CObjectHandler.h 46 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. #ifndef _MSC_VER
  10. #include "CHeroHandler.h"
  11. #include "CTownHandler.h"
  12. #include "../lib/VCMI_Lib.h"
  13. #endif
  14. #include "../lib/CCreatureSet.h"
  15. #include "../lib/ConstTransitivePtr.h"
  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 CArtifactInstance;
  26. struct MetaString;
  27. struct 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. class CCastleEvent;
  45. struct TerrainTile;
  46. struct InfoWindow;
  47. struct Component;
  48. struct BankConfig;
  49. struct UpdateHeroSpeciality;
  50. struct NewArtifact;
  51. class CGBoat;
  52. class DLL_EXPORT CQuest
  53. {
  54. public:
  55. enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
  56. MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9};
  57. ui8 missionType, progress;
  58. si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
  59. ui32 m13489val;
  60. std::vector<ui32> m2stats;
  61. std::vector<ui16> m5arts; //artifacts id
  62. std::vector<CStackBasicDescriptor> m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
  63. std::vector<ui32> m7resources;
  64. std::string firstVisitText, nextVisitText, completedText;
  65. bool isCustom;
  66. bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
  67. virtual void completeQuest (const CGHeroInstance * h) const {};
  68. template <typename Handler> void serialize(Handler &h, const int version)
  69. {
  70. h & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  71. & firstVisitText & nextVisitText & completedText & isCustom;
  72. }
  73. };
  74. class DLL_EXPORT IObjectInterface
  75. {
  76. public:
  77. static IGameCallback *cb;
  78. IObjectInterface();
  79. virtual ~IObjectInterface();
  80. virtual void onHeroVisit(const CGHeroInstance * h) const;
  81. virtual void onHeroLeave(const CGHeroInstance * h) const;
  82. virtual void newTurn() const;
  83. virtual void initObj(); //synchr
  84. virtual void setProperty(ui8 what, ui32 val);//synchr
  85. static void preInit(); //called before objs receive their initObj
  86. static void postInit();//caleed after objs receive their initObj
  87. };
  88. class DLL_EXPORT IBoatGenerator
  89. {
  90. public:
  91. const CGObjectInstance *o;
  92. IBoatGenerator(const CGObjectInstance *O);
  93. virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  94. virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
  95. int3 bestLocation() const; //returns location when the boat should be placed
  96. int state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
  97. void getProblemText(MetaString &out, const CGHeroInstance *visitor = NULL) const;
  98. };
  99. class DLL_EXPORT IShipyard : public IBoatGenerator
  100. {
  101. public:
  102. IShipyard(const CGObjectInstance *O);
  103. virtual void getBoatCost(std::vector<si32> &cost) const;
  104. static const IShipyard *castFrom(const CGObjectInstance *obj);
  105. static IShipyard *castFrom(CGObjectInstance *obj);
  106. };
  107. class DLL_EXPORT IMarket
  108. {
  109. virtual int getMarketEfficiency() const =0;
  110. public:
  111. const CGObjectInstance *o;
  112. IMarket(const CGObjectInstance *O);
  113. virtual bool allowsTrade(EMarketMode mode) const;
  114. virtual int availableUnits(EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  115. virtual std::vector<int> availableItemsIds(EMarketMode mode) const;
  116. 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
  117. std::vector<EMarketMode> availableModes() const;
  118. static const IMarket *castFrom(const CGObjectInstance *obj);
  119. };
  120. class DLL_EXPORT CGObjectInstance : public IObjectInterface
  121. {
  122. protected:
  123. void getNameVis(std::string &hname) const;
  124. void giveDummyBonus(int heroID, ui8 duration = Bonus::ONE_DAY) const;
  125. public:
  126. mutable std::string hoverName;
  127. int3 pos; //h3m pos
  128. si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
  129. si32 id;//number of object in CObjectHandler's vector
  130. CGDefInfo * defInfo;
  131. ui8 animPhaseShift;
  132. ui8 tempOwner;
  133. ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
  134. 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
  135. virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  136. virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
  137. void getSightTiles(std::set<int3> &tiles) const; //returns reference to the set
  138. int getOwner() const;
  139. void setOwner(int ow);
  140. int getWidth() const; //returns width of object graphic in tiles
  141. int getHeight() const; //returns height of object graphic in tiles
  142. 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)
  143. int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
  144. int3 visitablePos() const;
  145. 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)
  146. 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)
  147. 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)
  148. std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
  149. bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
  150. void hideTiles(int ourplayer, int radius) const;
  151. CGObjectInstance();
  152. virtual ~CGObjectInstance();
  153. //CGObjectInstance(const CGObjectInstance & right);
  154. //CGObjectInstance& operator=(const CGObjectInstance & right);
  155. virtual const std::string & getHoverText() const;
  156. //////////////////////////////////////////////////////////////////////////
  157. void initObj();
  158. void onHeroVisit(const CGHeroInstance * h) const;
  159. void setProperty(ui8 what, ui32 val);//synchr
  160. virtual void setPropertyDer(ui8 what, ui32 val);//synchr
  161. friend class CGameHandler;
  162. template <typename Handler> void serialize(Handler &h, const int version)
  163. {
  164. h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit & defInfo;
  165. //definfo is handled by map serializer
  166. }
  167. };
  168. class CGHeroPlaceholder : public CGObjectInstance
  169. {
  170. public:
  171. //subID stores id of hero type. If it's 0xff then following field is used
  172. ui8 power;
  173. template <typename Handler> void serialize(Handler &h, const int version)
  174. {
  175. h & static_cast<CGObjectInstance&>(*this);
  176. h & power;
  177. }
  178. };
  179. class DLL_EXPORT CPlayersVisited: public CGObjectInstance
  180. {
  181. public:
  182. std::set<ui8> players; //players that visited this object
  183. bool hasVisited(ui8 player) const;
  184. virtual void setPropertyDer( ui8 what, ui32 val );
  185. template <typename Handler> void serialize(Handler &h, const int version)
  186. {
  187. h & static_cast<CGObjectInstance&>(*this);
  188. h & players;
  189. }
  190. };
  191. class DLL_EXPORT CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet
  192. {
  193. public:
  194. BattleInfo *battle; //set to the current battle, if engaged
  195. CCreatureSet& getArmy() const;
  196. void randomizeArmy(int type);
  197. //////////////////////////////////////////////////////////////////////////
  198. //void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  199. //void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  200. int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface ???
  201. //////////////////////////////////////////////////////////////////////////
  202. CArmedInstance();
  203. template <typename Handler> void serialize(Handler &h, const int version)
  204. {
  205. h & static_cast<CGObjectInstance&>(*this);
  206. h & static_cast<CBonusSystemNode&>(*this);
  207. h & static_cast<CCreatureSet&>(*this);
  208. }
  209. };
  210. struct DLL_EXPORT ArtSlotInfo
  211. {
  212. ConstTransitivePtr<CArtifactInstance> artifact;
  213. ui8 locked; //if locked, then artifact points to the combined artifact
  214. ArtSlotInfo()
  215. {
  216. locked = false;
  217. }
  218. template <typename Handler> void serialize(Handler &h, const int version)
  219. {
  220. h & artifact & locked;
  221. }
  222. };
  223. class DLL_EXPORT CArtifactSet
  224. {
  225. public:
  226. std::vector<ArtSlotInfo> artifactsInBackpack; //hero's artifacts from bag
  227. bmap<ui16, ArtSlotInfo> artifactsWorn; //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
  228. const ArtSlotInfo *getSlot(ui16 pos) const;
  229. const CArtifactInstance* getArt(ui16 pos) const; //NULL - no artifact
  230. si32 getArtPos(int aid, bool onlyWorn = true) 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)
  231. si32 getArtPos(const CArtifactInstance *art) const;
  232. bool hasArt(ui32 aid, bool onlyWorn = false) const; //checks if hero possess artifact of given id (either in backack or worn)
  233. bool isPositionFree(ui16 pos) const;
  234. si32 getArtTypeId(ui16 pos) const;
  235. virtual ~CArtifactSet();
  236. template <typename Handler> void serialize(Handler &h, const int version)
  237. {
  238. h & artifactsInBackpack & artifactsWorn;
  239. }
  240. };
  241. class DLL_EXPORT CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
  242. {
  243. public:
  244. enum SecondarySkill
  245. {
  246. PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,
  247. LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,
  248. SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,
  249. FIRST_AID
  250. };
  251. //////////////////////////////////////////////////////////////////////////
  252. ui8 moveDir; //format: 123
  253. // 8 4
  254. // 765
  255. mutable ui8 isStanding, tacticFormationEnabled;
  256. //////////////////////////////////////////////////////////////////////////
  257. const CHero * type;
  258. ui64 exp; //experience points
  259. si32 level; //current level of hero
  260. std::string name; //may be custom
  261. std::string biography; //if custom
  262. si32 portrait; //may be custom
  263. si32 mana; // remaining spell points
  264. 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
  265. si32 movement; //remaining movement points
  266. ui8 sex;
  267. ui8 inTownGarrison; // if hero is in town garrison
  268. const CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
  269. const CGBoat *boat; //set to CGBoat when sailing
  270. std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  271. std::map<ui16, const CArtifact*> 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
  272. std::set<ui32> spells; //known spells (spell IDs)
  273. struct DLL_EXPORT Patrol
  274. {
  275. Patrol(){patrolling=false;patrolRadious=-1;};
  276. ui8 patrolling;
  277. si32 patrolRadious;
  278. template <typename Handler> void serialize(Handler &h, const int version)
  279. {
  280. h & patrolling & patrolRadious;
  281. }
  282. } patrol;
  283. struct DLL_EXPORT HeroSpecial : CBonusSystemNode
  284. {
  285. bool growthsWithLevel;
  286. template <typename Handler> void serialize(Handler &h, const int version)
  287. {
  288. h & static_cast<CBonusSystemNode&>(*this);
  289. h & growthsWithLevel;
  290. }
  291. } speciality;
  292. //BonusList bonuses;
  293. //////////////////////////////////////////////////////////////////////////
  294. template <typename Handler> void serialize(Handler &h, const int version)
  295. {
  296. h & static_cast<CArmedInstance&>(*this);
  297. h & static_cast<CArtifactSet&>(*this);
  298. h & exp & level & name & biography & portrait & mana & secSkills & movement
  299. & sex & inTownGarrison & artifacts & artifWorn & spells & patrol & moveDir;
  300. h & type & speciality;
  301. //visitied town pointer will be restored by map serialization method
  302. }
  303. //////////////////////////////////////////////////////////////////////////
  304. // void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  305. // void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  306. //////////////////////////////////////////////////////////////////////////
  307. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  308. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  309. //////////////////////////////////////////////////////////////////////////
  310. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  311. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  312. //////////////////////////////////////////////////////////////////////////
  313. EAlignment getAlignment() const;
  314. const std::string &getBiography() const;
  315. bool needsLastStack()const;
  316. 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
  317. unsigned int getLowestCreatureSpeed() const;
  318. int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  319. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  320. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  321. bool canWalkOnSea() const;
  322. int getCurrentLuck(int stack=-1, bool town=false) const;
  323. int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
  324. TModDescr getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
  325. 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
  326. TModDescr getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
  327. int getPrimSkillLevel(int id) const; //0-attack, 1-defence, 2-spell power, 3-knowledge
  328. ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
  329. void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
  330. int maxMovePoints(bool onLand) const;
  331. // const CArtifact* getArtAtPos(ui16 pos) const; //NULL - no artifact
  332. // const CArtifact * getArt(int pos) const;
  333. // 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)
  334. // bool hasArt(ui32 aid) const; //checks if hero possess artifact of given id (either in backack or worn)
  335. //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
  336. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  337. double getHeroStrength() const;
  338. int getTotalStrength() const;
  339. ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = NULL) const; //returns level on which given spell would be cast by this hero (0 - none, 1 - basic etc); optionally returns number of selected school by arg - 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic,
  340. 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
  341. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  342. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
  343. //////////////////////////////////////////////////////////////////////////
  344. void initHero();
  345. void initHero(int SUBID);
  346. void initExp();
  347. void initArmy(CCreatureSet *dst = NULL);
  348. void giveArtifact (ui32 aid);
  349. void initHeroDefInfo();
  350. void pushPrimSkill(int which, int val);
  351. void UpdateSpeciality();
  352. void updateSkill(int which, int val);
  353. CGHeroInstance();
  354. virtual ~CGHeroInstance();
  355. //////////////////////////////////////////////////////////////////////////
  356. virtual std::string nodeName() const OVERRIDE;
  357. void setPropertyDer(ui8 what, ui32 val);//synchr
  358. void initObj();
  359. void onHeroVisit(const CGHeroInstance * h) const;
  360. };
  361. class DLL_EXPORT CSpecObjInfo
  362. {
  363. public:
  364. virtual ~CSpecObjInfo(){};
  365. };
  366. class DLL_EXPORT CCreGenObjInfo : public CSpecObjInfo
  367. {
  368. public:
  369. unsigned char player; //owner
  370. bool asCastle;
  371. ui32 identifier;
  372. unsigned char castles[2]; //allowed castles
  373. };
  374. class DLL_EXPORT CCreGen2ObjInfo : public CSpecObjInfo
  375. {
  376. public:
  377. unsigned char player; //owner
  378. bool asCastle;
  379. ui32 identifier;
  380. unsigned char castles[2]; //allowed castles
  381. unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
  382. };
  383. class DLL_EXPORT CCreGen3ObjInfo : public CSpecObjInfo
  384. {
  385. public:
  386. unsigned char player; //owner
  387. unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
  388. };
  389. class DLL_EXPORT CGDwelling : public CArmedInstance
  390. {
  391. public:
  392. CSpecObjInfo * info; //h3m info about dewlling
  393. std::vector<std::pair<ui32, std::vector<ui32> > > creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
  394. template <typename Handler> void serialize(Handler &h, const int version)
  395. {
  396. h & static_cast<CArmedInstance&>(*this) & creatures;
  397. }
  398. void initObj();
  399. void setProperty(ui8 what, ui32 val);
  400. void onHeroVisit(const CGHeroInstance * h) const;
  401. void newTurn() const;
  402. void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
  403. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  404. void wantsFight(const CGHeroInstance *h, ui32 answer) const;
  405. };
  406. class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  407. {
  408. public:
  409. std::set<si32> visitors; //ids of heroes who have visited this obj
  410. si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
  411. const std::string & getHoverText() const;
  412. void setPropertyDer(ui8 what, ui32 val);//synchr
  413. void onHeroVisit(const CGHeroInstance * h) const;
  414. void onNAHeroVisit(int heroID, bool alreadyVisited) const;
  415. void initObj();
  416. void treeSelected(int heroID, int resType, int resVal, expType expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
  417. void schoolSelected(int heroID, ui32 which) const;
  418. void arenaSelected(int heroID, int primSkill) const;
  419. template <typename Handler> void serialize(Handler &h, const int version)
  420. {
  421. h & static_cast<CGObjectInstance&>(*this);
  422. h & visitors & ttype;
  423. }
  424. };
  425. class DLL_EXPORT CGTownBuilding : public IObjectInterface
  426. {
  427. ///basic class for town structures handled as map objects
  428. public:
  429. si32 ID; //from buildig list
  430. si32 id; //identifies its index on towns vector
  431. CGTownInstance *town;
  432. template <typename Handler> void serialize(Handler &h, const int version)
  433. {
  434. h & ID & id;
  435. }
  436. };
  437. class DLL_EXPORT COPWBonus : public CGTownBuilding
  438. {///used for OPW bonusing structures
  439. public:
  440. std::set<si32> visitors;
  441. void setProperty(ui8 what, ui32 val);
  442. void onHeroVisit (const CGHeroInstance * h) const;
  443. COPWBonus (int index, CGTownInstance *TOWN);
  444. COPWBonus (){ID = 0; town = NULL;};
  445. template <typename Handler> void serialize(Handler &h, const int version)
  446. {
  447. h & static_cast<CGTownBuilding&>(*this);
  448. h & visitors;
  449. }
  450. };
  451. class DLL_EXPORT CTownBonus : public CGTownBuilding
  452. {
  453. ///used for one-time bonusing structures
  454. ///feel free to merge inheritance tree
  455. public:
  456. std::set<si32> visitors;
  457. void setProperty(ui8 what, ui32 val);
  458. void onHeroVisit (const CGHeroInstance * h) const;
  459. CTownBonus (int index, CGTownInstance *TOWN);
  460. CTownBonus (){ID = 0; town = NULL;};
  461. template <typename Handler> void serialize(Handler &h, const int version)
  462. {
  463. h & static_cast<CGTownBuilding&>(*this);
  464. h & visitors;
  465. }
  466. };
  467. class DLL_EXPORT CGTownInstance : public CGDwelling, public IShipyard, public IMarket
  468. {
  469. public:
  470. CTown * town;
  471. std::string name; // name of town
  472. si32 builded; //how many buildings has been built this turn
  473. si32 destroyed; //how many buildings has been destroyed this turn
  474. const CGHeroInstance * garrisonHero, *visitingHero;
  475. ui32 identifier; //special identifier from h3m (only > RoE maps)
  476. si32 alignment;
  477. std::set<si32> forbiddenBuildings, builtBuildings;
  478. std::vector<CGTownBuilding*> bonusingBuildings;
  479. std::vector<ui32> possibleSpells, obligatorySpells;
  480. std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
  481. std::list<CCastleEvent*> events;
  482. std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
  483. //////////////////////////////////////////////////////////////////////////
  484. static std::vector<const CArtifact *> merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought)
  485. static std::vector<int> universitySkills;//skills for university of magic
  486. template <typename Handler> void serialize(Handler &h, const int version)
  487. {
  488. h & static_cast<CGDwelling&>(*this);
  489. h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings & bonusValue
  490. & possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
  491. for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
  492. (*i)->town = this;
  493. h & town;
  494. //garrison/visiting hero pointers will be restored in the map serialization
  495. }
  496. //////////////////////////////////////////////////////////////////////////
  497. // void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  498. // void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  499. //////////////////////////////////////////////////////////////////////////
  500. 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
  501. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  502. int getSightRadious() const; //returns sight distance
  503. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  504. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  505. int getMarketEfficiency() const; //=market count
  506. bool allowsTrade(EMarketMode mode) const;
  507. std::vector<int> availableItemsIds(EMarketMode mode) const;
  508. void setPropertyDer(ui8 what, ui32 val);
  509. void newTurn() const;
  510. //////////////////////////////////////////////////////////////////////////
  511. bool needsLastStack() const;
  512. int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
  513. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  514. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  515. bool creatureDwelling(const int & level, bool upgraded=false) const;
  516. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  517. int creatureGrowth(const int & level) const;
  518. bool hasFort() const;
  519. bool hasCapitol() const;
  520. int dailyIncome() const; //calculates daily income of this town
  521. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  522. void removeCapitols (ui8 owner) const;
  523. int defenceBonus(int type) const;//primary skills bonuses for defending hero
  524. CGTownInstance();
  525. virtual ~CGTownInstance();
  526. //////////////////////////////////////////////////////////////////////////
  527. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  528. void onHeroVisit(const CGHeroInstance * h) const;
  529. void onHeroLeave(const CGHeroInstance * h) const;
  530. void initObj();
  531. };
  532. class DLL_EXPORT CGPandoraBox : public CArmedInstance
  533. {
  534. public:
  535. std::string message;
  536. ui8 removeAfterVisit; //true if event is removed after occurring
  537. //gained things:
  538. ui32 gainedExp;
  539. si32 manaDiff; //amount of gained / lost mana
  540. si32 moraleDiff; //morale modifier
  541. si32 luckDiff; //luck modifier
  542. std::vector<si32> resources;//gained / lost resources
  543. std::vector<si32> primskills;//gained / lost resources
  544. std::vector<si32> abilities; //gained abilities
  545. std::vector<si32> abilityLevels; //levels of gained abilities
  546. std::vector<si32> artifacts; //gained artifacts
  547. std::vector<si32> spells; //gained spells
  548. CCreatureSet creatures; //gained creatures
  549. void initObj();
  550. void onHeroVisit(const CGHeroInstance * h) const;
  551. void open (const CGHeroInstance * h, ui32 accept) const;
  552. void endBattle(const CGHeroInstance *h, BattleResult *result) const;
  553. void giveContents(const CGHeroInstance *h, bool afterBattle) const;
  554. void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
  555. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  556. template <typename Handler> void serialize(Handler &h, const int version)
  557. {
  558. h & static_cast<CArmedInstance&>(*this);
  559. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  560. & abilities & abilityLevels & artifacts & spells & creatures;
  561. }
  562. };
  563. class DLL_EXPORT CGEvent : public CGPandoraBox //event objects
  564. {
  565. public:
  566. ui8 availableFor; //players whom this event is available for
  567. ui8 computerActivate; //true if computre player can activate this event
  568. ui8 humanActivate; //true if human player can activate this event
  569. template <typename Handler> void serialize(Handler &h, const int version)
  570. {
  571. h & static_cast<CArmedInstance&>(*this);
  572. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  573. & abilities & abilityLevels & artifacts & spells & creatures & availableFor
  574. & computerActivate & humanActivate;
  575. }
  576. void onHeroVisit(const CGHeroInstance * h) const;
  577. void activated(const CGHeroInstance * h) const;
  578. };
  579. class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
  580. {
  581. public:
  582. ui32 identifier; //unique code for this monster (used in missions)
  583. 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)
  584. std::string message; //message printed for attacking hero
  585. std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
  586. si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
  587. ui8 neverFlees; //if true, the troops will never flee
  588. ui8 notGrowingTeam; //if true, number of units won't grow
  589. ui64 temppower; //used to handle fractional stack growth for tiny stacks
  590. void fight(const CGHeroInstance *h) const;
  591. void onHeroVisit(const CGHeroInstance * h) const;
  592. const std::string & getHoverText() const;
  593. void flee( const CGHeroInstance * h ) const;
  594. void endBattle(BattleResult *result) const;
  595. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  596. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  597. void initObj();
  598. void newTurn() const;
  599. void setPropertyDer(ui8 what, ui32 val);
  600. 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)
  601. template <typename Handler> void serialize(Handler &h, const int version)
  602. {
  603. h & static_cast<CArmedInstance&>(*this);
  604. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower;
  605. }
  606. };
  607. class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
  608. {
  609. public:
  610. std::string message;
  611. void onHeroVisit(const CGHeroInstance * h) const;
  612. void initObj();
  613. template <typename Handler> void serialize(Handler &h, const int version)
  614. {
  615. h & static_cast<CGObjectInstance&>(*this);
  616. h & message;
  617. }
  618. };
  619. class DLL_EXPORT CGSeerHut : public CArmedInstance, public CQuest //army is used when giving reward
  620. {
  621. public:
  622. 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
  623. si32 rID; //reward ID
  624. si32 rVal; //reward value
  625. ui8 textOption; //store randomized mission write-ups rather than entire string (?)
  626. std::string seerName;
  627. void initObj();
  628. const std::string & getHoverText() const;
  629. void setPropertyDer (ui8 what, ui32 val);
  630. int checkDirection() const; //calculates the region of map where monster is placed
  631. void newTurn() const;
  632. void onHeroVisit (const CGHeroInstance * h) const;
  633. void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
  634. void completeQuest (const CGHeroInstance * h) const;
  635. template <typename Handler> void serialize(Handler &h, const int version)
  636. {
  637. h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
  638. h & rewardType & rID & rVal & textOption & seerName;
  639. }
  640. };
  641. class DLL_EXPORT CGQuestGuard : public CGSeerHut
  642. {
  643. public:
  644. void initObj();
  645. void completeQuest (const CGHeroInstance * h) const;
  646. template <typename Handler> void serialize(Handler &h, const int version)
  647. {
  648. h & static_cast<CGSeerHut&>(*this);
  649. }
  650. };
  651. class DLL_EXPORT CGWitchHut : public CPlayersVisited
  652. {
  653. public:
  654. std::vector<si32> allowedAbilities;
  655. ui32 ability;
  656. const std::string & getHoverText() const;
  657. void onHeroVisit(const CGHeroInstance * h) const;
  658. void initObj();
  659. template <typename Handler> void serialize(Handler &h, const int version)
  660. {
  661. h & static_cast<CPlayersVisited&>(*this);
  662. h & allowedAbilities & ability;
  663. }
  664. };
  665. class DLL_EXPORT CGScholar : public CGObjectInstance
  666. {
  667. public:
  668. ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
  669. ui16 bonusID; //ID of skill/spell
  670. void giveAnyBonus(const CGHeroInstance * h) const;
  671. void onHeroVisit(const CGHeroInstance * h) const;
  672. void initObj();
  673. template <typename Handler> void serialize(Handler &h, const int version)
  674. {
  675. h & static_cast<CGObjectInstance&>(*this);
  676. h & bonusType & bonusID;
  677. }
  678. };
  679. class DLL_EXPORT CGGarrison : public CArmedInstance
  680. {
  681. public:
  682. ui8 removableUnits;
  683. ui8 getPassableness() const;
  684. void onHeroVisit (const CGHeroInstance *h) const;
  685. void fightOver (const CGHeroInstance *h, BattleResult *result) const;
  686. template <typename Handler> void serialize(Handler &h, const int version)
  687. {
  688. h & static_cast<CArmedInstance&>(*this);
  689. h & removableUnits;
  690. }
  691. };
  692. class DLL_EXPORT CGArtifact : public CArmedInstance
  693. {
  694. public:
  695. CArtifactInstance *storedArtifact;
  696. std::string message;
  697. void onHeroVisit(const CGHeroInstance * h) const;
  698. void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
  699. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  700. void pick( const CGHeroInstance * h ) const;
  701. void initObj();
  702. template <typename Handler> void serialize(Handler &h, const int version)
  703. {
  704. h & static_cast<CArmedInstance&>(*this);
  705. h & message & storedArtifact;
  706. }
  707. };
  708. class DLL_EXPORT CGResource : public CArmedInstance
  709. {
  710. public:
  711. ui32 amount; //0 if random
  712. std::string message;
  713. void onHeroVisit(const CGHeroInstance * h) const;
  714. void collectRes(int player) const;
  715. void initObj();
  716. void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
  717. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  718. template <typename Handler> void serialize(Handler &h, const int version)
  719. {
  720. h & static_cast<CArmedInstance&>(*this);
  721. h & amount & message;
  722. }
  723. };
  724. class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
  725. {
  726. public:
  727. ui32 type, val1, val2;
  728. void onHeroVisit(const CGHeroInstance * h) const;
  729. void initObj();
  730. void chosen(int which, int heroID) const;
  731. template <typename Handler> void serialize(Handler &h, const int version)
  732. {
  733. h & static_cast<CGObjectInstance&>(*this);
  734. h & type & val1 & val2;
  735. }
  736. };
  737. class DLL_EXPORT CGShrine : public CPlayersVisited
  738. {
  739. public:
  740. ui8 spell; //number of spell or 255 if random
  741. void onHeroVisit(const CGHeroInstance * h) const;
  742. void initObj();
  743. const std::string & getHoverText() const;
  744. template <typename Handler> void serialize(Handler &h, const int version)
  745. {
  746. h & static_cast<CPlayersVisited&>(*this);;
  747. h & spell;
  748. }
  749. };
  750. class DLL_EXPORT CGMine : public CArmedInstance
  751. {
  752. public:
  753. ui8 producedResource;
  754. ui32 producedQuantity;
  755. void offerLeavingGuards(const CGHeroInstance *h) const;
  756. void endBattle(BattleResult *result, ui8 attackingPlayer) const;
  757. void fight(ui32 agreed, const CGHeroInstance *h) const;
  758. void onHeroVisit(const CGHeroInstance * h) const;
  759. void flagMine(ui8 player) const;
  760. void newTurn() const;
  761. void initObj();
  762. template <typename Handler> void serialize(Handler &h, const int version)
  763. {
  764. h & static_cast<CArmedInstance&>(*this);
  765. h & producedResource & producedQuantity;
  766. }
  767. ui32 defaultResProduction();
  768. };
  769. class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  770. {
  771. public:
  772. ui8 visited; //true if object has been visited this week
  773. void setPropertyDer(ui8 what, ui32 val);//synchr
  774. void onHeroVisit(const CGHeroInstance * h) const;
  775. void newTurn() const;
  776. template <typename Handler> void serialize(Handler &h, const int version)
  777. {
  778. h & static_cast<CGObjectInstance&>(*this);
  779. h & visited;
  780. }
  781. };
  782. class DLL_EXPORT CGTeleport : public CGObjectInstance //teleports and subterranean gates
  783. {
  784. public:
  785. static std::map<int,std::map<int, std::vector<int> > > objs; //teleports: map[ID][subID] => vector of ids
  786. static std::vector<std::pair<int, int> > gates; //subterranean gates: pairs of ids
  787. void onHeroVisit(const CGHeroInstance * h) const;
  788. void initObj();
  789. static void postInit();
  790. template <typename Handler> void serialize(Handler &h, const int version)
  791. {
  792. h & static_cast<CGObjectInstance&>(*this);
  793. }
  794. };
  795. class DLL_EXPORT CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  796. {
  797. public:
  798. void onHeroVisit(const CGHeroInstance * h) const;
  799. const std::string & getHoverText() const;
  800. void initObj();
  801. template <typename Handler> void serialize(Handler &h, const int version)
  802. {
  803. h & static_cast<CGObjectInstance&>(*this);
  804. }
  805. };
  806. class DLL_EXPORT CGMagicSpring : public CGVisitableOPW
  807. {///unfortunatelly, this one is quite different than others
  808. public:
  809. void onHeroVisit(const CGHeroInstance * h) const;
  810. const std::string & getHoverText() const;
  811. template <typename Handler> void serialize(Handler &h, const int version)
  812. {
  813. h & static_cast<CGObjectInstance&>(*this);
  814. h & visited;
  815. }
  816. };
  817. class DLL_EXPORT CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  818. {
  819. public:
  820. void onHeroVisit(const CGHeroInstance * h) const;
  821. const std::string & getHoverText() const;
  822. template <typename Handler> void serialize(Handler &h, const int version)
  823. {
  824. h & static_cast<CGObjectInstance&>(*this);
  825. }
  826. };
  827. class DLL_EXPORT CGSirens : public CGObjectInstance
  828. {
  829. public:
  830. void onHeroVisit(const CGHeroInstance * h) const;
  831. const std::string & getHoverText() const;
  832. void initObj();
  833. template <typename Handler> void serialize(Handler &h, const int version)
  834. {
  835. h & static_cast<CGObjectInstance&>(*this);
  836. }
  837. };
  838. class DLL_EXPORT CGObservatory : public CGObjectInstance //Redwood observatory
  839. {
  840. public:
  841. void onHeroVisit(const CGHeroInstance * h) const;
  842. template <typename Handler> void serialize(Handler &h, const int version)
  843. {
  844. h & static_cast<CGObjectInstance&>(*this);
  845. }
  846. };
  847. class DLL_EXPORT CGKeys : public CGObjectInstance //Base class for Keymaster and guards
  848. {
  849. public:
  850. static std::map <ui8, std::set <ui8> > playerKeyMap; //[players][keysowned]
  851. //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
  852. void setPropertyDer (ui8 what, ui32 val);
  853. bool wasMyColorVisited (int player) const;
  854. template <typename Handler> void serialize(Handler &h, const int version)
  855. {
  856. h & static_cast<CGObjectInstance&>(*this);
  857. }
  858. };
  859. class DLL_EXPORT CGKeymasterTent : public CGKeys
  860. {
  861. public:
  862. void onHeroVisit(const CGHeroInstance * h) const;
  863. const std::string & getHoverText() const;
  864. template <typename Handler> void serialize(Handler &h, const int version)
  865. {
  866. h & static_cast<CGObjectInstance&>(*this);
  867. }
  868. };
  869. class DLL_EXPORT CGBorderGuard : public CGKeys
  870. {
  871. public:
  872. void initObj();
  873. const std::string & getHoverText() const;
  874. void onHeroVisit(const CGHeroInstance * h) const;
  875. void openGate(const CGHeroInstance *h, ui32 accept) const;
  876. template <typename Handler> void serialize(Handler &h, const int version)
  877. {
  878. h & static_cast<CGObjectInstance&>(*this);
  879. h & blockVisit;
  880. }
  881. };
  882. class DLL_EXPORT CGBorderGate : public CGBorderGuard //not fully imlemented, waiting for garrison
  883. {
  884. public:
  885. void onHeroVisit(const CGHeroInstance * h) const;
  886. ui8 getPassableness() const;
  887. };
  888. class DLL_EXPORT CGBoat : public CGObjectInstance
  889. {
  890. public:
  891. ui8 direction;
  892. const CGHeroInstance *hero; //hero on board
  893. void initObj();
  894. CGBoat()
  895. {
  896. hero = NULL;
  897. direction = 4;
  898. }
  899. template <typename Handler> void serialize(Handler &h, const int version)
  900. {
  901. h & static_cast<CGObjectInstance&>(*this) & direction;
  902. }
  903. };
  904. class DLL_EXPORT CGOnceVisitable : public CPlayersVisited
  905. ///wagon, corpse, lean to, warriors tomb
  906. {
  907. public:
  908. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  909. ui32 bonusType, //id of res or artifact
  910. bonusVal; //resource amount (or not used)
  911. void onHeroVisit(const CGHeroInstance * h) const;
  912. const std::string & getHoverText() const;
  913. void initObj();
  914. void searchTomb(const CGHeroInstance *h, ui32 accept) const;
  915. template <typename Handler> void serialize(Handler &h, const int version)
  916. {
  917. h & static_cast<CPlayersVisited&>(*this);;
  918. h & artOrRes & bonusType & bonusVal;
  919. }
  920. };
  921. class DLL_EXPORT CBank : public CArmedInstance
  922. {
  923. public:
  924. int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
  925. BankConfig *bc;
  926. float multiplier; //for improved banks script
  927. std::vector<ui32> artifacts; //fixed and deterministic
  928. ui32 daycounter;
  929. void initObj();
  930. const std::string & getHoverText() const;
  931. void setPropertyDer (ui8 what, ui32 val);
  932. void initialize() const;
  933. void reset(ui16 var1);
  934. void newTurn() const;
  935. virtual void onHeroVisit (const CGHeroInstance * h) const;
  936. virtual void fightGuards (const CGHeroInstance *h, ui32 accept) const;
  937. virtual void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  938. template <typename Handler> void serialize(Handler &h, const int version)
  939. {
  940. h & static_cast<CArmedInstance&>(*this);
  941. h & index & multiplier & artifacts & daycounter & bc;
  942. }
  943. };
  944. class DLL_EXPORT CGPyramid : public CBank
  945. {
  946. public:
  947. ui16 spell;
  948. void initObj();
  949. const std::string & getHoverText() const;
  950. void newTurn() const {}; //empty, no reset
  951. void onHeroVisit (const CGHeroInstance * h) const;
  952. void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  953. template <typename Handler> void serialize(Handler &h, const int version)
  954. {
  955. h & static_cast<CBank&>(*this);
  956. h & spell;
  957. }
  958. };
  959. class CGShipyard : public CGObjectInstance, public IShipyard
  960. {
  961. public:
  962. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  963. CGShipyard();
  964. void onHeroVisit(const CGHeroInstance * h) const;
  965. };
  966. class DLL_EXPORT CGMagi : public CGObjectInstance
  967. {
  968. public:
  969. static std::map <si32, std::vector<si32> > eyelist; //[subID][id], supports multiple sets as in H5
  970. void initObj();
  971. void onHeroVisit(const CGHeroInstance * h) const;
  972. template <typename Handler> void serialize(Handler &h, const int version)
  973. {
  974. h & static_cast<CGObjectInstance&>(*this);
  975. }
  976. };
  977. class DLL_EXPORT CCartographer : public CPlayersVisited
  978. {
  979. ///behaviour varies depending on surface and floor
  980. public:
  981. void onHeroVisit( const CGHeroInstance * h ) const;
  982. void buyMap (const CGHeroInstance *h, ui32 accept) const;
  983. template <typename Handler> void serialize(Handler &h, const int version)
  984. {
  985. h & static_cast<CPlayersVisited&>(*this);
  986. }
  987. };
  988. class DLL_EXPORT CGDenOfthieves : public CGObjectInstance
  989. {
  990. void onHeroVisit (const CGHeroInstance * h) const;
  991. };
  992. class DLL_EXPORT CGObelisk : public CPlayersVisited
  993. {
  994. public:
  995. static ui8 obeliskCount; //how many obelisks are on map
  996. static std::map<ui8, ui8> visited; //map: team_id => how many obelisks has been visited
  997. void setPropertyDer (ui8 what, ui32 val);
  998. void onHeroVisit(const CGHeroInstance * h) const;
  999. void initObj();
  1000. const std::string & getHoverText() const;
  1001. template <typename Handler> void serialize(Handler &h, const int version)
  1002. {
  1003. h & static_cast<CPlayersVisited&>(*this);
  1004. }
  1005. };
  1006. class DLL_EXPORT CGLighthouse : public CGObjectInstance
  1007. {
  1008. public:
  1009. void onHeroVisit(const CGHeroInstance * h) const;
  1010. void initObj();
  1011. const std::string & getHoverText() const;
  1012. template <typename Handler> void serialize(Handler &h, const int version)
  1013. {
  1014. h & static_cast<CGObjectInstance&>(*this);
  1015. }
  1016. void giveBonusTo( ui8 player ) const;
  1017. };
  1018. class DLL_EXPORT CGMarket : public CGObjectInstance, public IMarket
  1019. {
  1020. public:
  1021. CGMarket();
  1022. void onHeroVisit(const CGHeroInstance * h) const; //open trading window
  1023. int getMarketEfficiency() const;
  1024. bool allowsTrade(EMarketMode mode) const;
  1025. int availableUnits(EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  1026. std::vector<int> availableItemsIds(EMarketMode mode) const;
  1027. template <typename Handler> void serialize(Handler &h, const int version)
  1028. {
  1029. h & static_cast<CGObjectInstance&>(*this);
  1030. }
  1031. };
  1032. class DLL_EXPORT CGBlackMarket : public CGMarket
  1033. {
  1034. public:
  1035. std::vector<const CArtifact *> artifacts; //available artifacts
  1036. void newTurn() const; //reset artifacts for black market every month
  1037. std::vector<int> availableItemsIds(EMarketMode mode) const;
  1038. template <typename Handler> void serialize(Handler &h, const int version)
  1039. {
  1040. h & static_cast<CGMarket&>(*this);
  1041. h & artifacts;
  1042. }
  1043. };
  1044. class DLL_EXPORT CGUniversity : public CGMarket
  1045. {
  1046. public:
  1047. std::vector<int> skills; //available skills
  1048. std::vector<int> availableItemsIds(EMarketMode mode) const;
  1049. void initObj();//set skills for trade
  1050. void onHeroVisit(const CGHeroInstance * h) const; //open window
  1051. template <typename Handler> void serialize(Handler &h, const int version)
  1052. {
  1053. h & static_cast<CGMarket&>(*this);
  1054. h & skills;
  1055. }
  1056. };
  1057. struct BankConfig
  1058. {
  1059. BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
  1060. ui8 level; //1 - 4, how hard the battle will be
  1061. ui8 chance; //chance for this level being chosen
  1062. ui8 upgradeChance; //chance for creatures to be in upgraded versions
  1063. std::vector< std::pair <ui16, ui32> > guards; //creature ID, amount
  1064. ui32 combatValue; //how hard are guards of this level
  1065. std::vector<si32> resources; //resources given in case of victory
  1066. std::vector< std::pair <ui16, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
  1067. std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
  1068. ui32 value; //overall value of given things
  1069. ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
  1070. ui16 easiest; //?!?
  1071. template <typename Handler> void serialize(Handler &h, const int version)
  1072. {
  1073. h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
  1074. }
  1075. };
  1076. class DLL_EXPORT CObjectHandler
  1077. {
  1078. public:
  1079. std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
  1080. std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
  1081. std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
  1082. std::vector<ui32> resVals; //default values of resources in gold
  1083. void loadObjects();
  1084. void readConfigLine(std::ifstream &istr, int g);
  1085. template <typename Handler> void serialize(Handler &h, const int version)
  1086. {
  1087. h & cregens & banksInfo & creBanksNames & resVals;
  1088. }
  1089. };
  1090. #endif // __COBJECTHANDLER_H__