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