CObjectHandler.h 27 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. using boost::logic::tribool;
  26. class IGameCallback;
  27. struct BattleResult;
  28. class CCPPObjectScript;
  29. class CGObjectInstance;
  30. class CScript;
  31. class CObjectScript;
  32. class CGHeroInstance;
  33. class CTown;
  34. class CHero;
  35. class CBuilding;
  36. class CSpell;
  37. class CGTownInstance;
  38. class CArtifact;
  39. class CGDefInfo;
  40. class CSpecObjInfo;
  41. struct TerrainTile;
  42. struct InfoWindow;
  43. class DLL_EXPORT CCastleEvent
  44. {
  45. public:
  46. std::string name, message;
  47. std::vector<si32> resources; //gain / loss of resources
  48. ui8 players; //players for whom this event can be applied
  49. ui8 forHuman, forComputer;
  50. ui32 firstShow; //postpone of first encounter time in days
  51. ui32 forEvery; //every n days this event will occure
  52. ui8 bytes[6]; //build specific buildings (raw format, similar to town's)
  53. si32 gen[7]; //additional creatures in i-th level dwelling
  54. bool operator<(const CCastleEvent &drugie) const
  55. {
  56. return firstShow<drugie.firstShow;
  57. }
  58. template <typename Handler> void serialize(Handler &h, const int version)
  59. {
  60. h & name & message & resources & players & forHuman & forComputer & firstShow
  61. & forEvery & bytes & gen;
  62. }
  63. };
  64. class CQuest
  65. {
  66. public:
  67. ui8 missionType; //type of mission: 0 - no mission; 1 - reach level; 2 - reach main statistics values; 3 - win with a certain hero; 4 - win with a certain creature; 5 - collect some atifacts; 6 - have certain troops in army; 7 - collect resources; 8 - be a certain hero; 9 - be a certain playe
  68. si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
  69. ui32 m13489val;
  70. std::vector<ui32> m2stats;
  71. std::vector<ui16> m5arts; //artifacts id
  72. std::vector<std::pair<ui32, ui32> > m6creatures; //pair[cre id, cre count]
  73. std::vector<ui32> m7resources;
  74. std::string firstVisitText, nextVisitText, completedText;
  75. template <typename Handler> void serialize(Handler &h, const int version)
  76. {
  77. h & missionType & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  78. & firstVisitText & nextVisitText & completedText;
  79. }
  80. };
  81. class DLL_EXPORT IObjectInterface
  82. {
  83. public:
  84. static IGameCallback *cb;
  85. IObjectInterface();
  86. virtual ~IObjectInterface();
  87. virtual void onHeroVisit(const CGHeroInstance * h) const;
  88. virtual void onHeroLeave(const CGHeroInstance * h) const;
  89. virtual void newTurn() const;
  90. virtual void initObj(); //synchr
  91. virtual void setProperty(ui8 what, ui32 val);//synchr
  92. };
  93. class DLL_EXPORT CGObjectInstance : protected IObjectInterface
  94. {
  95. protected:
  96. public:
  97. mutable std::string hoverName;
  98. int3 pos; //h3m pos
  99. si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
  100. si32 id;//number of object in CObjectHandler's vector
  101. CGDefInfo * defInfo;
  102. CSpecObjInfo * info;
  103. ui8 animPhaseShift;
  104. ui8 tempOwner;
  105. ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
  106. virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  107. virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
  108. int getOwner() const;
  109. void setOwner(int ow);
  110. int getWidth() const; //returns width of object graphic in tiles
  111. int getHeight() const; //returns height of object graphic in tiles
  112. 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)
  113. 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)
  114. 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)
  115. bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
  116. CGObjectInstance();
  117. virtual ~CGObjectInstance();
  118. //CGObjectInstance(const CGObjectInstance & right);
  119. //CGObjectInstance& operator=(const CGObjectInstance & right);
  120. virtual const std::string & getHoverText() const;
  121. //////////////////////////////////////////////////////////////////////////
  122. void initObj();
  123. void setProperty(ui8 what, ui32 val);//synchr
  124. virtual void setPropertyDer(ui8 what, ui32 val);//synchr
  125. friend class CGameHandler;
  126. template <typename Handler> void serialize(Handler &h, const int version)
  127. {
  128. h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit;
  129. //definfo is handled by map serializer
  130. }
  131. };
  132. class DLL_EXPORT CPlayersVisited: public CGObjectInstance
  133. {
  134. public:
  135. std::set<ui8> players; //players that visited this object
  136. bool hasVisited(ui8 player) const;
  137. void setPropertyDer(ui8 what, ui32 val);//synchr
  138. template <typename Handler> void serialize(Handler &h, const int version)
  139. {
  140. h & players;
  141. }
  142. };
  143. class DLL_EXPORT CArmedInstance: public CGObjectInstance
  144. {
  145. public:
  146. CCreatureSet army; //army
  147. virtual bool needsLastStack() const; //true if last stack cannot be taken
  148. int getArmyStrength() const; //sum of AI values of creatures
  149. template <typename Handler> void serialize(Handler &h, const int version)
  150. {
  151. h & static_cast<CGObjectInstance&>(*this);
  152. h & army;
  153. }
  154. };
  155. class DLL_EXPORT CGHeroInstance : public CArmedInstance
  156. {
  157. public:
  158. //////////////////////////////////////////////////////////////////////////
  159. mutable int moveDir; //format: 123
  160. // 8 4
  161. // 765
  162. mutable ui8 isStanding, tacticFormationEnabled;
  163. //////////////////////////////////////////////////////////////////////////
  164. CHero * type;
  165. ui32 exp; //experience point
  166. si32 level; //current level of hero
  167. std::string name; //may be custom
  168. std::string biography; //if custom
  169. si32 portrait; //may be custom
  170. si32 mana; // remaining spell points
  171. std::vector<si32> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
  172. 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
  173. si32 movement; //remaining movement points
  174. si32 identifier; //from the map file
  175. ui8 sex;
  176. ui8 inTownGarrison; // if hero is in town garrison
  177. CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
  178. std::vector<ui32> artifacts; //hero's artifacts from bag
  179. 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
  180. std::set<ui32> spells; //known spells (spell IDs)
  181. struct DLL_EXPORT Patrol
  182. {
  183. Patrol(){patrolling=false;patrolRadious=-1;};
  184. ui8 patrolling;
  185. si32 patrolRadious;
  186. template <typename Handler> void serialize(Handler &h, const int version)
  187. {
  188. h & patrolling & patrolRadious;
  189. }
  190. } patrol;
  191. std::list<HeroBonus> bonuses;
  192. //////////////////////////////////////////////////////////////////////////
  193. template <typename Handler> void serialize(Handler &h, const int version)
  194. {
  195. h & static_cast<CArmedInstance&>(*this);
  196. h & exp & level & name & biography & portrait & mana & primSkills & secSkills & movement
  197. & identifier & sex & inTownGarrison & artifacts & artifWorn & spells & patrol & bonuses;
  198. ui8 standardType = (VLC->heroh->heroes[subID] == type);
  199. h & standardType;
  200. if(!standardType)
  201. h & type;
  202. else if(!h.saving)
  203. type = VLC->heroh->heroes[subID];
  204. //visitied town pointer will be restored by map serialization method
  205. }
  206. //////////////////////////////////////////////////////////////////////////
  207. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  208. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  209. //////////////////////////////////////////////////////////////////////////
  210. const HeroBonus *getBonus(int from, int id) const;
  211. int valOfBonuses(HeroBonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then any
  212. bool hasBonusOfType(HeroBonus::BonusType type, int subtype = -1) const; //determines if hero has a bonus of given type (and optionally subtype)
  213. const std::string &getBiography() const;
  214. bool needsLastStack()const;
  215. 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
  216. unsigned int getLowestCreatureSpeed() const;
  217. int3 getPosition(bool h3m) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  218. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  219. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  220. bool canWalkOnSea() const;
  221. int getCurrentLuck(int stack=-1, bool town=false) const;
  222. std::vector<std::pair<int,std::string> > getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
  223. 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
  224. std::vector<std::pair<int,std::string> > getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
  225. int getPrimSkillLevel(int id) const;
  226. ui8 getSecSkillLevel(const int & ID) const; //0 - no skill
  227. int maxMovePoints(bool onLand) const;
  228. ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
  229. const CArtifact * getArt(int pos) const;
  230. 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)
  231. 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
  232. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  233. double getHeroStrength() const;
  234. int getTotalStrength() const;
  235. ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be cast by this hero
  236. 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
  237. //////////////////////////////////////////////////////////////////////////
  238. void initHero();
  239. void initHero(int SUBID);
  240. void recreateArtBonuses();
  241. void initHeroDefInfo();
  242. CGHeroInstance();
  243. virtual ~CGHeroInstance();
  244. //////////////////////////////////////////////////////////////////////////
  245. void setPropertyDer(ui8 what, ui32 val);//synchr
  246. void initObj();
  247. void onHeroVisit(const CGHeroInstance * h) const;
  248. };
  249. class DLL_EXPORT CGDwelling : public CArmedInstance
  250. {
  251. public:
  252. std::vector<std::pair<ui32, std::vector<ui32> > > creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
  253. template <typename Handler> void serialize(Handler &h, const int version)
  254. {
  255. h & static_cast<CArmedInstance&>(*this) & creatures;
  256. }
  257. void initObj();
  258. void onHeroVisit(const CGHeroInstance * h) const;
  259. void newTurn() const;
  260. void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
  261. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  262. void wantsFight(const CGHeroInstance *h, ui32 answer) const;
  263. };
  264. class DLL_EXPORT CGTownInstance : public CGDwelling
  265. {
  266. public:
  267. CTown * town;
  268. std::string name; // name of town
  269. si32 builded; //how many buildings has been built this turn
  270. si32 destroyed; //how many buildings has been destroyed this turn
  271. const CGHeroInstance * garrisonHero, *visitingHero;
  272. ui32 identifier; //special identifier from h3m (only > RoE maps)
  273. si32 alignment;
  274. std::set<si32> forbiddenBuildings, builtBuildings;
  275. std::vector<ui32> possibleSpells, obligatorySpells;
  276. std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
  277. //struct StrInfo
  278. //{
  279. // std::map<si32,ui32> creatures; //level - available amount
  280. // template <typename Handler> void serialize(Handler &h, const int version)
  281. // {
  282. // h & creatures;
  283. // }
  284. //} strInfo;
  285. std::set<CCastleEvent> events;
  286. //////////////////////////////////////////////////////////////////////////
  287. template <typename Handler> void serialize(Handler &h, const int version)
  288. {
  289. h & static_cast<CArmedInstance&>(*this);
  290. h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings
  291. & possibleSpells & obligatorySpells & spells & /*strInfo & */events;
  292. ui8 standardType = (&VLC->townh->towns[subID] == town);
  293. h & standardType;
  294. if(!standardType)
  295. h & town;
  296. else if(!h.saving)
  297. town = &VLC->townh->towns[subID];
  298. //garrison/visiting hero pointers will be restored in the map serialization
  299. }
  300. //////////////////////////////////////////////////////////////////////////
  301. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  302. int getSightRadious() const; //returns sight distance
  303. //////////////////////////////////////////////////////////////////////////
  304. bool needsLastStack() const;
  305. int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
  306. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  307. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  308. bool creatureDwelling(const int & level, bool upgraded=false) const;
  309. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  310. int creatureGrowth(const int & level) const;
  311. bool hasFort() const;
  312. bool hasCapitol() const;
  313. int dailyIncome() const; //calculates daily income of this town
  314. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  315. CGTownInstance();
  316. virtual ~CGTownInstance();
  317. //////////////////////////////////////////////////////////////////////////
  318. void onHeroVisit(const CGHeroInstance * h) const;
  319. void onHeroLeave(const CGHeroInstance * h) const;
  320. void initObj();
  321. };
  322. class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  323. {
  324. public:
  325. std::set<si32> visitors; //ids of heroes who have visited this obj
  326. si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
  327. const std::string & getHoverText() const;
  328. void setPropertyDer(ui8 what, ui32 val);//synchr
  329. void onHeroVisit(const CGHeroInstance * h) const;
  330. void onNAHeroVisit(int heroID, bool alreadyVisited) const;
  331. void initObj();
  332. void treeSelected(int heroID, int resType, int resVal, int expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
  333. void schoolSelected(int heroID, ui32 which) const;
  334. void arenaSelected(int heroID, int primSkill) const;
  335. template <typename Handler> void serialize(Handler &h, const int version)
  336. {
  337. h & static_cast<CGObjectInstance&>(*this);
  338. h & visitors & ttype;
  339. }
  340. };
  341. class DLL_EXPORT CGEvent : public CArmedInstance //event objects
  342. {
  343. public:
  344. std::string message;
  345. ui32 gainedExp;
  346. si32 manaDiff; //amount of gained / lost mana
  347. si32 moraleDiff; //morale modifier
  348. si32 luckDiff; //luck modifier
  349. std::vector<si32> resources;//gained / lost resources
  350. std::vector<si32> primskills;//gained / lost resources
  351. std::vector<si32> abilities; //gained abilities
  352. std::vector<si32> abilityLevels; //levels of gained abilities
  353. std::vector<si32> artifacts; //gained artifacts
  354. std::vector<si32> spells; //gained spells
  355. CCreatureSet creatures; //gained creatures
  356. ui8 availableFor; //players whom this event is available for
  357. ui8 computerActivate; //true if computre player can activate this event
  358. ui8 humanActivate; //true if human player can activate this event
  359. ui8 removeAfterVisit; //true if event is removed after occurring
  360. template <typename Handler> void serialize(Handler &h, const int version)
  361. {
  362. h & static_cast<CArmedInstance&>(*this);
  363. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  364. & abilities & abilityLevels & artifacts & spells & creatures & availableFor
  365. & computerActivate & humanActivate;
  366. }
  367. void activated(const CGHeroInstance * h) const;
  368. void onHeroVisit(const CGHeroInstance * h) const;
  369. void endBattle(const CGHeroInstance *h, BattleResult *result) const;
  370. void giveContents(const CGHeroInstance *h, bool afterBattle) const;
  371. void getText( InfoWindow &iw, bool &afterBattle, int val, int positive, int negative, const CGHeroInstance * h ) const;
  372. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  373. };
  374. class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
  375. {
  376. public:
  377. ui32 identifier; //unique code for this monster (used in missions)
  378. 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)
  379. std::string message; //message printed for attacking hero
  380. std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
  381. si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
  382. ui8 neverFlees; //if true, the troops will never flee
  383. ui8 notGrowingTeam; //if true, number of units won't grow
  384. void fight(const CGHeroInstance *h) const;
  385. void onHeroVisit(const CGHeroInstance * h) const;
  386. void flee( const CGHeroInstance * h ) const;
  387. void endBattle(BattleResult *result) const;
  388. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  389. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  390. void initObj();
  391. 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)
  392. template <typename Handler> void serialize(Handler &h, const int version)
  393. {
  394. h & static_cast<CArmedInstance&>(*this);
  395. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam;
  396. }
  397. };
  398. class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
  399. {
  400. public:
  401. std::string message;
  402. void onHeroVisit(const CGHeroInstance * h) const;
  403. void initObj();
  404. template <typename Handler> void serialize(Handler &h, const int version)
  405. {
  406. h & static_cast<CGObjectInstance&>(*this);
  407. h & message;
  408. }
  409. };
  410. class DLL_EXPORT CGSeerHut : public CGObjectInstance, public CQuest
  411. {
  412. public:
  413. 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
  414. si32 rID; //reward ID
  415. si32 rVal; //reward value
  416. template <typename Handler> void serialize(Handler &h, const int version)
  417. {
  418. h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
  419. h & rewardType & rID & rVal;
  420. }
  421. };
  422. class DLL_EXPORT CGWitchHut : public CPlayersVisited
  423. {
  424. public:
  425. std::vector<si32> allowedAbilities;
  426. ui32 ability;
  427. const std::string & getHoverText() const;
  428. void onHeroVisit(const CGHeroInstance * h) const;
  429. void initObj();
  430. template <typename Handler> void serialize(Handler &h, const int version)
  431. {
  432. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  433. h & allowedAbilities & ability;
  434. }
  435. };
  436. class DLL_EXPORT CGScholar : public CGObjectInstance
  437. {
  438. public:
  439. ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
  440. ui16 bonusID; //ID of skill/spell
  441. void giveAnyBonus(const CGHeroInstance * h) const;
  442. void onHeroVisit(const CGHeroInstance * h) const;
  443. void initObj();
  444. template <typename Handler> void serialize(Handler &h, const int version)
  445. {
  446. h & static_cast<CGObjectInstance&>(*this);
  447. h & bonusType & bonusID;
  448. }
  449. };
  450. class DLL_EXPORT CGGarrison : public CArmedInstance
  451. {
  452. public:
  453. ui8 removableUnits;
  454. template <typename Handler> void serialize(Handler &h, const int version)
  455. {
  456. h & static_cast<CArmedInstance&>(*this);
  457. h & removableUnits;
  458. }
  459. };
  460. class DLL_EXPORT CGArtifact : public CArmedInstance
  461. {
  462. public:
  463. std::string message;
  464. ui32 spell; //if it's spell scroll
  465. void onHeroVisit(const CGHeroInstance * h) const;
  466. void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
  467. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  468. void pick( const CGHeroInstance * h ) const;
  469. void initObj();
  470. template <typename Handler> void serialize(Handler &h, const int version)
  471. {
  472. h & static_cast<CArmedInstance&>(*this);
  473. h & message & spell;
  474. }
  475. };
  476. class DLL_EXPORT CGResource : public CArmedInstance
  477. {
  478. public:
  479. ui32 amount; //0 if random
  480. std::string message;
  481. void onHeroVisit(const CGHeroInstance * h) const;
  482. void collectRes(int player) const;
  483. void initObj();
  484. void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
  485. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  486. template <typename Handler> void serialize(Handler &h, const int version)
  487. {
  488. h & static_cast<CArmedInstance&>(*this);
  489. h & amount & message;
  490. }
  491. };
  492. class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest
  493. {
  494. public:
  495. ui32 type, val1, val2;
  496. void onHeroVisit(const CGHeroInstance * h) const;
  497. void initObj();
  498. void chosen(int which, int heroID) const;
  499. template <typename Handler> void serialize(Handler &h, const int version)
  500. {
  501. h & static_cast<CGObjectInstance&>(*this);
  502. h & type & val1 & val2;
  503. }
  504. };
  505. class DLL_EXPORT CGShrine : public CPlayersVisited
  506. {
  507. public:
  508. ui8 spell; //number of spell or 255 if random
  509. void onHeroVisit(const CGHeroInstance * h) const;
  510. void initObj();
  511. const std::string & getHoverText() const;
  512. template <typename Handler> void serialize(Handler &h, const int version)
  513. {
  514. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  515. h & spell;
  516. }
  517. };
  518. class DLL_EXPORT CGPandoraBox : public CArmedInstance
  519. {
  520. public:
  521. std::string message;
  522. //gained things:
  523. ui32 gainedExp;
  524. si32 manaDiff; //amount of gained / lost mana
  525. si32 moraleDiff; //morale modifier
  526. si32 luckDiff; //luck modifier
  527. std::vector<si32> resources;//gained / lost resources
  528. std::vector<si32> primskills;//gained / lost resources
  529. std::vector<si32> abilities; //gained abilities
  530. std::vector<si32> abilityLevels; //levels of gained abilities
  531. std::vector<si32> artifacts; //gained artifacts
  532. std::vector<si32> spells; //gained spells
  533. CCreatureSet creatures; //gained creatures
  534. template <typename Handler> void serialize(Handler &h, const int version)
  535. {
  536. h & static_cast<CArmedInstance&>(*this);
  537. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  538. & abilities & abilityLevels & artifacts & spells & creatures;
  539. }
  540. };
  541. class DLL_EXPORT CGQuestGuard : public CGObjectInstance, public CQuest
  542. {
  543. public:
  544. template <typename Handler> void serialize(Handler &h, const int version)
  545. {
  546. h & static_cast<CQuest&>(*this) & static_cast<CGObjectInstance&>(*this);
  547. }
  548. };
  549. class DLL_EXPORT CGMine : public CArmedInstance
  550. {
  551. public:
  552. void offerLeavingGuards(const CGHeroInstance *h) const;
  553. void onHeroVisit(const CGHeroInstance * h) const;
  554. void newTurn() const;
  555. void initObj();
  556. template <typename Handler> void serialize(Handler &h, const int version)
  557. {
  558. h & static_cast<CArmedInstance&>(*this);
  559. }
  560. };
  561. class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  562. {
  563. public:
  564. ui8 visited; //true if object has been visited this week
  565. void setPropertyDer(ui8 what, ui32 val);//synchr
  566. void onHeroVisit(const CGHeroInstance * h) const;
  567. void newTurn() const;
  568. template <typename Handler> void serialize(Handler &h, const int version)
  569. {
  570. h & static_cast<CGObjectInstance&>(*this);
  571. h & visited;
  572. }
  573. };
  574. class DLL_EXPORT CGTeleport : public CGObjectInstance //teleports and subterranean gates
  575. {
  576. public:
  577. static std::map<int,std::map<int, std::vector<int> > > objs; //map[ID][subID] => vector of ids
  578. void onHeroVisit(const CGHeroInstance * h) const;
  579. void initObj();
  580. template <typename Handler> void serialize(Handler &h, const int version)
  581. {
  582. h & static_cast<CGObjectInstance&>(*this);
  583. }
  584. };
  585. class DLL_EXPORT CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  586. {
  587. public:
  588. void onHeroVisit(const CGHeroInstance * h) const;
  589. const std::string & getHoverText() const;
  590. template <typename Handler> void serialize(Handler &h, const int version)
  591. {
  592. h & static_cast<CGObjectInstance&>(*this);
  593. }
  594. };
  595. class DLL_EXPORT CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  596. {
  597. public:
  598. void onHeroVisit(const CGHeroInstance * h) const;
  599. const std::string & getHoverText() const;
  600. template <typename Handler> void serialize(Handler &h, const int version)
  601. {
  602. h & static_cast<CGObjectInstance&>(*this);
  603. }
  604. };
  605. class DLL_EXPORT CGObservatory : public CGObjectInstance //Redwood observatory
  606. {
  607. public:
  608. void onHeroVisit(const CGHeroInstance * h) const;
  609. template <typename Handler> void serialize(Handler &h, const int version)
  610. {
  611. h & static_cast<CGObjectInstance&>(*this);
  612. }
  613. };
  614. class DLL_EXPORT CGOnceVisitable : public CPlayersVisited //wagon, corpse, lean to, warriors tomb
  615. {
  616. public:
  617. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  618. ui32 bonusType, //id of res or artifact
  619. bonusVal; //resource amount (or not used)
  620. void onHeroVisit(const CGHeroInstance * h) const;
  621. const std::string & getHoverText() const;
  622. void initObj();
  623. void searchTomb(const CGHeroInstance *h, ui32 accept) const;
  624. template <typename Handler> void serialize(Handler &h, const int version)
  625. {
  626. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  627. h & bonusType & bonusVal;
  628. }
  629. };
  630. class DLL_EXPORT CObjectHandler
  631. {
  632. public:
  633. std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
  634. void loadObjects();
  635. template <typename Handler> void serialize(Handler &h, const int version)
  636. {
  637. h & cregens;
  638. }
  639. };
  640. #endif // __COBJECTHANDLER_H__