boat can be placed
  103. int3 bestLocation() const; //returns location when the boat should be placed
  104. int state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
  105. static const IShipyard *castFrom(const CGObjectInstance *obj);
  106. static IShipyard *castFrom(CGObjectInstance *obj);
  107. };
  108. class DLL_EXPORT CGObjectInstance : protected IObjectInterface
  109. {
  110. protected:
  111. void getNameVis(std::string &hname) const;
  112. void giveDummyBonus(int heroID, ui8 duration = HeroBonus::ONE_DAY) const;
  113. public:
  114. mutable std::string hoverName;
  115. int3 pos; //h3m pos
  116. si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
  117. si32 id;//number of object in CObjectHandler's vector
  118. CGDefInfo * defInfo;
  119. CSpecObjInfo * info;
  120. ui8 animPhaseShift;
  121. ui8 tempOwner;
  122. ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
  123. virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  124. virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
  125. int getOwner() const;
  126. void setOwner(int ow);
  127. int getWidth() const; //returns width of object graphic in tiles
  128. int getHeight() const; //returns height of object graphic in tiles
  129. 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)
  130. int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
  131. 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)
  132. 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)
  133. std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
  134. bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
  135. CGObjectInstance();
  136. virtual ~CGObjectInstance();
  137. //CGObjectInstance(const CGObjectInstance & right);
  138. //CGObjectInstance& operator=(const CGObjectInstance & right);
  139. virtual const std::string & getHoverText() const;
  140. //////////////////////////////////////////////////////////////////////////
  141. void initObj();
  142. void onHeroVisit(const CGHeroInstance * h) const;
  143. void setProperty(ui8 what, ui32 val);//synchr
  144. virtual void setPropertyDer(ui8 what, ui32 val);//synchr
  145. friend class CGameHandler;
  146. template <typename Handler> void serialize(Handler &h, const int version)
  147. {
  148. h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit;
  149. //definfo is handled by map serializer
  150. }
  151. };
  152. class DLL_EXPORT CPlayersVisited: public CGObjectInstance
  153. {
  154. public:
  155. std::set<ui8> players; //players that visited this object
  156. bool hasVisited(ui8 player) const;
  157. virtual void setPropertyDer( ui8 what, ui32 val );
  158. template <typename Handler> void serialize(Handler &h, const int version)
  159. {
  160. h & players;
  161. }
  162. };
  163. class DLL_EXPORT CArmedInstance: public CGObjectInstance
  164. {
  165. public:
  166. CCreatureSet army; //army
  167. virtual bool needsLastStack() const; //true if last stack cannot be taken
  168. int getArmyStrength() const; //sum of AI values of creatures
  169. template <typename Handler> void serialize(Handler &h, const int version)
  170. {
  171. h & static_cast<CGObjectInstance&>(*this);
  172. h & army;
  173. }
  174. };
  175. class DLL_EXPORT CGHeroInstance : public CArmedInstance
  176. {
  177. public:
  178. //////////////////////////////////////////////////////////////////////////
  179. ui8 moveDir; //format: 123
  180. // 8 4
  181. // 765
  182. mutable ui8 isStanding, tacticFormationEnabled;
  183. //////////////////////////////////////////////////////////////////////////
  184. CHero * type;
  185. ui64 exp; //experience point
  186. si32 level; //current level of hero
  187. std::string name; //may be custom
  188. std::string biography; //if custom
  189. si32 portrait; //may be custom
  190. si32 mana; // remaining spell points
  191. std::vector<si32> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
  192. 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
  193. si32 movement; //remaining movement points
  194. si32 identifier; //from the map file
  195. ui8 sex;
  196. ui8 inTownGarrison; // if hero is in town garrison
  197. CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
  198. CGBoat *boat; //set to CGBoat when sailing
  199. std::vector<ui32> artifacts; //hero's artifacts from bag
  200. 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
  201. std::set<ui32> spells; //known spells (spell IDs)
  202. struct DLL_EXPORT Patrol
  203. {
  204. Patrol(){patrolling=false;patrolRadious=-1;};
  205. ui8 patrolling;
  206. si32 patrolRadious;
  207. template <typename Handler> void serialize(Handler &h, const int version)
  208. {
  209. h & patrolling & patrolRadious;
  210. }
  211. } patrol;
  212. std::list<HeroBonus> bonuses;
  213. //////////////////////////////////////////////////////////////////////////
  214. template <typename Handler> void serialize(Handler &h, const int version)
  215. {
  216. h & static_cast<CArmedInstance&>(*this);
  217. h & exp & level & name & biography & portrait & mana & primSkills & secSkills & movement
  218. & identifier & sex & inTownGarrison & artifacts & artifWorn & spells & patrol & bonuses
  219. & moveDir;
  220. ui8 standardType = (VLC->heroh->heroes[subID] == type);
  221. h & standardType;
  222. if(!standardType)
  223. h & type;
  224. else if(!h.saving)
  225. type = VLC->heroh->heroes[subID];
  226. //visitied town pointer will be restored by map serialization method
  227. }
  228. //////////////////////////////////////////////////////////////////////////
  229. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  230. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  231. //////////////////////////////////////////////////////////////////////////
  232. const HeroBonus *getBonus(int from, int id) const;
  233. int valOfBonuses(HeroBonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then any
  234. bool hasBonusOfType(HeroBonus::BonusType type, int subtype = -1) const; //determines if hero has a bonus of given type (and optionally subtype)
  235. const std::string &getBiography() const;
  236. bool needsLastStack()const;
  237. 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
  238. unsigned int getLowestCreatureSpeed() const;
  239. int3 getPosition(bool h3m) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  240. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  241. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  242. bool canWalkOnSea() const;
  243. int getCurrentLuck(int stack=-1, bool town=false) const;
  244. std::vector<std::pair<int,std::string> > getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
  245. 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
  246. std::vector<std::pair<int,std::string> > getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
  247. int getPrimSkillLevel(int id) const;
  248. ui8 getSecSkillLevel(const int & ID) const; //0 - no skill
  249. int maxMovePoints(bool onLand) const;
  250. ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
  251. const CArtifact * getArt(int pos) const;
  252. 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)
  253. 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
  254. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  255. double getHeroStrength() const;
  256. int getTotalStrength() const;
  257. ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be cast by this hero
  258. 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
  259. //////////////////////////////////////////////////////////////////////////
  260. void initHero();
  261. void initHero(int SUBID);
  262. void recreateArtBonuses();
  263. void initHeroDefInfo();
  264. CGHeroInstance();
  265. virtual ~CGHeroInstance();
  266. //////////////////////////////////////////////////////////////////////////
  267. void setPropertyDer(ui8 what, ui32 val);//synchr
  268. void initObj();
  269. void onHeroVisit(const CGHeroInstance * h) const;
  270. };
  271. class DLL_EXPORT CGDwelling : public CArmedInstance
  272. {
  273. public:
  274. std::vector<std::pair<ui32, std::vector<ui32> > > creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
  275. template <typename Handler> void serialize(Handler &h, const int version)
  276. {
  277. h & static_cast<CArmedInstance&>(*this) & creatures;
  278. }
  279. void initObj();
  280. void onHeroVisit(const CGHeroInstance * h) const;
  281. void newTurn() const;
  282. void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
  283. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  284. void wantsFight(const CGHeroInstance *h, ui32 answer) const;
  285. };
  286. class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  287. {
  288. public:
  289. std::set<si32> visitors; //ids of heroes who have visited this obj
  290. si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
  291. const std::string & getHoverText() const;
  292. void setPropertyDer(ui8 what, ui32 val);//synchr
  293. void onHeroVisit(const CGHeroInstance * h) const;
  294. void onNAHeroVisit(int heroID, bool alreadyVisited) const;
  295. void initObj();
  296. void treeSelected(int heroID, int resType, int resVal, ui64 expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
  297. void schoolSelected(int heroID, ui32 which) const;
  298. void arenaSelected(int heroID, int primSkill) const;
  299. template <typename Handler> void serialize(Handler &h, const int version)
  300. {
  301. h & static_cast<CGObjectInstance&>(*this);
  302. h & visitors & ttype;
  303. }
  304. };
  305. class DLL_EXPORT CGTownBuilding : IObjectInterface
  306. {
  307. ///basic class for town structures handled as map objects
  308. public:
  309. CGTownInstance *town;
  310. virtual void onHeroVisit (const CGHeroInstance * h) const {};
  311. };
  312. class DLL_EXPORT CTownBonus : public CGVisitableOPH, public CGTownBuilding
  313. {
  314. ///used for one-time bonusing structures
  315. public:
  316. void onHeroVisit (const CGHeroInstance * h) const;
  317. CTownBonus (int index, CGTownInstance *TOWN);
  318. CTownBonus (){ID = 0; town = NULL;};
  319. template <typename Handler> void serialize(Handler &h, const int version)
  320. {
  321. h & static_cast<CGObjectInstance&>(*this);
  322. h & visitors;
  323. }
  324. };
  325. class DLL_EXPORT CGTownInstance : public CGDwelling, public IShipyard
  326. {
  327. public:
  328. CTown * town;
  329. std::string name; // name of town
  330. si32 builded; //how many buildings has been built this turn
  331. si32 destroyed; //how many buildings has been destroyed this turn
  332. const CGHeroInstance * garrisonHero, *visitingHero;
  333. ui32 identifier; //special identifier from h3m (only > RoE maps)
  334. si32 alignment;
  335. std::set<si32> forbiddenBuildings, builtBuildings;
  336. std::vector<CGTownBuilding*> bonusingBuildings;
  337. std::vector<ui32> possibleSpells, obligatorySpells;
  338. std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
  339. //struct StrInfo
  340. //{
  341. // std::map<si32,ui32> creatures; //level - available amount
  342. // template <typename Handler> void serialize(Handler &h, const int version)
  343. // {
  344. // h & creatures;
  345. // }
  346. //} strInfo;
  347. std::set<CCastleEvent> events;
  348. //////////////////////////////////////////////////////////////////////////
  349. template <typename Handler> void serialize(Handler &h, const int version)
  350. {
  351. h & static_cast<CGDwelling&>(*this);
  352. h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings
  353. & possibleSpells & obligatorySpells & spells & /*strInfo & */events;
  354. ui8 standardType = (&VLC->townh->towns[subID] == town);
  355. h & standardType;
  356. if(!standardType)
  357. h & town;
  358. else if(!h.saving)
  359. town = &VLC->townh->towns[subID];
  360. //garrison/visiting hero pointers will be restored in the map serialization
  361. }
  362. //////////////////////////////////////////////////////////////////////////
  363. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  364. int getSightRadious() const; //returns sight distance
  365. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  366. //////////////////////////////////////////////////////////////////////////
  367. bool needsLastStack() const;
  368. int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
  369. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  370. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  371. bool creatureDwelling(const int & level, bool upgraded=false) const;
  372. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  373. int creatureGrowth(const int & level) const;
  374. bool hasFort() const;
  375. bool hasCapitol() const;
  376. int dailyIncome() const; //calculates daily income of this town
  377. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  378. CGTownInstance();
  379. virtual ~CGTownInstance();
  380. //////////////////////////////////////////////////////////////////////////
  381. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  382. void onHeroVisit(const CGHeroInstance * h) const;
  383. void onHeroLeave(const CGHeroInstance * h) const;
  384. void initObj();
  385. };
  386. class DLL_EXPORT CGPandoraBox : public CArmedInstance
  387. {
  388. public:
  389. std::string message;
  390. ui8 removeAfterVisit; //true if event is removed after occurring
  391. //gained things:
  392. ui32 gainedExp;
  393. si32 manaDiff; //amount of gained / lost mana
  394. si32 moraleDiff; //morale modifier
  395. si32 luckDiff; //luck modifier
  396. std::vector<si32> resources;//gained / lost resources
  397. std::vector<si32> primskills;//gained / lost resources
  398. std::vector<si32> abilities; //gained abilities
  399. std::vector<si32> abilityLevels; //levels of gained abilities
  400. std::vector<si32> artifacts; //gained artifacts
  401. std::vector<si32> spells; //gained spells
  402. CCreatureSet creatures; //gained creatures
  403. void initObj();
  404. void onHeroVisit(const CGHeroInstance * h) const;
  405. void open (const CGHeroInstance * h, ui32 accept) const;
  406. void endBattle(const CGHeroInstance *h, BattleResult *result) const;
  407. void giveContents(const CGHeroInstance *h, bool afterBattle) const;
  408. void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
  409. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  410. template <typename Handler> void serialize(Handler &h, const int version)
  411. {
  412. h & static_cast<CArmedInstance&>(*this);
  413. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  414. & abilities & abilityLevels & artifacts & spells & creatures & army;
  415. }
  416. };
  417. class DLL_EXPORT CGEvent : public CGPandoraBox //event objects
  418. {
  419. public:
  420. ui8 availableFor; //players whom this event is available for
  421. ui8 computerActivate; //true if computre player can activate this event
  422. ui8 humanActivate; //true if human player can activate this event
  423. template <typename Handler> void serialize(Handler &h, const int version)
  424. {
  425. h & static_cast<CArmedInstance&>(*this);
  426. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  427. & abilities & abilityLevels & artifacts & spells & creatures & availableFor
  428. & computerActivate & humanActivate & army;
  429. }
  430. void onHeroVisit(const CGHeroInstance * h) const;
  431. void activated(const CGHeroInstance * h) const;
  432. };
  433. class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
  434. {
  435. public:
  436. ui32 identifier; //unique code for this monster (used in missions)
  437. 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)
  438. std::string message; //message printed for attacking hero
  439. std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
  440. si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
  441. ui8 neverFlees; //if true, the troops will never flee
  442. ui8 notGrowingTeam; //if true, number of units won't grow
  443. void fight(const CGHeroInstance *h) const;
  444. void onHeroVisit(const CGHeroInstance * h) const;
  445. //const std::string & getHoverText() const;
  446. void flee( const CGHeroInstance * h ) const;
  447. void endBattle(BattleResult *result) const;
  448. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  449. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  450. void initObj();
  451. 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)
  452. template <typename Handler> void serialize(Handler &h, const int version)
  453. {
  454. h & static_cast<CArmedInstance&>(*this);
  455. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam;
  456. }
  457. };
  458. class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
  459. {
  460. public:
  461. std::string message;
  462. void onHeroVisit(const CGHeroInstance * h) const;
  463. void initObj();
  464. template <typename Handler> void serialize(Handler &h, const int version)
  465. {
  466. h & static_cast<CGObjectInstance&>(*this);
  467. h & message;
  468. }
  469. };
  470. class DLL_EXPORT CGSeerHut : public CGObjectInstance, public CQuest
  471. {
  472. public:
  473. 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
  474. si32 rID; //reward ID
  475. si32 rVal; //reward value
  476. template <typename Handler> void serialize(Handler &h, const int version)
  477. {
  478. h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
  479. h & rewardType & rID & rVal;
  480. }
  481. };
  482. class DLL_EXPORT CGWitchHut : public CPlayersVisited
  483. {
  484. public:
  485. std::vector<si32> allowedAbilities;
  486. ui32 ability;
  487. const std::string & getHoverText() const;
  488. void onHeroVisit(const CGHeroInstance * h) const;
  489. void initObj();
  490. template <typename Handler> void serialize(Handler &h, const int version)
  491. {
  492. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  493. h & allowedAbilities & ability;
  494. }
  495. };
  496. class DLL_EXPORT CGScholar : public CGObjectInstance
  497. {
  498. public:
  499. ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
  500. ui16 bonusID; //ID of skill/spell
  501. void giveAnyBonus(const CGHeroInstance * h) const;
  502. void onHeroVisit(const CGHeroInstance * h) const;
  503. void initObj();
  504. template <typename Handler> void serialize(Handler &h, const int version)
  505. {
  506. h & static_cast<CGObjectInstance&>(*this);
  507. h & bonusType & bonusID;
  508. }
  509. };
  510. class DLL_EXPORT CGGarrison : public CArmedInstance
  511. {
  512. public:
  513. ui8 removableUnits;
  514. void onHeroVisit (const CGHeroInstance *h) const;
  515. void fightOver (const CGHeroInstance *h, BattleResult *result) const;
  516. template <typename Handler> void serialize(Handler &h, const int version)
  517. {
  518. h & static_cast<CArmedInstance&>(*this);
  519. h & removableUnits;
  520. }
  521. };
  522. class DLL_EXPORT CGArtifact : public CArmedInstance
  523. {
  524. public:
  525. std::string message;
  526. ui32 spell; //if it's spell scroll
  527. void onHeroVisit(const CGHeroInstance * h) const;
  528. void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
  529. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  530. void pick( const CGHeroInstance * h ) const;
  531. void initObj();
  532. template <typename Handler> void serialize(Handler &h, const int version)
  533. {
  534. h & static_cast<CArmedInstance&>(*this);
  535. h & message & spell;
  536. }
  537. };
  538. class DLL_EXPORT CGResource : public CArmedInstance
  539. {
  540. public:
  541. ui32 amount; //0 if random
  542. std::string message;
  543. void onHeroVisit(const CGHeroInstance * h) const;
  544. void collectRes(int player) const;
  545. void initObj();
  546. void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
  547. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  548. template <typename Handler> void serialize(Handler &h, const int version)
  549. {
  550. h & static_cast<CArmedInstance&>(*this);
  551. h & amount & message;
  552. }
  553. };
  554. class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
  555. {
  556. public:
  557. ui32 type, val1, val2;
  558. void onHeroVisit(const CGHeroInstance * h) const;
  559. void initObj();
  560. void chosen(int which, int heroID) const;
  561. template <typename Handler> void serialize(Handler &h, const int version)
  562. {
  563. h & static_cast<CGObjectInstance&>(*this);
  564. h & type & val1 & val2;
  565. }
  566. };
  567. class DLL_EXPORT CGShrine : public CPlayersVisited
  568. {
  569. public:
  570. ui8 spell; //number of spell or 255 if random
  571. void onHeroVisit(const CGHeroInstance * h) const;
  572. void initObj();
  573. const std::string & getHoverText() const;
  574. template <typename Handler> void serialize(Handler &h, const int version)
  575. {
  576. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  577. h & spell;
  578. }
  579. };
  580. class DLL_EXPORT CGQuestGuard : public CGObjectInstance, public CQuest
  581. {
  582. public:
  583. template <typename Handler> void serialize(Handler &h, const int version)
  584. {
  585. h & static_cast<CQuest&>(*this) & static_cast<CGObjectInstance&>(*this);
  586. }
  587. };
  588. class DLL_EXPORT CGMine : public CArmedInstance
  589. {
  590. public:
  591. void offerLeavingGuards(const CGHeroInstance *h) const;
  592. void onHeroVisit(const CGHeroInstance * h) const;
  593. void newTurn() const;
  594. void initObj();
  595. template <typename Handler> void serialize(Handler &h, const int version)
  596. {
  597. h & static_cast<CArmedInstance&>(*this);
  598. }
  599. };
  600. class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  601. {
  602. public:
  603. ui8 visited; //true if object has been visited this week
  604. void setPropertyDer(ui8 what, ui32 val);//synchr
  605. void onHeroVisit(const CGHeroInstance * h) const;
  606. void newTurn() const;
  607. template <typename Handler> void serialize(Handler &h, const int version)
  608. {
  609. h & static_cast<CGObjectInstance&>(*this);
  610. h & visited;
  611. }
  612. };
  613. class DLL_EXPORT CGTeleport : public CGObjectInstance //teleports and subterranean gates
  614. {
  615. public:
  616. static std::map<int,std::map<int, std::vector<int> > > objs; //map[ID][subID] => vector of ids
  617. void onHeroVisit(const CGHeroInstance * h) const;
  618. void initObj();
  619. template <typename Handler> void serialize(Handler &h, const int version)
  620. {
  621. h & static_cast<CGObjectInstance&>(*this);
  622. }
  623. };
  624. class DLL_EXPORT CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  625. {
  626. public:
  627. void onHeroVisit(const CGHeroInstance * h) const;
  628. const std::string & getHoverText() const;
  629. void initObj();
  630. template <typename Handler> void serialize(Handler &h, const int version)
  631. {
  632. h & static_cast<CGObjectInstance&>(*this);
  633. }
  634. };
  635. class DLL_EXPORT CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  636. {
  637. public:
  638. void onHeroVisit(const CGHeroInstance * h) const;
  639. const std::string & getHoverText() const;
  640. template <typename Handler> void serialize(Handler &h, const int version)
  641. {
  642. h & static_cast<CGObjectInstance&>(*this);
  643. }
  644. };
  645. class DLL_EXPORT CGSirens : public CGObjectInstance
  646. {
  647. public:
  648. void onHeroVisit(const CGHeroInstance * h) const;
  649. const std::string & getHoverText() const;
  650. void initObj();
  651. template <typename Handler> void serialize(Handler &h, const int version)
  652. {
  653. h & static_cast<CGObjectInstance&>(*this);
  654. }
  655. };
  656. class DLL_EXPORT CGObservatory : public CGObjectInstance //Redwood observatory
  657. {
  658. public:
  659. void onHeroVisit(const CGHeroInstance * h) const;
  660. template <typename Handler> void serialize(Handler &h, const int version)
  661. {
  662. h & static_cast<CGObjectInstance&>(*this);
  663. }
  664. };
  665. class DLL_EXPORT CGKeys : public CGObjectInstance //Base class for Keymaster and guards, ToDo Border Gate
  666. {
  667. public:
  668. static std::map <ui8, std::set <ui8> > playerKeyMap; //[players][keysowned]
  669. //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
  670. void setPropertyDer (ui8 what, ui32 val);
  671. bool wasMyColorVisited (int player) const;
  672. template <typename Handler> void serialize(Handler &h, const int version)
  673. {
  674. h & static_cast<CGObjectInstance&>(*this);
  675. }
  676. };
  677. class DLL_EXPORT CGKeymasterTent : public CGKeys
  678. {
  679. public:
  680. void onHeroVisit(const CGHeroInstance * h) const;
  681. const std::string & getHoverText() const;
  682. template <typename Handler> void serialize(Handler &h, const int version)
  683. {
  684. h & static_cast<CGObjectInstance&>(*this);
  685. }
  686. };
  687. class DLL_EXPORT CGBorderGuard : public CGKeys
  688. {
  689. public:
  690. void initObj();
  691. const std::string & getHoverText() const;
  692. void onHeroVisit(const CGHeroInstance * h) const;
  693. void openGate(const CGHeroInstance *h, ui32 accept) const;
  694. template <typename Handler> void serialize(Handler &h, const int version)
  695. {
  696. h & static_cast<CGObjectInstance&>(*this);
  697. h & blockVisit;
  698. }
  699. };
  700. class DLL_EXPORT CGBorderGate : public CGBorderGuard //not fully imlemented, waiting for garrison
  701. {
  702. public:
  703. void onHeroVisit(const CGHeroInstance * h) const;
  704. };
  705. class DLL_EXPORT CGBoat : public CGObjectInstance
  706. {
  707. public:
  708. ui8 direction;
  709. const CGHeroInstance *hero; //hero on board
  710. void initObj();
  711. CGBoat()
  712. {
  713. hero = NULL;
  714. direction = 4;
  715. }
  716. template <typename Handler> void serialize(Handler &h, const int version)
  717. {
  718. h & static_cast<CGObjectInstance&>(*this) & direction;
  719. }
  720. };
  721. class DLL_EXPORT CGOnceVisitable
  722. : public CPlayersVisited //wagon, corpse, lean to, warriors tomb
  723. {
  724. public:
  725. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  726. ui32 bonusType, //id of res or artifact
  727. bonusVal; //resource amount (or not used)
  728. void onHeroVisit(const CGHeroInstance * h) const;
  729. const std::string & getHoverText() const;
  730. void initObj();
  731. void searchTomb(const CGHeroInstance *h, ui32 accept) const;
  732. template <typename Handler> void serialize(Handler &h, const int version)
  733. {
  734. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  735. h & bonusType & bonusVal;
  736. }
  737. };
  738. class DLL_EXPORT CBank : public CArmedInstance
  739. {
  740. public:
  741. int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
  742. BankConfig *bc;
  743. float multiplier; //for improved banks script
  744. std::vector<ui32> artifacts; //fixed and deterministic
  745. ui32 daycounter;
  746. void initObj();
  747. void setPropertyDer (ui8 what, ui32 val);
  748. void reset(ui16 var1, ui16 var2);
  749. void newTurn() const;
  750. void onHeroVisit (const CGHeroInstance * h) const;
  751. void fightGuards (const CGHeroInstance *h, ui32 accept) const;
  752. void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  753. template <typename Handler> void serialize(Handler &h, const int version)
  754. {
  755. h & static_cast<CGObjectInstance&>(*this);
  756. h & index & multiplier & artifacts & daycounter;
  757. }
  758. };
  759. class CGShipyard : public CGObjectInstance, public IShipyard
  760. {
  761. public:
  762. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  763. CGShipyard();
  764. void onHeroVisit(const CGHeroInstance * h) const;
  765. };
  766. class DLL_EXPORT CGMagi : public CGObjectInstance
  767. {
  768. public:
  769. static std::map <si32, std::vector<si32> > eyelist; //[subID][id], supports multiple sets as in H5
  770. void initObj();
  771. void onHeroVisit(const CGHeroInstance * h) const;
  772. template <typename Handler> void serialize(Handler &h, const int version)
  773. {
  774. h & static_cast<CGObjectInstance&>(*this);
  775. }
  776. };
  777. class DLL_EXPORT CCartographer : public CPlayersVisited
  778. {
  779. ///behaviour varies depending on surface and floor
  780. public:
  781. void onHeroVisit( const CGHeroInstance * h ) const;
  782. void buyMap (const CGHeroInstance *h, ui32 accept) const;
  783. template <typename Handler> void serialize(Handler &h, const int version)
  784. {
  785. h & players;
  786. }
  787. };
  788. struct BankConfig
  789. {
  790. BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
  791. ui8 level; //1 - 4, how hard the battle will be
  792. ui8 chance; //chance for this level being chosen
  793. ui8 upgradeChance; //chance for creatures to be in upgraded versions
  794. std::vector< std::pair <ui16, ui32> > guards; //creature ID, amount
  795. ui32 combatValue; //how hard are guards of this level
  796. std::vector<si32> resources; //resources given in case of victory
  797. std::vector< std::pair <ui16, ui32> > creatures; //creatures granted in case of victory
  798. std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
  799. ui32 value; //overall value of given things
  800. ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
  801. ui16 easiest; //?!?
  802. template <typename Handler> void serialize(Handler &h, const int version)
  803. {
  804. h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts
  805. & value & rewardDifficulty & easiest;
  806. }
  807. };
  808. class DLL_EXPORT CObjectHandler
  809. {
  810. public:
  811. std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
  812. std::map <ui32, std::vector <BankConfig> > banksInfo; //[index][preset], TODO: load it
  813. void loadObjects();
  814. template <typename Handler> void serialize(Handler &h, const int version)
  815. {
  816. h & cregens & banksInfo;
  817. }
  818. };
  819. #endif // __COBJECTHANDLER_H__