CObjectHandler.h 48 KB

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  1. #pragma once
  2. #include "../lib/CCreatureSet.h"
  3. #include "CArtHandler.h"
  4. #include "../lib/ConstTransitivePtr.h"
  5. #include "int3.h"
  6. #include "GameConstants.h"
  7. /*
  8. * CObjectHandler.h, part of VCMI engine
  9. *
  10. * Authors: listed in file AUTHORS in main folder
  11. *
  12. * License: GNU General Public License v2.0 or later
  13. * Full text of license available in license.txt file, in main folder
  14. *
  15. */
  16. class CGameState;
  17. class CArtifactInstance;
  18. struct MetaString;
  19. struct BattleInfo;
  20. struct QuestInfo;
  21. class IGameCallback;
  22. struct BattleResult;
  23. class CCPPObjectScript;
  24. class CGObjectInstance;
  25. class CScript;
  26. class CObjectScript;
  27. class CGHeroInstance;
  28. class CTown;
  29. class CHero;
  30. class CBuilding;
  31. class CSpell;
  32. class CGTownInstance;
  33. class CGTownBuilding;
  34. class CArtifact;
  35. class CGDefInfo;
  36. class CSpecObjInfo;
  37. class CCastleEvent;
  38. struct TerrainTile;
  39. struct InfoWindow;
  40. struct Component;
  41. struct BankConfig;
  42. struct UpdateHeroSpeciality;
  43. struct NewArtifact;
  44. class CGBoat;
  45. class CArtifactSet;
  46. class CCommanderInstance;
  47. class DLL_LINKAGE CQuest
  48. {
  49. public:
  50. enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
  51. MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9, MISSION_KEYMASTER = 10};
  52. enum Eprogress {NOT_ACTIVE, IN_PROGRESS, COMPLETE};
  53. si32 qid; //unique quets id for serialization / identification
  54. ui8 missionType, progress;
  55. si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
  56. ui32 m13489val;
  57. std::vector<ui32> m2stats;
  58. std::vector<ui16> m5arts; //artifacts id
  59. std::vector<CStackBasicDescriptor> m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
  60. std::vector<ui32> m7resources; //TODO: use resourceset?
  61. //following field are used only for kill creature/hero missions, the original objects became inaccessible after their removal, so we need to store info needed for messages / hover text
  62. ui8 textOption;
  63. CStackBasicDescriptor stackToKill;
  64. ui8 stackDirection;
  65. std::string heroName; //backup of hero name
  66. si32 heroPortrait;
  67. std::string firstVisitText, nextVisitText, completedText;
  68. bool isCustomFirst, isCustomNext, isCustomComplete;
  69. virtual bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
  70. virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = NULL) const;
  71. virtual void getCompletionText (MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = NULL) const;
  72. virtual void getRolloverText (MetaString &text, bool onHover) const; //hover or quest log entry
  73. virtual void completeQuest (const CGHeroInstance * h) const {};
  74. virtual void addReplacements(MetaString &out, const std::string &base) const;
  75. template <typename Handler> void serialize(Handler &h, const int version)
  76. {
  77. h & qid & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  78. & textOption & stackToKill & stackDirection & heroName & heroPortrait
  79. & firstVisitText & nextVisitText & completedText & isCustomFirst & isCustomNext & isCustomComplete;
  80. }
  81. };
  82. class DLL_LINKAGE IObjectInterface
  83. {
  84. public:
  85. static IGameCallback *cb;
  86. IObjectInterface();
  87. virtual ~IObjectInterface();
  88. virtual void onHeroVisit(const CGHeroInstance * h) const;
  89. virtual void onHeroLeave(const CGHeroInstance * h) const;
  90. virtual void newTurn() const;
  91. virtual void initObj(); //synchr
  92. virtual void setProperty(ui8 what, ui32 val);//synchr
  93. //unified interface, AI helpers
  94. virtual bool wasVisited (ui8 player) const;
  95. virtual bool wasVisited (const CGHeroInstance * h) const;
  96. static void preInit(); //called before objs receive their initObj
  97. static void postInit();//caleed after objs receive their initObj
  98. };
  99. class DLL_LINKAGE IBoatGenerator
  100. {
  101. public:
  102. const CGObjectInstance *o;
  103. IBoatGenerator(const CGObjectInstance *O);
  104. virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  105. virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
  106. int3 bestLocation() const; //returns location when the boat should be placed
  107. int state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
  108. void getProblemText(MetaString &out, const CGHeroInstance *visitor = NULL) const;
  109. };
  110. class DLL_LINKAGE IShipyard : public IBoatGenerator
  111. {
  112. public:
  113. IShipyard(const CGObjectInstance *O);
  114. virtual void getBoatCost(std::vector<si32> &cost) const;
  115. static const IShipyard *castFrom(const CGObjectInstance *obj);
  116. static IShipyard *castFrom(CGObjectInstance *obj);
  117. };
  118. class DLL_LINKAGE IMarket
  119. {
  120. public:
  121. const CGObjectInstance *o;
  122. IMarket(const CGObjectInstance *O);
  123. virtual int getMarketEfficiency() const =0;
  124. virtual bool allowsTrade(EMarketMode::EMarketMode mode) const;
  125. virtual int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  126. virtual std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  127. bool getOffer(int id1, int id2, int &val1, int &val2, EMarketMode::EMarketMode mode) const; //val1 - how many units of id1 player has to give to receive val2 units
  128. std::vector<EMarketMode::EMarketMode> availableModes() const;
  129. static const IMarket *castFrom(const CGObjectInstance *obj, bool verbose = true);
  130. };
  131. class DLL_LINKAGE CGObjectInstance : public IObjectInterface
  132. {
  133. protected:
  134. void getNameVis(std::string &hname) const;
  135. void giveDummyBonus(int heroID, ui8 duration = Bonus::ONE_DAY) const;
  136. public:
  137. mutable std::string hoverName;
  138. int3 pos; //h3m pos
  139. si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
  140. si32 id;//number of object in CObjectHandler's vector
  141. CGDefInfo * defInfo;
  142. ui8 animPhaseShift;
  143. ui8 tempOwner;
  144. ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
  145. 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
  146. virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  147. virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
  148. void getSightTiles(boost::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
  149. int getOwner() const;
  150. void setOwner(int ow);
  151. int getWidth() const; //returns width of object graphic in tiles
  152. int getHeight() const; //returns height of object graphic in tiles
  153. 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)
  154. int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
  155. int3 visitablePos() const;
  156. 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)
  157. 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)
  158. 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)
  159. std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
  160. bool isVisitable() const; //returns true if object is visitable
  161. bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
  162. void hideTiles(int ourplayer, int radius) const;
  163. CGObjectInstance();
  164. virtual ~CGObjectInstance();
  165. //CGObjectInstance(const CGObjectInstance & right);
  166. //CGObjectInstance& operator=(const CGObjectInstance & right);
  167. virtual const std::string & getHoverText() const;
  168. //////////////////////////////////////////////////////////////////////////
  169. void initObj();
  170. void onHeroVisit(const CGHeroInstance * h) const;
  171. void setProperty(ui8 what, ui32 val);//synchr
  172. virtual void setPropertyDer(ui8 what, ui32 val);//synchr
  173. friend class CGameHandler;
  174. template <typename Handler> void serialize(Handler &h, const int version)
  175. {
  176. h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit & defInfo;
  177. //definfo is handled by map serializer
  178. }
  179. };
  180. class CGHeroPlaceholder : public CGObjectInstance
  181. {
  182. public:
  183. //subID stores id of hero type. If it's 0xff then following field is used
  184. ui8 power;
  185. template <typename Handler> void serialize(Handler &h, const int version)
  186. {
  187. h & static_cast<CGObjectInstance&>(*this);
  188. h & power;
  189. }
  190. };
  191. class DLL_LINKAGE CPlayersVisited: public CGObjectInstance
  192. {
  193. public:
  194. std::set<ui8> players; //players that visited this object
  195. bool wasVisited(ui8 player) const;
  196. virtual void setPropertyDer( ui8 what, ui32 val );
  197. template <typename Handler> void serialize(Handler &h, const int version)
  198. {
  199. h & static_cast<CGObjectInstance&>(*this);
  200. h & players;
  201. }
  202. };
  203. class DLL_LINKAGE CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet
  204. {
  205. public:
  206. BattleInfo *battle; //set to the current battle, if engaged
  207. void randomizeArmy(int type);
  208. void updateMoraleBonusFromArmy();
  209. void armyChanged() OVERRIDE;
  210. //////////////////////////////////////////////////////////////////////////
  211. int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface ???
  212. virtual CBonusSystemNode *whereShouldBeAttached(CGameState *gs);
  213. virtual CBonusSystemNode *whatShouldBeAttached();
  214. //////////////////////////////////////////////////////////////////////////
  215. CArmedInstance();
  216. template <typename Handler> void serialize(Handler &h, const int version)
  217. {
  218. h & static_cast<CGObjectInstance&>(*this);
  219. h & static_cast<CBonusSystemNode&>(*this);
  220. h & static_cast<CCreatureSet&>(*this);
  221. }
  222. };
  223. class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
  224. {
  225. public:
  226. enum SecondarySkill
  227. {
  228. PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,
  229. LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,
  230. SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,
  231. FIRST_AID
  232. };
  233. enum ECanDig
  234. {
  235. CAN_DIG, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED
  236. };
  237. //////////////////////////////////////////////////////////////////////////
  238. ui8 moveDir; //format: 123
  239. // 8 4
  240. // 765
  241. mutable ui8 isStanding, tacticFormationEnabled;
  242. //////////////////////////////////////////////////////////////////////////
  243. ConstTransitivePtr<CHero> type;
  244. ui64 exp; //experience points
  245. ui32 level; //current level of hero
  246. std::string name; //may be custom
  247. std::string biography; //if custom
  248. si32 portrait; //may be custom
  249. si32 mana; // remaining spell points
  250. 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
  251. ui32 movement; //remaining movement points
  252. ui8 sex;
  253. ui8 inTownGarrison; // if hero is in town garrison
  254. ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
  255. ConstTransitivePtr<CCommanderInstance> commander;
  256. const CGBoat *boat; //set to CGBoat when sailing
  257. //std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  258. //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
  259. std::set<ui32> spells; //known spells (spell IDs)
  260. struct DLL_LINKAGE Patrol
  261. {
  262. Patrol(){patrolling=false;patrolRadious=-1;};
  263. ui8 patrolling;
  264. ui32 patrolRadious;
  265. template <typename Handler> void serialize(Handler &h, const int version)
  266. {
  267. h & patrolling & patrolRadious;
  268. }
  269. } patrol;
  270. struct DLL_LINKAGE HeroSpecial : CBonusSystemNode
  271. {
  272. bool growthsWithLevel;
  273. template <typename Handler> void serialize(Handler &h, const int version)
  274. {
  275. h & static_cast<CBonusSystemNode&>(*this);
  276. h & growthsWithLevel;
  277. }
  278. } speciality;
  279. //BonusList bonuses;
  280. //////////////////////////////////////////////////////////////////////////
  281. template <typename Handler> void serialize(Handler &h, const int version)
  282. {
  283. h & static_cast<CArmedInstance&>(*this);
  284. h & static_cast<CArtifactSet&>(*this);
  285. h & exp & level & name & biography & portrait & mana & secSkills & movement
  286. & sex & inTownGarrison & /*artifacts & artifWorn & */spells & patrol & moveDir;
  287. h & type & speciality & commander;
  288. BONUS_TREE_DESERIALIZATION_FIX
  289. //visitied town pointer will be restored by map serialization method
  290. }
  291. //////////////////////////////////////////////////////////////////////////
  292. // void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  293. // void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  294. //////////////////////////////////////////////////////////////////////////
  295. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  296. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  297. //////////////////////////////////////////////////////////////////////////
  298. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  299. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  300. //////////////////////////////////////////////////////////////////////////
  301. bool hasSpellbook() const;
  302. EAlignment::EAlignment getAlignment() const;
  303. const std::string &getBiography() const;
  304. bool needsLastStack()const;
  305. ui32 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
  306. ui32 getLowestCreatureSpeed() const;
  307. int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  308. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  309. bool canWalkOnSea() const;
  310. int getCurrentLuck(int stack=-1, bool town=false) const;
  311. int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
  312. ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
  313. void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
  314. int maxMovePoints(bool onLand) const;
  315. int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false) const;
  316. // const CArtifact* getArtAtPos(ui16 pos) const; //NULL - no artifact
  317. // const CArtifact * getArt(int pos) const;
  318. // 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)
  319. // bool hasArt(ui32 aid) const; //checks if hero possess artifact of given id (either in backack or worn)
  320. //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
  321. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  322. double getHeroStrength() const;
  323. ui64 getTotalStrength() const;
  324. expType calculateXp(expType exp) const; //apply learning skill
  325. 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,
  326. 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
  327. CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
  328. void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
  329. ECanDig diggingStatus() const; //0 - can dig; 1 - lack of movement; 2 -
  330. //////////////////////////////////////////////////////////////////////////
  331. void initHero();
  332. void initHero(int SUBID);
  333. void putArtifact(ui16 pos, CArtifactInstance *art);
  334. void putInBackpack(CArtifactInstance *art);
  335. void initExp();
  336. void initArmy(IArmyDescriptor *dst = NULL);
  337. //void giveArtifact (ui32 aid);
  338. void initHeroDefInfo();
  339. void pushPrimSkill(int which, int val);
  340. void UpdateSpeciality();
  341. void updateSkill(int which, int val);
  342. CGHeroInstance();
  343. virtual ~CGHeroInstance();
  344. //////////////////////////////////////////////////////////////////////////
  345. //
  346. ui8 bearerType() const OVERRIDE;
  347. //////////////////////////////////////////////////////////////////////////
  348. virtual CBonusSystemNode *whereShouldBeAttached(CGameState *gs) OVERRIDE;
  349. virtual std::string nodeName() const OVERRIDE;
  350. void deserializationFix();
  351. void setPropertyDer(ui8 what, ui32 val);//synchr
  352. void initObj();
  353. void onHeroVisit(const CGHeroInstance * h) const;
  354. };
  355. class DLL_LINKAGE CSpecObjInfo
  356. {
  357. public:
  358. virtual ~CSpecObjInfo(){};
  359. ui8 player; //owner
  360. };
  361. class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo
  362. {
  363. public:
  364. bool asCastle;
  365. ui32 identifier;
  366. ui8 castles[2]; //allowed castles
  367. };
  368. class DLL_LINKAGE CCreGenLeveledInfo : public virtual CSpecObjInfo
  369. {
  370. public:
  371. ui8 minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
  372. };
  373. class DLL_LINKAGE CCreGenLeveledCastleInfo : public CCreGenAsCastleInfo, public CCreGenLeveledInfo
  374. {
  375. };
  376. class DLL_LINKAGE CGDwelling : public CArmedInstance
  377. {
  378. public:
  379. typedef std::vector<std::pair<ui32, std::vector<ui32> > > TCreaturesSet;
  380. CSpecObjInfo * info; //h3m info about dewlling
  381. TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
  382. template <typename Handler> void serialize(Handler &h, const int version)
  383. {
  384. h & static_cast<CArmedInstance&>(*this) & creatures;
  385. }
  386. void initObj();
  387. void setProperty(ui8 what, ui32 val);
  388. void onHeroVisit(const CGHeroInstance * h) const;
  389. void newTurn() const;
  390. void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
  391. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  392. void wantsFight(const CGHeroInstance *h, ui32 answer) const;
  393. };
  394. class DLL_LINKAGE CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  395. {
  396. public:
  397. std::set<si32> visitors; //ids of heroes who have visited this obj
  398. si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
  399. const std::string & getHoverText() const;
  400. void setPropertyDer(ui8 what, ui32 val);//synchr
  401. void onHeroVisit(const CGHeroInstance * h) const;
  402. void onNAHeroVisit(int heroID, bool alreadyVisited) const;
  403. void initObj();
  404. bool wasVisited (const CGHeroInstance * h) const;
  405. void treeSelected(int heroID, int resType, int resVal, expType expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
  406. void schoolSelected(int heroID, ui32 which) const;
  407. void arenaSelected(int heroID, int primSkill) const;
  408. template <typename Handler> void serialize(Handler &h, const int version)
  409. {
  410. h & static_cast<CGObjectInstance&>(*this);
  411. h & visitors & ttype;
  412. }
  413. };
  414. class DLL_LINKAGE CGTownBuilding : public IObjectInterface
  415. {
  416. ///basic class for town structures handled as map objects
  417. public:
  418. si32 ID; //from buildig list
  419. si32 id; //identifies its index on towns vector
  420. CGTownInstance *town;
  421. template <typename Handler> void serialize(Handler &h, const int version)
  422. {
  423. h & ID & id;
  424. }
  425. };
  426. class DLL_LINKAGE COPWBonus : public CGTownBuilding
  427. {///used for OPW bonusing structures
  428. public:
  429. std::set<si32> visitors;
  430. void setProperty(ui8 what, ui32 val);
  431. void onHeroVisit (const CGHeroInstance * h) const;
  432. COPWBonus (int index, CGTownInstance *TOWN);
  433. COPWBonus (){ID = 0; town = NULL;};
  434. template <typename Handler> void serialize(Handler &h, const int version)
  435. {
  436. h & static_cast<CGTownBuilding&>(*this);
  437. h & visitors;
  438. }
  439. };
  440. class DLL_LINKAGE CTownBonus : public CGTownBuilding
  441. {
  442. ///used for one-time bonusing structures
  443. ///feel free to merge inheritance tree
  444. public:
  445. std::set<si32> visitors;
  446. void setProperty(ui8 what, ui32 val);
  447. void onHeroVisit (const CGHeroInstance * h) const;
  448. CTownBonus (int index, CGTownInstance *TOWN);
  449. CTownBonus (){ID = 0; town = NULL;};
  450. template <typename Handler> void serialize(Handler &h, const int version)
  451. {
  452. h & static_cast<CGTownBuilding&>(*this);
  453. h & visitors;
  454. }
  455. };
  456. class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode
  457. {
  458. public:
  459. CTownAndVisitingHero();
  460. };
  461. struct DLL_LINKAGE GrowthInfo
  462. {
  463. struct Entry
  464. {
  465. int count;
  466. std::string description;
  467. Entry(const std::string &format, int _count);
  468. Entry(int subID, EBuilding::EBuilding building, int _count);
  469. };
  470. std::vector<Entry> entries;
  471. int totalGrowth() const;
  472. };
  473. class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket
  474. {
  475. public:
  476. enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
  477. CTownAndVisitingHero townAndVis;
  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. ConstTransitivePtr<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 & townAndVis;
  502. BONUS_TREE_DESERIALIZATION_FIX
  503. //garrison/visiting hero pointers will be restored in the map serialization
  504. }
  505. //////////////////////////////////////////////////////////////////////////
  506. virtual CBonusSystemNode *whatShouldBeAttached() OVERRIDE;
  507. std::string nodeName() const OVERRIDE;
  508. void deserializationFix();
  509. void recreateBuildingsBonuses();
  510. bool addBonusIfBuilt(int building, int type, int val, TPropagatorPtr prop, int subtype = -1); //returns true if building is built and bonus has been added
  511. bool addBonusIfBuilt(int building, int type, int val, int subtype = -1); //convienence version of above
  512. void setVisitingHero(CGHeroInstance *h);
  513. void setGarrisonedHero(CGHeroInstance *h);
  514. const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
  515. // void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
  516. // void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  517. //////////////////////////////////////////////////////////////////////////
  518. 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
  519. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  520. int getSightRadious() const; //returns sight distance
  521. int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  522. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  523. int getMarketEfficiency() const; //=market count
  524. bool allowsTrade(EMarketMode::EMarketMode mode) const;
  525. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  526. void setPropertyDer(ui8 what, ui32 val);
  527. void newTurn() const;
  528. //////////////////////////////////////////////////////////////////////////
  529. bool needsLastStack() const;
  530. CGTownInstance::EFortLevel fortLevel() const;
  531. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  532. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  533. int creatureDwellingLevel(int dwelling) const;
  534. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  535. int creatureGrowth(const int & level) const;
  536. GrowthInfo getGrowthInfo(int level) const;
  537. bool hasFort() const;
  538. bool hasCapitol() const;
  539. //checks if building is constructed and town has same subID
  540. bool hasBuilt(int buildingID) const;
  541. bool hasBuilt(int buildingID, int townID) const;
  542. int dailyIncome() const; //calculates daily income of this town
  543. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  544. void removeCapitols (ui8 owner) const;
  545. bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
  546. CGTownInstance();
  547. virtual ~CGTownInstance();
  548. //////////////////////////////////////////////////////////////////////////
  549. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  550. void onHeroVisit(const CGHeroInstance * h) const;
  551. void onHeroLeave(const CGHeroInstance * h) const;
  552. void initObj();
  553. };
  554. class DLL_LINKAGE CGPandoraBox : public CArmedInstance
  555. {
  556. public:
  557. std::string message;
  558. //gained things:
  559. ui32 gainedExp;
  560. si32 manaDiff; //amount of gained / lost mana
  561. si32 moraleDiff; //morale modifier
  562. si32 luckDiff; //luck modifier
  563. std::vector<si32> resources;//gained / lost resources
  564. std::vector<si32> primskills;//gained / lost resources
  565. std::vector<si32> abilities; //gained abilities
  566. std::vector<si32> abilityLevels; //levels of gained abilities
  567. std::vector<si32> artifacts; //gained artifacts
  568. std::vector<si32> spells; //gained spells
  569. CCreatureSet creatures; //gained creatures
  570. void initObj();
  571. void onHeroVisit(const CGHeroInstance * h) const;
  572. void open (const CGHeroInstance * h, ui32 accept) const;
  573. void endBattle(const CGHeroInstance *h, BattleResult *result) const;
  574. void giveContents(const CGHeroInstance *h, bool afterBattle) const;
  575. void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
  576. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  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;
  582. }
  583. };
  584. class DLL_LINKAGE CGEvent : public CGPandoraBox //event objects
  585. {
  586. public:
  587. ui8 removeAfterVisit; //true if event is removed after occurring
  588. ui8 availableFor; //players whom this event is available for
  589. ui8 computerActivate; //true if computre player can activate this event
  590. ui8 humanActivate; //true if human player can activate this event
  591. template <typename Handler> void serialize(Handler &h, const int version)
  592. {
  593. h & static_cast<CGPandoraBox &>(*this);
  594. h & removeAfterVisit & availableFor & computerActivate & humanActivate;
  595. }
  596. void onHeroVisit(const CGHeroInstance * h) const;
  597. void activated(const CGHeroInstance * h) const;
  598. };
  599. class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map
  600. {
  601. public:
  602. ui32 identifier; //unique code for this monster (used in missions)
  603. si8 character; //character of this set of creatures (0 - the most friendly, 4 - the most hostile) => on init changed to -4 (compliant) ... 10 value (savage)
  604. std::string message; //message printed for attacking hero
  605. std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
  606. si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
  607. ui8 neverFlees; //if true, the troops will never flee
  608. ui8 notGrowingTeam; //if true, number of units won't grow
  609. ui64 temppower; //used to handle fractional stack growth for tiny stacks
  610. void fight(const CGHeroInstance *h) const;
  611. void onHeroVisit(const CGHeroInstance * h) const;
  612. const std::string & getHoverText() const;
  613. void flee( const CGHeroInstance * h ) const;
  614. void endBattle(BattleResult *result) const;
  615. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  616. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  617. void initObj();
  618. void newTurn() const;
  619. void setPropertyDer(ui8 what, ui32 val);
  620. 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)
  621. struct DLL_LINKAGE RestoredCreature // info about merging stacks after battle back into one
  622. {
  623. si32 basicType;
  624. template <typename Handler> void serialize(Handler &h, const int version)
  625. {
  626. h & basicType;
  627. }
  628. } restore;
  629. template <typename Handler> void serialize(Handler &h, const int version)
  630. {
  631. h & static_cast<CArmedInstance&>(*this);
  632. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower & restore;
  633. }
  634. };
  635. class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
  636. {
  637. public:
  638. std::string message;
  639. void onHeroVisit(const CGHeroInstance * h) const;
  640. void initObj();
  641. template <typename Handler> void serialize(Handler &h, const int version)
  642. {
  643. h & static_cast<CGObjectInstance&>(*this);
  644. h & message;
  645. }
  646. };
  647. class DLL_LINKAGE CGSeerHut : public CArmedInstance, public CQuest //army is used when giving reward
  648. {
  649. public:
  650. 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
  651. si32 rID; //reward ID
  652. si32 rVal; //reward value
  653. std::string seerName;
  654. void initObj();
  655. const std::string & getHoverText() const;
  656. void setPropertyDer (ui8 what, ui32 val);
  657. int checkDirection() const; //calculates the region of map where monster is placed
  658. void newTurn() const;
  659. void onHeroVisit (const CGHeroInstance * h) const;
  660. void getRolloverText (MetaString &text, bool onHover) const;
  661. void getCompletionText(MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = NULL) const;
  662. void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
  663. void completeQuest (const CGHeroInstance * h) const;
  664. void setObjToKill(); //remember creatures / heroes to kill after they are initialized
  665. const CGHeroInstance *getHeroToKill(bool allowNull = false) const;
  666. const CGCreature *getCreatureToKill(bool allowNull = false) const;
  667. template <typename Handler> void serialize(Handler &h, const int version)
  668. {
  669. h & static_cast<CArmedInstance&>(*this) & static_cast<CQuest&>(*this);
  670. h & rewardType & rID & rVal & seerName;
  671. }
  672. };
  673. class DLL_LINKAGE CGQuestGuard : public CGSeerHut
  674. {
  675. public:
  676. void initObj();
  677. void completeQuest (const CGHeroInstance * h) const;
  678. template <typename Handler> void serialize(Handler &h, const int version)
  679. {
  680. h & static_cast<CGSeerHut&>(*this);
  681. }
  682. };
  683. class DLL_LINKAGE CGWitchHut : public CPlayersVisited
  684. {
  685. public:
  686. std::vector<si32> allowedAbilities;
  687. ui32 ability;
  688. const std::string & getHoverText() const;
  689. void onHeroVisit(const CGHeroInstance * h) const;
  690. void initObj();
  691. template <typename Handler> void serialize(Handler &h, const int version)
  692. {
  693. h & static_cast<CPlayersVisited&>(*this);
  694. h & allowedAbilities & ability;
  695. }
  696. };
  697. class DLL_LINKAGE CGScholar : public CGObjectInstance
  698. {
  699. public:
  700. ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
  701. ui16 bonusID; //ID of skill/spell
  702. void giveAnyBonus(const CGHeroInstance * h) const;
  703. void onHeroVisit(const CGHeroInstance * h) const;
  704. void initObj();
  705. template <typename Handler> void serialize(Handler &h, const int version)
  706. {
  707. h & static_cast<CGObjectInstance&>(*this);
  708. h & bonusType & bonusID;
  709. }
  710. };
  711. class DLL_LINKAGE CGGarrison : public CArmedInstance
  712. {
  713. public:
  714. ui8 removableUnits;
  715. ui8 getPassableness() const;
  716. void onHeroVisit (const CGHeroInstance *h) const;
  717. void fightOver (const CGHeroInstance *h, BattleResult *result) const;
  718. template <typename Handler> void serialize(Handler &h, const int version)
  719. {
  720. h & static_cast<CArmedInstance&>(*this);
  721. h & removableUnits;
  722. }
  723. };
  724. class DLL_LINKAGE CGArtifact : public CArmedInstance
  725. {
  726. public:
  727. CArtifactInstance *storedArtifact;
  728. std::string message;
  729. void onHeroVisit(const CGHeroInstance * h) const;
  730. void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
  731. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  732. void pick( const CGHeroInstance * h ) const;
  733. void initObj();
  734. template <typename Handler> void serialize(Handler &h, const int version)
  735. {
  736. h & static_cast<CArmedInstance&>(*this);
  737. h & message & storedArtifact;
  738. }
  739. };
  740. class DLL_LINKAGE CGResource : public CArmedInstance
  741. {
  742. public:
  743. ui32 amount; //0 if random
  744. std::string message;
  745. void onHeroVisit(const CGHeroInstance * h) const;
  746. void collectRes(int player) const;
  747. void initObj();
  748. void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
  749. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  750. template <typename Handler> void serialize(Handler &h, const int version)
  751. {
  752. h & static_cast<CArmedInstance&>(*this);
  753. h & amount & message;
  754. }
  755. };
  756. class DLL_LINKAGE CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
  757. {
  758. public:
  759. ui32 type, val1, val2;
  760. void onHeroVisit(const CGHeroInstance * h) const;
  761. void initObj();
  762. void chosen(int which, int heroID) const;
  763. template <typename Handler> void serialize(Handler &h, const int version)
  764. {
  765. h & static_cast<CGObjectInstance&>(*this);
  766. h & type & val1 & val2;
  767. }
  768. };
  769. class DLL_LINKAGE CGShrine : public CPlayersVisited
  770. {
  771. public:
  772. ui8 spell; //number of spell or 255 if random
  773. void onHeroVisit(const CGHeroInstance * h) const;
  774. void initObj();
  775. const std::string & getHoverText() const;
  776. template <typename Handler> void serialize(Handler &h, const int version)
  777. {
  778. h & static_cast<CPlayersVisited&>(*this);;
  779. h & spell;
  780. }
  781. };
  782. class DLL_LINKAGE CGMine : public CArmedInstance
  783. {
  784. public:
  785. ui8 producedResource;
  786. ui32 producedQuantity;
  787. void offerLeavingGuards(const CGHeroInstance *h) const;
  788. void endBattle(BattleResult *result, ui8 attackingPlayer) const;
  789. void fight(ui32 agreed, const CGHeroInstance *h) const;
  790. void onHeroVisit(const CGHeroInstance * h) const;
  791. void flagMine(ui8 player) const;
  792. void newTurn() const;
  793. void initObj();
  794. template <typename Handler> void serialize(Handler &h, const int version)
  795. {
  796. h & static_cast<CArmedInstance&>(*this);
  797. h & producedResource & producedQuantity;
  798. }
  799. ui32 defaultResProduction();
  800. };
  801. class DLL_LINKAGE CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  802. {
  803. public:
  804. ui8 visited; //true if object has been visited this week
  805. void setPropertyDer(ui8 what, ui32 val);//synchr
  806. bool wasVisited(ui8 player) const;
  807. void onHeroVisit(const CGHeroInstance * h) const;
  808. void newTurn() const;
  809. template <typename Handler> void serialize(Handler &h, const int version)
  810. {
  811. h & static_cast<CGObjectInstance&>(*this);
  812. h & visited;
  813. }
  814. };
  815. class DLL_LINKAGE CGTeleport : public CGObjectInstance //teleports and subterranean gates
  816. {
  817. public:
  818. static std::map<int,std::map<int, std::vector<int> > > objs; //teleports: map[ID][subID] => vector of ids
  819. static std::vector<std::pair<int, int> > gates; //subterranean gates: pairs of ids
  820. void onHeroVisit(const CGHeroInstance * h) const;
  821. void initObj();
  822. static void postInit();
  823. static int getMatchingGate(int id); //receives id of one subterranean gate and returns id of the paired one, -1 if none
  824. template <typename Handler> void serialize(Handler &h, const int version)
  825. {
  826. h & static_cast<CGObjectInstance&>(*this);
  827. }
  828. };
  829. class DLL_LINKAGE CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  830. {
  831. public:
  832. bool wasVisited (const CGHeroInstance * h) const;
  833. void onHeroVisit(const CGHeroInstance * h) const;
  834. const std::string & getHoverText() const;
  835. void initObj();
  836. template <typename Handler> void serialize(Handler &h, const int version)
  837. {
  838. h & static_cast<CGObjectInstance&>(*this);
  839. }
  840. };
  841. class DLL_LINKAGE CGMagicSpring : public CGVisitableOPW
  842. {///unfortunatelly, this one is quite different than others
  843. public:
  844. void onHeroVisit(const CGHeroInstance * h) const;
  845. const std::string & getHoverText() const;
  846. template <typename Handler> void serialize(Handler &h, const int version)
  847. {
  848. h & static_cast<CGObjectInstance&>(*this);
  849. h & visited;
  850. }
  851. };
  852. class DLL_LINKAGE CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  853. {
  854. public:
  855. void onHeroVisit(const CGHeroInstance * h) const;
  856. const std::string & getHoverText() const;
  857. template <typename Handler> void serialize(Handler &h, const int version)
  858. {
  859. h & static_cast<CGObjectInstance&>(*this);
  860. }
  861. };
  862. class DLL_LINKAGE CGSirens : public CGObjectInstance
  863. {
  864. public:
  865. void onHeroVisit(const CGHeroInstance * h) const;
  866. const std::string & getHoverText() const;
  867. void initObj();
  868. template <typename Handler> void serialize(Handler &h, const int version)
  869. {
  870. h & static_cast<CGObjectInstance&>(*this);
  871. }
  872. };
  873. class DLL_LINKAGE CGObservatory : public CGObjectInstance //Redwood observatory
  874. {
  875. public:
  876. void onHeroVisit(const CGHeroInstance * h) const;
  877. template <typename Handler> void serialize(Handler &h, const int version)
  878. {
  879. h & static_cast<CGObjectInstance&>(*this);
  880. }
  881. };
  882. class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards
  883. {
  884. public:
  885. static std::map <ui8, std::set <ui8> > playerKeyMap; //[players][keysowned]
  886. //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
  887. void setPropertyDer (ui8 what, ui32 val);
  888. const std::string getName() const; //depending on color
  889. bool wasMyColorVisited (int player) const;
  890. template <typename Handler> void serialize(Handler &h, const int version)
  891. {
  892. h & static_cast<CGObjectInstance&>(*this);
  893. }
  894. };
  895. class DLL_LINKAGE CGKeymasterTent : public CGKeys
  896. {
  897. public:
  898. bool wasVisited (ui8 player) const;
  899. void onHeroVisit(const CGHeroInstance * h) const;
  900. const std::string & getHoverText() const;
  901. template <typename Handler> void serialize(Handler &h, const int version)
  902. {
  903. h & static_cast<CGObjectInstance&>(*this);
  904. }
  905. };
  906. class DLL_LINKAGE CGBorderGuard : public CGKeys, public CQuest
  907. {
  908. public:
  909. void initObj();
  910. const std::string & getHoverText() const;
  911. void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = NULL) const;
  912. void getRolloverText (MetaString &text, bool onHover) const;
  913. bool checkQuest (const CGHeroInstance * h) const;
  914. void onHeroVisit(const CGHeroInstance * h) const;
  915. void openGate(const CGHeroInstance *h, ui32 accept) const;
  916. template <typename Handler> void serialize(Handler &h, const int version)
  917. {
  918. h & static_cast<CQuest&>(*this);
  919. h & static_cast<CGObjectInstance&>(*this);
  920. h & blockVisit;
  921. }
  922. };
  923. class DLL_LINKAGE CGBorderGate : public CGBorderGuard
  924. {
  925. public:
  926. void onHeroVisit(const CGHeroInstance * h) const;
  927. ui8 getPassableness() const;
  928. template <typename Handler> void serialize(Handler &h, const int version)
  929. {
  930. h & static_cast<CGBorderGuard&>(*this); //need to serialize or object will be empty
  931. }
  932. };
  933. class DLL_LINKAGE CGBoat : public CGObjectInstance
  934. {
  935. public:
  936. ui8 direction;
  937. const CGHeroInstance *hero; //hero on board
  938. void initObj();
  939. CGBoat()
  940. {
  941. hero = NULL;
  942. direction = 4;
  943. }
  944. template <typename Handler> void serialize(Handler &h, const int version)
  945. {
  946. h & static_cast<CGObjectInstance&>(*this) & direction;
  947. }
  948. };
  949. class DLL_LINKAGE CGOnceVisitable : public CPlayersVisited
  950. ///wagon, corpse, lean to, warriors tomb
  951. {
  952. public:
  953. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  954. ui32 bonusType, //id of res or artifact
  955. bonusVal; //resource amount (or not used)
  956. void onHeroVisit(const CGHeroInstance * h) const;
  957. const std::string & getHoverText() const;
  958. void initObj();
  959. void searchTomb(const CGHeroInstance *h, ui32 accept) const;
  960. template <typename Handler> void serialize(Handler &h, const int version)
  961. {
  962. h & static_cast<CPlayersVisited&>(*this);;
  963. h & artOrRes & bonusType & bonusVal;
  964. }
  965. };
  966. class DLL_LINKAGE CBank : public CArmedInstance
  967. {
  968. public:
  969. int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
  970. BankConfig *bc;
  971. double multiplier; //for improved banks script
  972. std::vector<ui32> artifacts; //fixed and deterministic
  973. ui32 daycounter;
  974. void initObj();
  975. const std::string & getHoverText() const;
  976. void setPropertyDer (ui8 what, ui32 val);
  977. void initialize() const;
  978. void reset(ui16 var1);
  979. void newTurn() const;
  980. bool wasVisited (ui8 player) const;
  981. virtual void onHeroVisit (const CGHeroInstance * h) const;
  982. virtual void fightGuards (const CGHeroInstance *h, ui32 accept) const;
  983. virtual void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  984. template <typename Handler> void serialize(Handler &h, const int version)
  985. {
  986. h & static_cast<CArmedInstance&>(*this);
  987. h & index & multiplier & artifacts & daycounter & bc;
  988. }
  989. };
  990. class DLL_LINKAGE CGPyramid : public CBank
  991. {
  992. public:
  993. ui16 spell;
  994. void initObj();
  995. const std::string & getHoverText() const;
  996. void newTurn() const {}; //empty, no reset
  997. void onHeroVisit (const CGHeroInstance * h) const;
  998. void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
  999. template <typename Handler> void serialize(Handler &h, const int version)
  1000. {
  1001. h & static_cast<CBank&>(*this);
  1002. h & spell;
  1003. }
  1004. };
  1005. class CGShipyard : public CGObjectInstance, public IShipyard
  1006. {
  1007. public:
  1008. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  1009. CGShipyard();
  1010. void onHeroVisit(const CGHeroInstance * h) const;
  1011. };
  1012. class DLL_LINKAGE CGMagi : public CGObjectInstance
  1013. {
  1014. public:
  1015. static std::map <si32, std::vector<si32> > eyelist; //[subID][id], supports multiple sets as in H5
  1016. void initObj();
  1017. void onHeroVisit(const CGHeroInstance * h) const;
  1018. template <typename Handler> void serialize(Handler &h, const int version)
  1019. {
  1020. h & static_cast<CGObjectInstance&>(*this);
  1021. }
  1022. };
  1023. class DLL_LINKAGE CCartographer : public CPlayersVisited
  1024. {
  1025. ///behaviour varies depending on surface and floor
  1026. public:
  1027. void onHeroVisit( const CGHeroInstance * h ) const;
  1028. void buyMap (const CGHeroInstance *h, ui32 accept) const;
  1029. template <typename Handler> void serialize(Handler &h, const int version)
  1030. {
  1031. h & static_cast<CPlayersVisited&>(*this);
  1032. }
  1033. };
  1034. class DLL_LINKAGE CGDenOfthieves : public CGObjectInstance
  1035. {
  1036. void onHeroVisit (const CGHeroInstance * h) const;
  1037. };
  1038. class DLL_LINKAGE CGObelisk : public CPlayersVisited
  1039. {
  1040. public:
  1041. static ui8 obeliskCount; //how many obelisks are on map
  1042. static std::map<ui8, ui8> visited; //map: team_id => how many obelisks has been visited
  1043. void setPropertyDer (ui8 what, ui32 val);
  1044. void onHeroVisit(const CGHeroInstance * h) const;
  1045. void initObj();
  1046. const std::string & getHoverText() const;
  1047. template <typename Handler> void serialize(Handler &h, const int version)
  1048. {
  1049. h & static_cast<CPlayersVisited&>(*this);
  1050. }
  1051. };
  1052. class DLL_LINKAGE CGLighthouse : public CGObjectInstance
  1053. {
  1054. public:
  1055. void onHeroVisit(const CGHeroInstance * h) const;
  1056. void initObj();
  1057. const std::string & getHoverText() const;
  1058. template <typename Handler> void serialize(Handler &h, const int version)
  1059. {
  1060. h & static_cast<CGObjectInstance&>(*this);
  1061. }
  1062. void giveBonusTo( ui8 player ) const;
  1063. };
  1064. class DLL_LINKAGE CGMarket : public CGObjectInstance, public IMarket
  1065. {
  1066. public:
  1067. CGMarket();
  1068. void onHeroVisit(const CGHeroInstance * h) const; //open trading window
  1069. int getMarketEfficiency() const;
  1070. bool allowsTrade(EMarketMode::EMarketMode mode) const;
  1071. int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
  1072. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  1073. template <typename Handler> void serialize(Handler &h, const int version)
  1074. {
  1075. h & static_cast<CGObjectInstance&>(*this);
  1076. }
  1077. };
  1078. class DLL_LINKAGE CGBlackMarket : public CGMarket
  1079. {
  1080. public:
  1081. std::vector<const CArtifact *> artifacts; //available artifacts
  1082. void newTurn() const; //reset artifacts for black market every month
  1083. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  1084. template <typename Handler> void serialize(Handler &h, const int version)
  1085. {
  1086. h & static_cast<CGMarket&>(*this);
  1087. h & artifacts;
  1088. }
  1089. };
  1090. class DLL_LINKAGE CGUniversity : public CGMarket
  1091. {
  1092. public:
  1093. std::vector<int> skills; //available skills
  1094. std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
  1095. void initObj();//set skills for trade
  1096. void onHeroVisit(const CGHeroInstance * h) const; //open window
  1097. template <typename Handler> void serialize(Handler &h, const int version)
  1098. {
  1099. h & static_cast<CGMarket&>(*this);
  1100. h & skills;
  1101. }
  1102. };
  1103. struct BankConfig
  1104. {
  1105. BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
  1106. ui8 level; //1 - 4, how hard the battle will be
  1107. ui8 chance; //chance for this level being chosen
  1108. ui8 upgradeChance; //chance for creatures to be in upgraded versions
  1109. std::vector< std::pair <ui16, ui32> > guards; //creature ID, amount
  1110. ui32 combatValue; //how hard are guards of this level
  1111. std::vector<si32> resources; //resources given in case of victory
  1112. std::vector< std::pair <ui16, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
  1113. std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
  1114. ui32 value; //overall value of given things
  1115. ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
  1116. ui16 easiest; //?!?
  1117. template <typename Handler> void serialize(Handler &h, const int version)
  1118. {
  1119. h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
  1120. }
  1121. };
  1122. class DLL_LINKAGE CObjectHandler
  1123. {
  1124. public:
  1125. std::map<si32, si32> cregens; //type 17. dwelling subid -> creature ID
  1126. std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
  1127. std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
  1128. std::vector<ui32> resVals; //default values of resources in gold
  1129. void loadObjects();
  1130. int bankObjToIndex (const CGObjectInstance * obj);
  1131. template <typename Handler> void serialize(Handler &h, const int version)
  1132. {
  1133. h & cregens & banksInfo & creBanksNames & resVals;
  1134. }
  1135. };