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. #include <boost/unordered_set.hpp>
  17. /*
  18. * CObjectHandler.h, part of VCMI engine
  19. *
  20. * Authors: listed in file AUTHORS in main folder
  21. *
  22. * License: GNU General Public License v2.0 or later
  23. * Full text of license available in license.txt file, in main folder
  24. *
  25. */
  26. class CArtifactInstance;
  27. struct MetaString;
  28. struct BattleInfo;
  29. class IGameCallback;
  30. struct BattleResult;
  31. class CCPPObjectScript;
  32. class CGObjectInstance;
  33. class CScript;
  34. class CObjectScript;
  35. class CGHeroInstance;
  36. class CTown;
  37. class CHero;
  38. class CBuilding;
  39. class CSpell;
  40. class CGTownInstance;
  41. class CGTownBuilding;
  42. class CArtifact;
  43. class CGDefInfo;
  44. class CSpecObjInfo;
  45. class CCastleEvent;
  46. struct TerrainTile;
  47. struct InfoWindow;
  48. struct Component;
  49. struct BankConfig;
  50. struct UpdateHeroSpeciality;
  51. struct NewArtifact;
  52. class CGBoat;
  53. class DLL_EXPORT CQuest
  54. {
  55. public:
  56. enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
  57. MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9};
  58. ui8 missionType, progress;
  59. si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
  60. ui32 m13489val;
  61. std::vector<ui32> m2stats;
  62. std::vector<ui16> m5arts; //artifacts id
  63. std::vector<CStackBasicDescriptor> m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
  64. std::vector<ui32> m7resources;
  65. std::string firstVisitText, nextVisitText, completedText;
  66. bool isCustom;
  67. bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
  68. virtual void completeQuest (const CGHeroInstance * h) const {};
  69. template <typename Handler> void serialize(Handler &h, const int version)
  70. {
  71. h & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  72. & firstVisitText & nextVisitText & completedText & isCustom;
  73. }
  74. };
  75. class DLL_EXPORT IObjectInterface
  76. {
  77. public:
  78. static IGameCallback *cb;
  79. IObjectInterface();
  80. virtual ~IObjectInterface();
  81. virtual void onHeroVisit(const CGHeroInstance * h) const;
  82. virtual void onHeroLeave(const CGHeroInstance * h) const;
  83. virtual void newTurn() const;
  84. virtual void initObj(); //synchr
  85. virtual void setProperty(ui8 what, ui32 val);//synchr
  86. static void preInit(); //called before objs receive their initObj
  87. static void postInit();//caleed after objs receive their initObj
  88. };
  89. class DLL_EXPORT IBoatGenerator
  90. {
  91. public:
  92. const CGObjectInstance *o;
  93. IBoatGenerator(const CGObjectInstance *O);
  94. virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  95. virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
  96. int3 bestLocation() const; //returns location when the boat should be placed
  97. int state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
  98. void getProblemText(MetaString &out, const CGHeroInstance *visitor = NULL) const;
  99. };
  100. class DLL_EXPORT IShipyard : public IBoatGenerator
  101. {
  102. public:
  103. IShipyard(const CGObjectInstance *O);
  104. virtual void getBoatCost(std::vector<si32> &cost) const;
  105. static const IShipyard *castFrom(const CGObjectInstance *obj);
  106. static IShipyard *castFrom(CGObjectInstance *obj);
  107. };
  108. class DLL_EXPORT IMarket
  109. {
  110. virtual int getMarketEfficiency() const =0;
  111. public:
  112. const CGObjectInstance *o;
  113. IMarket(const CGObjectInstance *O);
  114. virtual bool allowsTrade(EMarketMode mode) const;
  115. virtual int availableUnits(EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  116. virtual std::vector<int> availableItemsIds(EMarketMode mode) const;
  117. 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
  118. std::vector<EMarketMode> availableModes() const;
  119. static const IMarket *castFrom(const CGObjectInstance *obj);
  120. };
  121. class DLL_EXPORT CGObjectInstance : public IObjectInterface
  122. {
  123. protected:
  124. void getNameVis(std::string &hname) const;
  125. void giveDummyBonus(int heroID, ui8 duration = Bonus::ONE_DAY) const;
  126. public:
  127. mutable std::string hoverName;
  128. int3 pos; //h3m pos
  129. si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
  130. si32 id;//number of object in CObjectHandler's vector
  131. CGDefInfo * defInfo;
  132. ui8 animPhaseShift;
  133. ui8 tempOwner;
  134. ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
  135. 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
  136. virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  137. virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
  138. void getSightTiles(boost::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
  139. int getOwner() const;
  140. void setOwner(int ow);
  141. int getWidth() const; //returns width of object graphic in tiles
  142. int getHeight() const; //returns height of object graphic in tiles
  143. 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)
  144. int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
  145. int3 visitablePos() const;
  146. 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)
  147. 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)
  148. 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)
  149. std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
  150. bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
  151. void hideTiles(int ourplayer, int radius) const;
  152. CGObjectInstance();
  153. virtual ~CGObjectInstance();
  154. //CGObjectInstance(const CGObjectInstance & right);
  155. //CGObjectInstance& operator=(const CGObjectInstance & right);
  156. virtual const std::string & getHoverText() const;
  157. //////////////////////////////////////////////////////////////////////////
  158. void initObj();
  159. void onHeroVisit(const CGHeroInstance * h) const;
  160. void setProperty(ui8 what, ui32 val);//synchr
  161. virtual void setPropertyDer(ui8 what, ui32 val);//synchr
  162. friend class CGameHandler;
  163. template <typename Handler> void serialize(Handler &h, const int version)
  164. {
  165. h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit & defInfo;
  166. //definfo is handled by map serializer
  167. }
  168. };
  169. class CGHeroPlaceholder : public CGObjectInstance
  170. {
  171. public:
  172. //subID stores id of hero type. If it's 0xff then following field is used
  173. ui8 power;
  174. template <typename Handler> void serialize(Handler &h, const int version)
  175. {
  176. h & static_cast<CGObjectInstance&>(*this);
  177. h & power;
  178. }
  179. };
  180. class DLL_EXPORT CPlayersVisited: public CGObjectInstance
  181. {
  182. public:
  183. std::set<ui8> players; //players that visited this object
  184. bool hasVisited(ui8 player) const;
  185. virtual void setPropertyDer( ui8 what, ui32 val );
  186. template <typename Handler> void serialize(Handler &h, const int version)
  187. {
  188. h & static_cast<CGObjectInstance&>(*this);
  189. h & players;
  190. }
  191. };
  192. class DLL_EXPORT CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet
  193. {
  194. public:
  195. BattleInfo *battle; //set to the current battle, if engaged
  196. CCreatureSet& getArmy() const;
  197. void randomizeArmy(int type);
  198. //////////////////////////////////////////////////////////////////////////
  199. //void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  200. //void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  201. int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface ???
  202. //////////////////////////////////////////////////////////////////////////
  203. CArmedInstance();
  204. template <typename Handler> void serialize(Handler &h, const int version)
  205. {
  206. h & static_cast<CGObjectInstance&>(*this);
  207. h & static_cast<CBonusSystemNode&>(*this);
  208. h & static_cast<CCreatureSet&>(*this);
  209. }
  210. };
  211. struct DLL_EXPORT ArtSlotInfo
  212. {
  213. ConstTransitivePtr<CArtifactInstance> artifact;
  214. ui8 locked; //if locked, then artifact points to the combined artifact
  215. ArtSlotInfo()
  216. {
  217. locked = false;
  218. }
  219. template <typename Handler> void serialize(Handler &h, const int version)
  220. {
  221. h & artifact & locked;
  222. }
  223. };
  224. class DLL_EXPORT CArtifactSet
  225. {
  226. public:
  227. std::vector<ArtSlotInfo> artifactsInBackpack; //hero's artifacts from bag
  228. 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
  229. ArtSlotInfo &retreiveNewArtSlot(ui16 slot);
  230. void setNewArtSlot(ui16 slot, CArtifactInstance *art, bool locked);
  231. void eraseArtSlot(ui16 slot);
  232. const ArtSlotInfo *getSlot(ui16 pos) const;
  233. const CArtifactInstance* getArt(ui16 pos) const; //NULL - no artifact
  234. CArtifactInstance* getArt(ui16 pos); //NULL - no artifact
  235. 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)
  236. si32 getArtPos(const CArtifactInstance *art) const;
  237. bool hasArt(ui32 aid, bool onlyWorn = false) const; //checks if hero possess artifact of given id (either in backack or worn)
  238. bool isPositionFree(ui16 pos, bool onlyLockCheck = false) const;
  239. si32 getArtTypeId(ui16 pos) const;
  240. virtual ~CArtifactSet();
  241. template <typename Handler> void serialize(Handler &h, const int version)
  242. {
  243. h & artifactsInBackpack & artifactsWorn;
  244. }
  245. };
  246. class DLL_EXPORT CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
  247. {
  248. public:
  249. enum SecondarySkill
  250. {
  251. PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,
  252. LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,
  253. SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,
  254. FIRST_AID
  255. };
  256. //////////////////////////////////////////////////////////////////////////
  257. ui8 moveDir; //format: 123
  258. // 8 4
  259. // 765
  260. mutable ui8 isStanding, tacticFormationEnabled;
  261. //////////////////////////////////////////////////////////////////////////
  262. const CHero * type;
  263. ui64 exp; //experience points
  264. si32 level; //current level of hero
  265. std::string name; //may be custom
  266. std::string biography; //if custom
  267. si32 portrait; //may be custom
  268. si32 mana; // remaining spell points
  269. 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
  270. si32 movement; //remaining movement points
  271. ui8 sex;
  272. ui8 inTownGarrison; // if hero is in town garrison
  273. const CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
  274. const CGBoat *boat; //set to CGBoat when sailing
  275. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  276. //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
  277. std::set<ui32> spells; //known spells (spell IDs)
  278. struct DLL_EXPORT Patrol
  279. {
  280. Patrol(){patrolling=false;patrolRadious=-1;};
  281. ui8 patrolling;
  282. si32 patrolRadious;
  283. template <typename Handler> void serialize(Handler &h, const int version)
  284. {
  285. h & patrolling & patrolRadious;
  286. }
  287. } patrol;
  288. struct DLL_EXPORT HeroSpecial : CBonusSystemNode
  289. {
  290. bool growthsWithLevel;
  291. template <typename Handler> void serialize(Handler &h, const int version)
  292. {
  293. h & static_cast<CBonusSystemNode&>(*this);
  294. h & growthsWithLevel;
  295. }
  296. } speciality;
  297. //BonusList bonuses;
  298. //////////////////////////////////////////////////////////////////////////
  299. template <typename Handler> void serialize(Handler &h, const int version)
  300. {
  301. h & static_cast<CArmedInstance&>(*this);
  302. h & static_cast<CArtifactSet&>(*this);
  303. h & exp & level & name & biography & portrait & mana & secSkills & movement
  304. & sex & inTownGarrison & /*artifacts & artifWorn & */spells & patrol & moveDir;
  305. h & type & speciality;
  306. //visitied town pointer will be restored by map serialization method
  307. }
  308. //////////////////////////////////////////////////////////////////////////
  309. // void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  310. // void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  311. //////////////////////////////////////////////////////////////////////////
  312. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  313. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  314. //////////////////////////////////////////////////////////////////////////
  315. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  316. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  317. //////////////////////////////////////////////////////////////////////////
  318. bool hasSpellbook() const;
  319. EAlignment getAlignment() const;
  320. const std::string &getBiography() const;
  321. bool needsLastStack()const;
  322. 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
  323. unsigned int getLowestCreatureSpeed() const;
  324. int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  325. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  326. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  327. bool canWalkOnSea() const;
  328. int getCurrentLuck(int stack=-1, bool town=false) const;
  329. int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
  330. TModDescr getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
  331. 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
  332. TModDescr getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
  333. int getPrimSkillLevel(int id) const; //0-attack, 1-defence, 2-spell power, 3-knowledge
  334. ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
  335. void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
  336. int maxMovePoints(bool onLand) const;
  337. // const CArtifact* getArtAtPos(ui16 pos) const; //NULL - no artifact
  338. // const CArtifact * getArt(int pos) const;
  339. // 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)
  340. // bool hasArt(ui32 aid) const; //checks if hero possess artifact of given id (either in backack or worn)
  341. //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
  342. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  343. double getHeroStrength() const;
  344. int getTotalStrength() const;
  345. 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,
  346. 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
  347. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  348. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
  349. //////////////////////////////////////////////////////////////////////////
  350. void initHero();
  351. void initHero(int SUBID);
  352. void putArtifact(ui16 pos, CArtifactInstance *art);
  353. void putInBackpack(CArtifactInstance *art);
  354. void initExp();
  355. void initArmy(CCreatureSet *dst = NULL);
  356. void giveArtifact (ui32 aid);
  357. void initHeroDefInfo();
  358. void pushPrimSkill(int which, int val);
  359. void UpdateSpeciality();
  360. void updateSkill(int which, int val);
  361. CGHeroInstance();
  362. virtual ~CGHeroInstance();
  363. //////////////////////////////////////////////////////////////////////////
  364. virtual std::string nodeName() const OVERRIDE;
  365. void setPropertyDer(ui8 what, ui32 val);//synchr
  366. void initObj();
  367. void onHeroVisit(const CGHeroInstance * h) const;
  368. };
  369. class DLL_EXPORT CSpecObjInfo
  370. {
  371. public:
  372. virtual ~CSpecObjInfo(){};
  373. };
  374. class DLL_EXPORT CCreGenObjInfo : public CSpecObjInfo
  375. {
  376. public:
  377. unsigned char player; //owner
  378. bool asCastle;
  379. ui32 identifier;
  380. unsigned char castles[2]; //allowed castles
  381. };
  382. class DLL_EXPORT CCreGen2ObjInfo : public CSpecObjInfo
  383. {
  384. public:
  385. unsigned char player; //owner
  386. bool asCastle;
  387. ui32 identifier;
  388. unsigned char castles[2]; //allowed castles
  389. unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
  390. };
  391. class DLL_EXPORT CCreGen3ObjInfo : public CSpecObjInfo
  392. {
  393. public:
  394. unsigned char player; //owner
  395. unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
  396. };
  397. class DLL_EXPORT CGDwelling : public CArmedInstance
  398. {
  399. public:
  400. CSpecObjInfo * info; //h3m info about dewlling
  401. std::vector<std::pair<ui32, std::vector<ui32> > > creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
  402. template <typename Handler> void serialize(Handler &h, const int version)
  403. {
  404. h & static_cast<CArmedInstance&>(*this) & creatures;
  405. }
  406. void initObj();
  407. void setProperty(ui8 what, ui32 val);
  408. void onHeroVisit(const CGHeroInstance * h) const;
  409. void newTurn() const;
  410. void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
  411. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  412. void wantsFight(const CGHeroInstance *h, ui32 answer) const;
  413. };
  414. class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  415. {
  416. public:
  417. std::set<si32> visitors; //ids of heroes who have visited this obj
  418. si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
  419. const std::string & getHoverText() const;
  420. void setPropertyDer(ui8 what, ui32 val);//synchr
  421. void onHeroVisit(const CGHeroInstance * h) const;
  422. void onNAHeroVisit(int heroID, bool alreadyVisited) const;
  423. void initObj();
  424. void treeSelected(int heroID, int resType, int resVal, expType expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
  425. void schoolSelected(int heroID, ui32 which) const;
  426. void arenaSelected(int heroID, int primSkill) const;
  427. template <typename Handler> void serialize(Handler &h, const int version)
  428. {
  429. h & static_cast<CGObjectInstance&>(*this);
  430. h & visitors & ttype;
  431. }
  432. };
  433. class DLL_EXPORT CGTownBuilding : public IObjectInterface
  434. {
  435. ///basic class for town structures handled as map objects
  436. public:
  437. si32 ID; //from buildig list
  438. si32 id; //identifies its index on towns vector
  439. CGTownInstance *town;
  440. template <typename Handler> void serialize(Handler &h, const int version)
  441. {
  442. h & ID & id;
  443. }
  444. };
  445. class DLL_EXPORT COPWBonus : public CGTownBuilding
  446. {///used for OPW bonusing structures
  447. public:
  448. std::set<si32> visitors;
  449. void setProperty(ui8 what, ui32 val);
  450. void onHeroVisit (const CGHeroInstance * h) const;
  451. COPWBonus (int index, CGTownInstance *TOWN);
  452. COPWBonus (){ID = 0; town = NULL;};
  453. template <typename Handler> void serialize(Handler &h, const int version)
  454. {
  455. h & static_cast<CGTownBuilding&>(*this);
  456. h & visitors;
  457. }
  458. };
  459. class DLL_EXPORT CTownBonus : public CGTownBuilding
  460. {
  461. ///used for one-time bonusing structures
  462. ///feel free to merge inheritance tree
  463. public:
  464. std::set<si32> visitors;
  465. void setProperty(ui8 what, ui32 val);
  466. void onHeroVisit (const CGHeroInstance * h) const;
  467. CTownBonus (int index, CGTownInstance *TOWN);
  468. CTownBonus (){ID = 0; town = NULL;};
  469. template <typename Handler> void serialize(Handler &h, const int version)
  470. {
  471. h & static_cast<CGTownBuilding&>(*this);
  472. h & visitors;
  473. }
  474. };
  475. class DLL_EXPORT CGTownInstance : public CGDwelling, public IShipyard, public IMarket
  476. {
  477. public:
  478. CTown * town;
  479. std::string name; // name of town
  480. si32 builded; //how many buildings has been built this turn
  481. si32 destroyed; //how many buildings has been destroyed this turn
  482. const CGHeroInstance * garrisonHero, *visitingHero;
  483. ui32 identifier; //special identifier from h3m (only > RoE maps)
  484. si32 alignment;
  485. std::set<si32> forbiddenBuildings, builtBuildings;
  486. std::vector<CGTownBuilding*> bonusingBuildings;
  487. std::vector<ui32> possibleSpells, obligatorySpells;
  488. std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
  489. std::list<CCastleEvent*> events;
  490. std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
  491. //////////////////////////////////////////////////////////////////////////
  492. static std::vector<const CArtifact *> merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought)
  493. static std::vector<int> universitySkills;//skills for university of magic
  494. template <typename Handler> void serialize(Handler &h, const int version)
  495. {
  496. h & static_cast<CGDwelling&>(*this);
  497. h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings & bonusValue
  498. & possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
  499. for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
  500. (*i)->town = this;
  501. h & town;
  502. //garrison/visiting hero pointers will be restored in the map serialization
  503. }
  504. //////////////////////////////////////////////////////////////////////////
  505. // void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  506. // void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  507. //////////////////////////////////////////////////////////////////////////
  508. 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
  509. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  510. int getSightRadious() const; //returns sight distance
  511. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  512. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  513. int getMarketEfficiency() const; //=market count
  514. bool allowsTrade(EMarketMode mode) const;
  515. std::vector<int> availableItemsIds(EMarketMode mode) const;
  516. void setPropertyDer(ui8 what, ui32 val);
  517. void newTurn() const;
  518. //////////////////////////////////////////////////////////////////////////
  519. bool needsLastStack() const;
  520. int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
  521. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  522. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  523. bool creatureDwelling(const int & level, bool upgraded=false) const;
  524. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  525. int creatureGrowth(const int & level) const;
  526. bool hasFort() const;
  527. bool hasCapitol() const;
  528. int dailyIncome() const; //calculates daily income of this town
  529. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  530. void removeCapitols (ui8 owner) const;
  531. int defenceBonus(int type) const;//primary skills bonuses for defending hero
  532. CGTownInstance();
  533. virtual ~CGTownInstance();
  534. //////////////////////////////////////////////////////////////////////////
  535. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  536. void onHeroVisit(const CGHeroInstance * h) const;
  537. void onHeroLeave(const CGHeroInstance * h) const;
  538. void initObj();
  539. };
  540. class DLL_EXPORT CGPandoraBox : public CArmedInstance
  541. {
  542. public:
  543. std::string message;
  544. ui8 removeAfterVisit; //true if event is removed after occurring
  545. //gained things:
  546. ui32 gainedExp;
  547. si32 manaDiff; //amount of gained / lost mana
  548. si32 moraleDiff; //morale modifier
  549. si32 luckDiff; //luck modifier
  550. std::vector<si32> resources;//gained / lost resources
  551. std::vector<si32> primskills;//gained / lost resources
  552. std::vector<si32> abilities; //gained abilities
  553. std::vector<si32> abilityLevels; //levels of gained abilities
  554. std::vector<si32> artifacts; //gained artifacts
  555. std::vector<si32> spells; //gained spells
  556. CCreatureSet creatures; //gained creatures
  557. void initObj();
  558. void onHeroVisit(const CGHeroInstance * h) const;
  559. void open (const CGHeroInstance * h, ui32 accept) const;
  560. void endBattle(const CGHeroInstance *h, BattleResult *result) const;
  561. void giveContents(const CGHeroInstance *h, bool afterBattle) const;
  562. void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
  563. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  564. template <typename Handler> void serialize(Handler &h, const int version)
  565. {
  566. h & static_cast<CArmedInstance&>(*this);
  567. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  568. & abilities & abilityLevels & artifacts & spells & creatures;
  569. }
  570. };
  571. class DLL_EXPORT CGEvent : public CGPandoraBox //event objects
  572. {
  573. public:
  574. ui8 availableFor; //players whom this event is available for
  575. ui8 computerActivate; //true if computre player can activate this event
  576. ui8 humanActivate; //true if human player can activate this event
  577. template <typename Handler> void serialize(Handler &h, const int version)
  578. {
  579. h & static_cast<CArmedInstance&>(*this);
  580. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  581. & abilities & abilityLevels & artifacts & spells & creatures & availableFor
  582. & computerActivate & humanActivate;
  583. }
  584. void onHeroVisit(const CGHeroInstance * h) const;
  585. void activated(const CGHeroInstance * h) const;
  586. };
  587. class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
  588. {
  589. public:
  590. ui32 identifier; //unique code for this monster (used in missions)
  591. 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)
  592. std::string message; //message printed for attacking hero
  593. std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
  594. si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
  595. ui8 neverFlees; //if true, the troops will never flee
  596. ui8 notGrowingTeam; //if true, number of units won't grow
  597. ui64 temppower; //used to handle fractional stack growth for tiny stacks
  598. void fight(const CGHeroInstance *h) const;
  599. void onHeroVisit(const CGHeroInstance * h) const;
  600. const std::string & getHoverText() const;
  601. void flee( const CGHeroInstance * h ) const;
  602. void endBattle(BattleResult *result) const;
  603. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  604. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  605. void initObj();
  606. void newTurn() const;
  607. void setPropertyDer(ui8 what, ui32 val);
  608. 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)
  609. template <typename Handler> void serialize(Handler &h, const int version)
  610. {
  611. h & static_cast<CArmedInstance&>(*this);
  612. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower;
  613. }
  614. };
  615. class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
  616. {
  617. public:
  618. std::string message;
  619. void onHeroVisit(const CGHeroInstance * h) const;
  620. void initObj();
  621. template <typename Handler> void serialize(Handler &h, const int version)
  622. {
  623. h & static_cast<CGObjectInstance&>(*this);
  624. h & message;
  625. }
  626. };
  627. class DLL_EXPORT CGSeerHut : public CArmedInstance, public CQuest //army is used when giving reward
  628. {
  629. public:
  630. 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
  631. si32 rID; //reward ID
  632. si32 rVal; //reward value
  633. ui8 textOption; //store randomized mission write-ups rather than entire string (?)
  634. std::string seerName;
  635. void initObj();
  636. const std::string & getHoverText() const;
  637. void setPropertyDer (ui8 what, ui32 val);
  638. int checkDirection() const; //calculates the region of map where monster is placed
  639. void newTurn() const;
  640. void onHeroVisit (const CGHeroInstance * h) const;
  641. void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
  642. void completeQuest (const CGHeroInstance * h) const;
  643. template <typename Handler> void serialize(Handler &h, const int version)
  644. {
  645. h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
  646. h & rewardType & rID & rVal & textOption & seerName;
  647. }
  648. };
  649. class DLL_EXPORT CGQuestGuard : public CGSeerHut
  650. {
  651. public:
  652. void initObj();
  653. void completeQuest (const CGHeroInstance * h) const;
  654. template <typename Handler> void serialize(Handler &h, const int version)
  655. {
  656. h & static_cast<CGSeerHut&>(*this);
  657. }
  658. };
  659. class DLL_EXPORT CGWitchHut : public CPlayersVisited
  660. {
  661. public:
  662. std::vector<si32> allowedAbilities;
  663. ui32 ability;
  664. const std::string & getHoverText() const;
  665. void onHeroVisit(const CGHeroInstance * h) const;
  666. void initObj();
  667. template <typename Handler> void serialize(Handler &h, const int version)
  668. {
  669. h & static_cast<CPlayersVisited&>(*this);
  670. h & allowedAbilities & ability;
  671. }
  672. };
  673. class DLL_EXPORT CGScholar : public CGObjectInstance
  674. {
  675. public:
  676. ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
  677. ui16 bonusID; //ID of skill/spell
  678. void giveAnyBonus(const CGHeroInstance * h) const;
  679. void onHeroVisit(const CGHeroInstance * h) const;
  680. void initObj();
  681. template <typename Handler> void serialize(Handler &h, const int version)
  682. {
  683. h & static_cast<CGObjectInstance&>(*this);
  684. h & bonusType & bonusID;
  685. }
  686. };
  687. class DLL_EXPORT CGGarrison : public CArmedInstance
  688. {
  689. public:
  690. ui8 removableUnits;
  691. ui8 getPassableness() const;
  692. void onHeroVisit (const CGHeroInstance *h) const;
  693. void fightOver (const CGHeroInstance *h, BattleResult *result) const;
  694. template <typename Handler> void serialize(Handler &h, const int version)
  695. {
  696. h & static_cast<CArmedInstance&>(*this);
  697. h & removableUnits;
  698. }
  699. };
  700. class DLL_EXPORT CGArtifact : public CArmedInstance
  701. {
  702. public:
  703. CArtifactInstance *storedArtifact;
  704. std::string message;
  705. void onHeroVisit(const CGHeroInstance * h) const;
  706. void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
  707. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  708. void pick( const CGHeroInstance * h ) const;
  709. void initObj();
  710. template <typename Handler> void serialize(Handler &h, const int version)
  711. {
  712. h & static_cast<CArmedInstance&>(*this);
  713. h & message & storedArtifact;
  714. }
  715. };
  716. class DLL_EXPORT CGResource : public CArmedInstance
  717. {
  718. public:
  719. ui32 amount; //0 if random
  720. std::string message;
  721. void onHeroVisit(const CGHeroInstance * h) const;
  722. void collectRes(int player) const;
  723. void initObj();
  724. void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
  725. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  726. template <typename Handler> void serialize(Handler &h, const int version)
  727. {
  728. h & static_cast<CArmedInstance&>(*this);
  729. h & amount & message;
  730. }
  731. };
  732. class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
  733. {
  734. public:
  735. ui32 type, val1, val2;
  736. void onHeroVisit(const CGHeroInstance * h) const;
  737. void initObj();
  738. void chosen(int which, int heroID) const;
  739. template <typename Handler> void serialize(Handler &h, const int version)
  740. {
  741. h & static_cast<CGObjectInstance&>(*this);
  742. h & type & val1 & val2;
  743. }
  744. };
  745. class DLL_EXPORT CGShrine : public CPlayersVisited
  746. {
  747. public:
  748. ui8 spell; //number of spell or 255 if random
  749. void onHeroVisit(const CGHeroInstance * h) const;
  750. void initObj();
  751. const std::string & getHoverText() const;
  752. template <typename Handler> void serialize(Handler &h, const int version)
  753. {
  754. h & static_cast<CPlayersVisited&>(*this);;
  755. h & spell;
  756. }
  757. };
  758. class DLL_EXPORT CGMine : public CArmedInstance
  759. {
  760. public:
  761. ui8 producedResource;
  762. ui32 producedQuantity;
  763. void offerLeavingGuards(const CGHeroInstance *h) const;
  764. void endBattle(BattleResult *result, ui8 attackingPlayer) const;
  765. void fight(ui32 agreed, const CGHeroInstance *h) const;
  766. void onHeroVisit(const CGHeroInstance * h) const;
  767. void flagMine(ui8 player) const;
  768. void newTurn() const;
  769. void initObj();
  770. template <typename Handler> void serialize(Handler &h, const int version)
  771. {
  772. h & static_cast<CArmedInstance&>(*this);
  773. h & producedResource & producedQuantity;
  774. }
  775. ui32 defaultResProduction();
  776. };
  777. class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  778. {
  779. public:
  780. ui8 visited; //true if object has been visited this week
  781. void setPropertyDer(ui8 what, ui32 val);//synchr
  782. void onHeroVisit(const CGHeroInstance * h) const;
  783. void newTurn() const;
  784. template <typename Handler> void serialize(Handler &h, const int version)
  785. {
  786. h & static_cast<CGObjectInstance&>(*this);
  787. h & visited;
  788. }
  789. };
  790. class DLL_EXPORT CGTeleport : public CGObjectInstance //teleports and subterranean gates
  791. {
  792. public:
  793. static std::map<int,std::map<int, std::vector<int> > > objs; //teleports: map[ID][subID] => vector of ids
  794. static std::vector<std::pair<int, int> > gates; //subterranean gates: pairs of ids
  795. void onHeroVisit(const CGHeroInstance * h) const;
  796. void initObj();
  797. static void postInit();
  798. template <typename Handler> void serialize(Handler &h, const int version)
  799. {
  800. h & static_cast<CGObjectInstance&>(*this);
  801. }
  802. };
  803. class DLL_EXPORT CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  804. {
  805. public:
  806. void onHeroVisit(const CGHeroInstance * h) const;
  807. const std::string & getHoverText() const;
  808. void initObj();
  809. template <typename Handler> void serialize(Handler &h, const int version)
  810. {
  811. h & static_cast<CGObjectInstance&>(*this);
  812. }
  813. };
  814. class DLL_EXPORT CGMagicSpring : public CGVisitableOPW
  815. {///unfortunatelly, this one is quite different than others
  816. public:
  817. void onHeroVisit(const CGHeroInstance * h) const;
  818. const std::string & getHoverText() const;
  819. template <typename Handler> void serialize(Handler &h, const int version)
  820. {
  821. h & static_cast<CGObjectInstance&>(*this);
  822. h & visited;
  823. }
  824. };
  825. class DLL_EXPORT CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  826. {
  827. public:
  828. void onHeroVisit(const CGHeroInstance * h) const;
  829. const std::string & getHoverText() const;
  830. template <typename Handler> void serialize(Handler &h, const int version)
  831. {
  832. h & static_cast<CGObjectInstance&>(*this);
  833. }
  834. };
  835. class DLL_EXPORT CGSirens : public CGObjectInstance
  836. {
  837. public:
  838. void onHeroVisit(const CGHeroInstance * h) const;
  839. const std::string & getHoverText() const;
  840. void initObj();
  841. template <typename Handler> void serialize(Handler &h, const int version)
  842. {
  843. h & static_cast<CGObjectInstance&>(*this);
  844. }
  845. };
  846. class DLL_EXPORT CGObservatory : public CGObjectInstance //Redwood observatory
  847. {
  848. public:
  849. void onHeroVisit(const CGHeroInstance * h) const;
  850. template <typename Handler> void serialize(Handler &h, const int version)
  851. {
  852. h & static_cast<CGObjectInstance&>(*this);
  853. }
  854. };
  855. class DLL_EXPORT CGKeys : public CGObjectInstance //Base class for Keymaster and guards
  856. {
  857. public:
  858. static std::map <ui8, std::set <ui8> > playerKeyMap; //[players][keysowned]
  859. //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
  860. void setPropertyDer (ui8 what, ui32 val);
  861. bool wasMyColorVisited (int player) const;
  862. template <typename Handler> void serialize(Handler &h, const int version)
  863. {
  864. h & static_cast<CGObjectInstance&>(*this);
  865. }
  866. };
  867. class DLL_EXPORT CGKeymasterTent : public CGKeys
  868. {
  869. public:
  870. void onHeroVisit(const CGHeroInstance * h) const;
  871. const std::string & getHoverText() const;
  872. template <typename Handler> void serialize(Handler &h, const int version)
  873. {
  874. h & static_cast<CGObjectInstance&>(*this);
  875. }
  876. };
  877. class DLL_EXPORT CGBorderGuard : public CGKeys
  878. {
  879. public:
  880. void initObj();
  881. const std::string & getHoverText() const;
  882. void onHeroVisit(const CGHeroInstance * h) const;
  883. void openGate(const CGHeroInstance *h, ui32 accept) const;
  884. template <typename Handler> void serialize(Handler &h, const int version)
  885. {
  886. h & static_cast<CGObjectInstance&>(*this);
  887. h & blockVisit;
  888. }
  889. };
  890. class DLL_EXPORT CGBorderGate : public CGBorderGuard //not fully imlemented, waiting for garrison
  891. {
  892. public:
  893. void onHeroVisit(const CGHeroInstance * h) const;
  894. ui8 getPassableness() const;
  895. };
  896. class DLL_EXPORT CGBoat : public CGObjectInstance
  897. {
  898. public:
  899. ui8 direction;
  900. const CGHeroInstance *hero; //hero on board
  901. void initObj();
  902. CGBoat()
  903. {
  904. hero = NULL;
  905. direction = 4;
  906. }
  907. template <typename Handler> void serialize(Handler &h, const int version)
  908. {
  909. h & static_cast<CGObjectInstance&>(*this) & direction;
  910. }
  911. };
  912. class DLL_EXPORT CGOnceVisitable : public CPlayersVisited
  913. ///wagon, corpse, lean to, warriors tomb
  914. {
  915. public:
  916. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  917. ui32 bonusType, //id of res or artifact
  918. bonusVal; //resource amount (or not used)
  919. void onHeroVisit(const CGHeroInstance * h) const;
  920. const std::string & getHoverText() const;
  921. void initObj();
  922. void searchTomb(const CGHeroInstance *h, ui32 accept) const;
  923. template <typename Handler> void serialize(Handler &h, const int version)
  924. {
  925. h & static_cast<CPlayersVisited&>(*this);;
  926. h & artOrRes & bonusType & bonusVal;
  927. }
  928. };
  929. class DLL_EXPORT CBank : public CArmedInstance
  930. {
  931. public:
  932. int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
  933. BankConfig *bc;
  934. float multiplier; //for improved banks script
  935. std::vector<ui32> artifacts; //fixed and deterministic
  936. ui32 daycounter;
  937. void initObj();
  938. const std::string & getHoverText() const;
  939. void setPropertyDer (ui8 what, ui32 val);
  940. void initialize() const;
  941. void reset(ui16 var1);
  942. void newTurn() const;
  943. virtual void onHeroVisit (const CGHeroInstance * h) const;
  944. virtual void fightGuards (const CGHeroInstance *h, ui32 accept) const;
  945. virtual void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  946. template <typename Handler> void serialize(Handler &h, const int version)
  947. {
  948. h & static_cast<CArmedInstance&>(*this);
  949. h & index & multiplier & artifacts & daycounter & bc;
  950. }
  951. };
  952. class DLL_EXPORT CGPyramid : public CBank
  953. {
  954. public:
  955. ui16 spell;
  956. void initObj();
  957. const std::string & getHoverText() const;
  958. void newTurn() const {}; //empty, no reset
  959. void onHeroVisit (const CGHeroInstance * h) const;
  960. void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  961. template <typename Handler> void serialize(Handler &h, const int version)
  962. {
  963. h & static_cast<CBank&>(*this);
  964. h & spell;
  965. }
  966. };
  967. class CGShipyard : public CGObjectInstance, public IShipyard
  968. {
  969. public:
  970. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  971. CGShipyard();
  972. void onHeroVisit(const CGHeroInstance * h) const;
  973. };
  974. class DLL_EXPORT CGMagi : public CGObjectInstance
  975. {
  976. public:
  977. static std::map <si32, std::vector<si32> > eyelist; //[subID][id], supports multiple sets as in H5
  978. void initObj();
  979. void onHeroVisit(const CGHeroInstance * h) const;
  980. template <typename Handler> void serialize(Handler &h, const int version)
  981. {
  982. h & static_cast<CGObjectInstance&>(*this);
  983. }
  984. };
  985. class DLL_EXPORT CCartographer : public CPlayersVisited
  986. {
  987. ///behaviour varies depending on surface and floor
  988. public:
  989. void onHeroVisit( const CGHeroInstance * h ) const;
  990. void buyMap (const CGHeroInstance *h, ui32 accept) const;
  991. template <typename Handler> void serialize(Handler &h, const int version)
  992. {
  993. h & static_cast<CPlayersVisited&>(*this);
  994. }
  995. };
  996. class DLL_EXPORT CGDenOfthieves : public CGObjectInstance
  997. {
  998. void onHeroVisit (const CGHeroInstance * h) const;
  999. };
  1000. class DLL_EXPORT CGObelisk : public CPlayersVisited
  1001. {
  1002. public:
  1003. static ui8 obeliskCount; //how many obelisks are on map
  1004. static std::map<ui8, ui8> visited; //map: team_id => how many obelisks has been visited
  1005. void setPropertyDer (ui8 what, ui32 val);
  1006. void onHeroVisit(const CGHeroInstance * h) const;
  1007. void initObj();
  1008. const std::string & getHoverText() const;
  1009. template <typename Handler> void serialize(Handler &h, const int version)
  1010. {
  1011. h & static_cast<CPlayersVisited&>(*this);
  1012. }
  1013. };
  1014. class DLL_EXPORT CGLighthouse : public CGObjectInstance
  1015. {
  1016. public:
  1017. void onHeroVisit(const CGHeroInstance * h) const;
  1018. void initObj();
  1019. const std::string & getHoverText() const;
  1020. template <typename Handler> void serialize(Handler &h, const int version)
  1021. {
  1022. h & static_cast<CGObjectInstance&>(*this);
  1023. }
  1024. void giveBonusTo( ui8 player ) const;
  1025. };
  1026. class DLL_EXPORT CGMarket : public CGObjectInstance, public IMarket
  1027. {
  1028. public:
  1029. CGMarket();
  1030. void onHeroVisit(const CGHeroInstance * h) const; //open trading window
  1031. int getMarketEfficiency() const;
  1032. bool allowsTrade(EMarketMode mode) const;
  1033. int availableUnits(EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  1034. std::vector<int> availableItemsIds(EMarketMode mode) const;
  1035. template <typename Handler> void serialize(Handler &h, const int version)
  1036. {
  1037. h & static_cast<CGObjectInstance&>(*this);
  1038. }
  1039. };
  1040. class DLL_EXPORT CGBlackMarket : public CGMarket
  1041. {
  1042. public:
  1043. std::vector<const CArtifact *> artifacts; //available artifacts
  1044. void newTurn() const; //reset artifacts for black market every month
  1045. std::vector<int> availableItemsIds(EMarketMode mode) const;
  1046. template <typename Handler> void serialize(Handler &h, const int version)
  1047. {
  1048. h & static_cast<CGMarket&>(*this);
  1049. h & artifacts;
  1050. }
  1051. };
  1052. class DLL_EXPORT CGUniversity : public CGMarket
  1053. {
  1054. public:
  1055. std::vector<int> skills; //available skills
  1056. std::vector<int> availableItemsIds(EMarketMode mode) const;
  1057. void initObj();//set skills for trade
  1058. void onHeroVisit(const CGHeroInstance * h) const; //open window
  1059. template <typename Handler> void serialize(Handler &h, const int version)
  1060. {
  1061. h & static_cast<CGMarket&>(*this);
  1062. h & skills;
  1063. }
  1064. };
  1065. struct BankConfig
  1066. {
  1067. BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
  1068. ui8 level; //1 - 4, how hard the battle will be
  1069. ui8 chance; //chance for this level being chosen
  1070. ui8 upgradeChance; //chance for creatures to be in upgraded versions
  1071. std::vector< std::pair <ui16, ui32> > guards; //creature ID, amount
  1072. ui32 combatValue; //how hard are guards of this level
  1073. std::vector<si32> resources; //resources given in case of victory
  1074. std::vector< std::pair <ui16, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
  1075. std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
  1076. ui32 value; //overall value of given things
  1077. ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
  1078. ui16 easiest; //?!?
  1079. template <typename Handler> void serialize(Handler &h, const int version)
  1080. {
  1081. h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
  1082. }
  1083. };
  1084. class DLL_EXPORT CObjectHandler
  1085. {
  1086. public:
  1087. std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
  1088. std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
  1089. std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
  1090. std::vector<ui32> resVals; //default values of resources in gold
  1091. void loadObjects();
  1092. void readConfigLine(std::ifstream &istr, int g);
  1093. template <typename Handler> void serialize(Handler &h, const int version)
  1094. {
  1095. h & cregens & banksInfo & creBanksNames & resVals;
  1096. }
  1097. };
  1098. #endif // __COBJECTHANDLER_H__