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- #pragma once
- #include "CObjectHandler.h"
- #include "CGMarket.h" // For IMarket interface
- #include "CArmedInstance.h"
- #include "../CTownHandler.h" // For CTown
- /*
- * CGTownInstance.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- class CCastleEvent;
- class CGTownInstance;
- class DLL_LINKAGE CSpecObjInfo
- {
- public:
- virtual ~CSpecObjInfo(){};
- PlayerColor player; //owner
- };
- class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo
- {
- public:
- bool asCastle;
- ui32 identifier;
- ui8 castles[2]; //allowed castles
- };
- class DLL_LINKAGE CCreGenLeveledInfo : public virtual CSpecObjInfo
- {
- public:
- ui8 minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
- };
- class DLL_LINKAGE CCreGenLeveledCastleInfo : public CCreGenAsCastleInfo, public CCreGenLeveledInfo
- {
- };
- class DLL_LINKAGE CGDwelling : public CArmedInstance
- {
- public:
- typedef std::vector<std::pair<ui32, std::vector<CreatureID> > > TCreaturesSet;
- CSpecObjInfo * info; //h3m info about dewlling
- TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this) & creatures;
- }
- void initObj() override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void newTurn() const override;
- void setPropertyDer(ui8 what, ui32 val) override;
- void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
- void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
- private:
- void updateGuards() const;
- void heroAcceptsCreatures(const CGHeroInstance *h) const;
- };
- class DLL_LINKAGE CGTownBuilding : public IObjectInterface
- {
- ///basic class for town structures handled as map objects
- public:
- BuildingID ID; //from buildig list
- si32 id; //identifies its index on towns vector
- CGTownInstance *town;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & ID & id;
- }
- };
- class DLL_LINKAGE COPWBonus : public CGTownBuilding
- {///used for OPW bonusing structures
- public:
- std::set<si32> visitors;
- void setProperty(ui8 what, ui32 val) override;
- void onHeroVisit (const CGHeroInstance * h) const override;
- COPWBonus (BuildingID index, CGTownInstance *TOWN);
- COPWBonus (){ID = BuildingID::NONE; town = nullptr;};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGTownBuilding&>(*this);
- h & visitors;
- }
- };
- class DLL_LINKAGE CTownBonus : public CGTownBuilding
- {
- ///used for one-time bonusing structures
- ///feel free to merge inheritance tree
- public:
- std::set<ObjectInstanceID> visitors;
- void setProperty(ui8 what, ui32 val) override;
- void onHeroVisit (const CGHeroInstance * h) const override;
- CTownBonus (BuildingID index, CGTownInstance *TOWN);
- CTownBonus (){ID = BuildingID::NONE; town = nullptr;};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGTownBuilding&>(*this);
- h & visitors;
- }
- };
- class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode
- {
- public:
- CTownAndVisitingHero();
- };
- struct DLL_LINKAGE GrowthInfo
- {
- struct Entry
- {
- int count;
- std::string description;
- Entry(const std::string &format, int _count);
- Entry(int subID, BuildingID building, int _count);
- Entry(int _count, const std::string &fullDescription);
- };
- std::vector<Entry> entries;
- int totalGrowth() const;
- };
- class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket
- {
- public:
- enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
- CTownAndVisitingHero townAndVis;
- const CTown * town;
- std::string name; // name of town
- si32 builded; //how many buildings has been built this turn
- si32 destroyed; //how many buildings has been destroyed this turn
- ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
- ui32 identifier; //special identifier from h3m (only > RoE maps)
- si32 alignment;
- std::set<BuildingID> forbiddenBuildings, builtBuildings;
- std::vector<CGTownBuilding*> bonusingBuildings;
- std::vector<SpellID> possibleSpells, obligatorySpells;
- std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
- std::list<CCastleEvent> events;
- std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
- //////////////////////////////////////////////////////////////////////////
- static std::vector<const CArtifact *> merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought)
- static std::vector<int> universitySkills;//skills for university of magic
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGDwelling&>(*this);
- h & static_cast<IShipyard&>(*this);
- h & static_cast<IMarket&>(*this);
- h & name & builded & destroyed & identifier;
- h & garrisonHero & visitingHero;
- h & alignment & forbiddenBuildings & builtBuildings & bonusValue
- & possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
- for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
- (*i)->town = this;
- h & town & townAndVis;
- BONUS_TREE_DESERIALIZATION_FIX
- vstd::erase_if(builtBuildings, [this](BuildingID building) -> bool
- {
- if(!town->buildings.count(building) || !town->buildings.at(building))
- {
- logGlobal->errorStream() << boost::format("#1444-like issue in CGTownInstance::serialize. From town %s at %s removing the bogus builtBuildings item %s")
- % name % pos % building;
- return true;
- }
- return false;
- });
- }
- //////////////////////////////////////////////////////////////////////////
- CBonusSystemNode *whatShouldBeAttached() override;
- std::string nodeName() const override;
- void updateMoraleBonusFromArmy() override;
- void deserializationFix();
- void recreateBuildingsBonuses();
- bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr &prop, int subtype = -1); //returns true if building is built and bonus has been added
- bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype = -1); //convienence version of above
- void setVisitingHero(CGHeroInstance *h);
- void setGarrisonedHero(CGHeroInstance *h);
- const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
- //////////////////////////////////////////////////////////////////////////
- bool passableFor(PlayerColor color) const override;
- //int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
- int getSightRadious() const override; //returns sight distance
- int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
- void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed. Parameter will be cleared
- int getMarketEfficiency() const override; //=market count
- bool allowsTrade(EMarketMode::EMarketMode mode) const override;
- std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
- void setType(si32 ID, si32 subID) override;
- void updateAppearance();
- //////////////////////////////////////////////////////////////////////////
- bool needsLastStack() const override;
- CGTownInstance::EFortLevel fortLevel() const;
- int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
- int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
- int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
- int creatureGrowth(const int & level) const;
- GrowthInfo getGrowthInfo(int level) const;
- bool hasFort() const;
- bool hasCapitol() const;
- //checks if building is constructed and town has same subID
- bool hasBuilt(BuildingID buildingID) const;
- bool hasBuilt(BuildingID buildingID, int townID) const;
- TResources dailyIncome() const; //calculates daily income of this town
- int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
- bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
- int getTownLevel() const;
- CBuilding::TRequired genBuildingRequirements(BuildingID build, bool includeUpgrade=true) const;
- void removeCapitols (PlayerColor owner) const;
- void addHeroToStructureVisitors(const CGHeroInstance *h, si32 structureInstanceID) const; //hero must be visiting or garrisoned in town
- CGTownInstance();
- virtual ~CGTownInstance();
- ///IObjectInterface overrides
- void newTurn() const override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void onHeroLeave(const CGHeroInstance * h) const override;
- void initObj() override;
- void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
- std::string getObjectName() const override;
- protected:
- void setPropertyDer(ui8 what, ui32 val) override;
- };
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