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| #pragma once#include "CObjectHandler.h"#include "CArmedInstance.h"#include "../ResourceSet.h"/* * MiscObjects.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */class DLL_LINKAGE CPlayersVisited: public CGObjectInstance{public:	std::set<PlayerColor> players; //players that visited this object	bool wasVisited(PlayerColor player) const override;	bool wasVisited(TeamID team) const;	void setPropertyDer(ui8 what, ui32 val) override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);		h & players;	}};class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map{public:	enum Action {		FIGHT = -2, FLEE = -1, JOIN_FOR_FREE = 0 //values > 0 mean gold price	};	enum Character {		COMPLIANT = 0, FRIENDLY = 1, AGRESSIVE = 2, HOSTILE = 3, SAVAGE = 4	};	ui32 identifier; //unique code for this monster (used in missions)	si8 character; //character of this set of creatures (0 - the most friendly, 4 - the most hostile) => on init changed to -4 (compliant) ... 10 value (savage)	std::string message; //message printed for attacking hero	TResources resources; // resources given to hero that has won with monsters	ArtifactID gainedArtifact; //ID of artifact gained to hero, -1 if none	bool neverFlees; //if true, the troops will never flee	bool notGrowingTeam; //if true, number of units won't grow	ui64 temppower; //used to handle fractional stack growth for tiny stacks	bool refusedJoining;	void onHeroVisit(const CGHeroInstance * h) const override;	std::string getHoverText(PlayerColor player) const override;	std::string getHoverText(const CGHeroInstance * hero) const override;	void initObj() override;	void newTurn() const override;	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;	//stack formation depends on position,	bool containsUpgradedStack() const;	int getNumberOfStacks(const CGHeroInstance *hero) const;	struct DLL_LINKAGE formationInfo // info about merging stacks after battle back into one	{		si32 basicType;		ui8 upgrade; //random seed used to determine number of stacks and is there's upgraded stack		template <typename Handler> void serialize(Handler &h, const int version)		{			h & basicType & upgrade;		}	} formation;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CArmedInstance&>(*this);		h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower;		h & refusedJoining & formation;	}protected:	void setPropertyDer(ui8 what, ui32 val) override;private:	void fight(const CGHeroInstance *h) const;	void flee( const CGHeroInstance * h ) const;	void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;	void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;	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)};class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles{public:	std::string message;	void onHeroVisit(const CGHeroInstance * h) const override;	void initObj() override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);		h & message;	}};class DLL_LINKAGE CGWitchHut : public CPlayersVisited{public:	std::vector<si32> allowedAbilities;	ui32 ability;	std::string getHoverText(PlayerColor player) const override;	std::string getHoverText(const CGHeroInstance * hero) const override;	void onHeroVisit(const CGHeroInstance * h) const override;	void initObj() override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CPlayersVisited&>(*this);		h & allowedAbilities & ability;	}};class DLL_LINKAGE CGScholar : public CGObjectInstance{public:	enum EBonusType {PRIM_SKILL, SECONDARY_SKILL, SPELL, RANDOM = 255};	EBonusType bonusType;	ui16 bonusID; //ID of skill/spell//	void giveAnyBonus(const CGHeroInstance * h) const; //TODO: remove	CGScholar() : bonusType(EBonusType::RANDOM){};	void onHeroVisit(const CGHeroInstance * h) const override;	void initObj() override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);		h & bonusType & bonusID;	}};class DLL_LINKAGE CGGarrison : public CArmedInstance{public:	bool removableUnits;	bool passableFor(PlayerColor color) const override;	void onHeroVisit(const CGHeroInstance * h) const override;	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CArmedInstance&>(*this);		h & removableUnits;	}};class DLL_LINKAGE CGArtifact : public CArmedInstance{public:	CArtifactInstance *storedArtifact;	std::string message;	CGArtifact() : CArmedInstance() {storedArtifact = nullptr;};	void onHeroVisit(const CGHeroInstance * h) const override;	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;	std::string getObjectName() const override;	void pick( const CGHeroInstance * h ) const;	void initObj() override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CArmedInstance&>(*this);		h & message & storedArtifact;	}};class DLL_LINKAGE CGResource : public CArmedInstance{public:	ui32 amount; //0 if random	std::string message;	CGResource();	void onHeroVisit(const CGHeroInstance * h) const override;	void initObj() override;	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;	std::string getHoverText(PlayerColor player) const override;	void collectRes(PlayerColor player) const;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CArmedInstance&>(*this);		h & amount & message;	}};class DLL_LINKAGE CGShrine : public CPlayersVisited{public:	SpellID spell; //id of spell or NONE if random	void onHeroVisit(const CGHeroInstance * h) const override;	void initObj() override;	std::string getHoverText(PlayerColor player) const override;	std::string getHoverText(const CGHeroInstance * hero) const override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CPlayersVisited&>(*this);;		h & spell;	}};class DLL_LINKAGE CGMine : public CArmedInstance{public:	Res::ERes producedResource;	ui32 producedQuantity;		void onHeroVisit(const CGHeroInstance * h) const override;	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;	void flagMine(PlayerColor player) const;	void newTurn() const override;	void initObj() override;	std::string getObjectName() const override;	std::string getHoverText(PlayerColor player) const override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CArmedInstance&>(*this);		h & producedResource & producedQuantity;	}	ui32 defaultResProduction();};struct DLL_LINKAGE TeleportChannel{	enum EPassability {UNKNOWN, IMPASSABLE, PASSABLE};	TeleportChannel() : passability(UNKNOWN) {}	std::vector<ObjectInstanceID> entrances;	std::vector<ObjectInstanceID> exits;	EPassability passability;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & entrances & exits & passability;	}};class DLL_LINKAGE CGTeleport : public CGObjectInstance{	bool isChannelEntrance(ObjectInstanceID id) const;	bool isChannelExit(ObjectInstanceID id) const;	std::vector<ObjectInstanceID> getAllEntrances(bool excludeCurrent = false) const;protected:	enum EType {UNKNOWN, ENTRANCE, EXIT, BOTH};	EType type;	CGTeleport();	ObjectInstanceID getRandomExit(const CGHeroInstance * h) const;	std::vector<ObjectInstanceID> getAllExits(bool excludeCurrent = false) const;public:	TeleportChannelID channel;	bool isEntrance() const;	bool isExit() const;	virtual void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, std::vector<ObjectInstanceID> exits) const = 0;	static bool isTeleport(const CGObjectInstance * dst);	static bool isConnected(const CGTeleport * src, const CGTeleport * dst);	static bool isConnected(const CGObjectInstance * src, const CGObjectInstance * dst);	static void addToChannel(std::map<TeleportChannelID, shared_ptr<TeleportChannel> > &channelsList, const CGTeleport * obj);	static std::vector<ObjectInstanceID> getPassableExits(CGameState * gs, const CGHeroInstance * h, std::vector<ObjectInstanceID> exits);	static bool isExitPassable(CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj);	template <typename Handler> void serialize(Handler &h, const int version)	{		h & type & channel & static_cast<CGObjectInstance&>(*this);	}};class DLL_LINKAGE CGMonolith : public CGTeleport{	TeleportChannelID findMeChannel(std::vector<Obj> IDs, int SubID) const;protected:	void onHeroVisit(const CGHeroInstance * h) const override;	void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, std::vector<ObjectInstanceID> exits) const override;	void initObj() override;public:	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGTeleport&>(*this);	}};class DLL_LINKAGE CGSubterraneanGate : public CGMonolith{	void onHeroVisit(const CGHeroInstance * h) const override;	void initObj() override;public:	static void postInit();	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGMonolith&>(*this);	}};class DLL_LINKAGE CGWhirlpool : public CGMonolith{	void onHeroVisit(const CGHeroInstance * h) const override;	void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, std::vector<ObjectInstanceID> exits) const override;	static bool isProtected( const CGHeroInstance * h );public:	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGMonolith&>(*this);	}};class DLL_LINKAGE CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement{public:	void onHeroVisit(const CGHeroInstance * h) const override;	std::string getHoverText(const CGHeroInstance * hero) const override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);	}};class DLL_LINKAGE CGSirens : public CGObjectInstance{public:	void onHeroVisit(const CGHeroInstance * h) const override;	std::string getHoverText(const CGHeroInstance * hero) const override;	void initObj() override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);	}};class DLL_LINKAGE CGObservatory : public CGObjectInstance //Redwood observatory{public:	void onHeroVisit(const CGHeroInstance * h) const override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);	}};class DLL_LINKAGE CGBoat : public CGObjectInstance{public:	ui8 direction;	const CGHeroInstance *hero;  //hero on board	void initObj() override;	CGBoat()	{		hero = nullptr;		direction = 4;	}	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this) & direction & hero;	}};class CGShipyard : public CGObjectInstance, public IShipyard{public:	void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed	CGShipyard();	void onHeroVisit(const CGHeroInstance * h) const override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);		h & static_cast<IShipyard&>(*this);	}};class DLL_LINKAGE CGMagi : public CGObjectInstance{public:	static std::map <si32, std::vector<ObjectInstanceID> > eyelist; //[subID][id], supports multiple sets as in H5	void initObj() override;	void onHeroVisit(const CGHeroInstance * h) const override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);	}};class DLL_LINKAGE CCartographer : public CPlayersVisited{///behaviour varies depending on surface and  floorpublic:	void onHeroVisit(const CGHeroInstance * h) const override;	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CPlayersVisited&>(*this);	}};class DLL_LINKAGE CGDenOfthieves : public CGObjectInstance{	void onHeroVisit(const CGHeroInstance * h) const override;};class DLL_LINKAGE CGObelisk : public CPlayersVisited{public:	static ui8 obeliskCount; //how many obelisks are on map	static std::map<TeamID, ui8> visited; //map: team_id => how many obelisks has been visited	void onHeroVisit(const CGHeroInstance * h) const override;	void initObj() override;	std::string getHoverText(PlayerColor player) const override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CPlayersVisited&>(*this);	}protected:	void setPropertyDer(ui8 what, ui32 val) override;};class DLL_LINKAGE CGLighthouse : public CGObjectInstance{public:	void onHeroVisit(const CGHeroInstance * h) const override;	void initObj() override;	std::string getHoverText(PlayerColor player) const override;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);	}	void giveBonusTo( PlayerColor player ) const;};
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