CObjectHandler.h 27 KB

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  1. #ifndef __COBJECTHANDLER_H__
  2. #define __COBJECTHANDLER_H__
  3. #include "../global.h"
  4. #include <string>
  5. #include <vector>
  6. #include <set>
  7. #include <map>
  8. #include <list>
  9. #include "CCreatureHandler.h"
  10. #include "../lib/HeroBonus.h"
  11. #ifndef _MSC_VER
  12. #include "CHeroHandler.h"
  13. #include "CTownHandler.h"
  14. #include "../lib/VCMI_Lib.h"
  15. #endif
  16. /*
  17. * CObjectHandler.h, part of VCMI engine
  18. *
  19. * Authors: listed in file AUTHORS in main folder
  20. *
  21. * License: GNU General Public License v2.0 or later
  22. * Full text of license available in license.txt file, in main folder
  23. *
  24. */
  25. using boost::logic::tribool;
  26. class IGameCallback;
  27. struct BattleResult;
  28. class CCPPObjectScript;
  29. class CGObjectInstance;
  30. class CScript;
  31. class CObjectScript;
  32. class CGHeroInstance;
  33. class CTown;
  34. class CHero;
  35. class CBuilding;
  36. class CSpell;
  37. class CGTownInstance;
  38. class CArtifact;
  39. class CGDefInfo;
  40. class CSpecObjInfo;
  41. struct TerrainTile;
  42. struct InfoWindow;
  43. class DLL_EXPORT CCastleEvent
  44. {
  45. public:
  46. std::string name, message;
  47. std::vector<si32> resources; //gain / loss of resources
  48. ui8 players; //players for whom this event can be applied
  49. ui8 forHuman, forComputer;
  50. ui32 firstShow; //postpone of first encounter time in days
  51. ui32 forEvery; //every n days this event will occure
  52. ui8 bytes[6]; //build specific buildings (raw format, similar to town's)
  53. si32 gen[7]; //additional creatures in i-th level dwelling
  54. bool operator<(const CCastleEvent &drugie) const
  55. {
  56. return firstShow<drugie.firstShow;
  57. }
  58. template <typename Handler> void serialize(Handler &h, const int version)
  59. {
  60. h & name & message & resources & players & forHuman & forComputer & firstShow
  61. & forEvery & bytes & gen;
  62. }
  63. };
  64. class CQuest
  65. {
  66. public:
  67. ui8 missionType; //type of mission: 0 - no mission; 1 - reach level; 2 - reach main statistics values; 3 - win with a certain hero; 4 - win with a certain creature; 5 - collect some atifacts; 6 - have certain troops in army; 7 - collect resources; 8 - be a certain hero; 9 - be a certain playe
  68. si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
  69. ui32 m13489val;
  70. std::vector<ui32> m2stats;
  71. std::vector<ui16> m5arts; //artifacts id
  72. std::vector<std::pair<ui32, ui32> > m6creatures; //pair[cre id, cre count]
  73. std::vector<ui32> m7resources;
  74. std::string firstVisitText, nextVisitText, completedText;
  75. template <typename Handler> void serialize(Handler &h, const int version)
  76. {
  77. h & missionType & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  78. & firstVisitText & nextVisitText & completedText;
  79. }
  80. };
  81. class DLL_EXPORT IObjectInterface
  82. {
  83. public:
  84. static IGameCallback *cb;
  85. IObjectInterface();
  86. virtual ~IObjectInterface();
  87. virtual void onHeroVisit(const CGHeroInstance * h) const;
  88. virtual void onHeroLeave(const CGHeroInstance * h) const;
  89. virtual void newTurn() const;
  90. virtual void initObj(); //synchr
  91. virtual void setProperty(ui8 what, ui32 val);//synchr
  92. };
  93. class DLL_EXPORT CGObjectInstance : protected IObjectInterface
  94. {
  95. protected:
  96. public:
  97. mutable std::string hoverName;
  98. int3 pos; //h3m pos
  99. si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
  100. si32 id;//number of object in CObjectHandler's vector
  101. CGDefInfo * defInfo;
  102. CSpecObjInfo * info;
  103. ui8 animPhaseShift;
  104. ui8 tempOwner;
  105. ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
  106. virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  107. virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
  108. int getOwner() const;
  109. void setOwner(int ow);
  110. int getWidth() const; //returns width of object graphic in tiles
  111. int getHeight() const; //returns height of object graphic in tiles
  112. bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
  113. int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
  114. 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)
  115. 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)
  116. bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
  117. CGObjectInstance();
  118. virtual ~CGObjectInstance();
  119. //CGObjectInstance(const CGObjectInstance & right);
  120. //CGObjectInstance& operator=(const CGObjectInstance & right);
  121. virtual const std::string & getHoverText() const;
  122. //////////////////////////////////////////////////////////////////////////
  123. void initObj();
  124. void setProperty(ui8 what, ui32 val);//synchr
  125. virtual void setPropertyDer(ui8 what, ui32 val);//synchr
  126. friend class CGameHandler;
  127. template <typename Handler> void serialize(Handler &h, const int version)
  128. {
  129. h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit;
  130. //definfo is handled by map serializer
  131. }
  132. };
  133. class DLL_EXPORT CPlayersVisited: public CGObjectInstance
  134. {
  135. public:
  136. std::set<ui8> players; //players that visited this object
  137. bool hasVisited(ui8 player) const;
  138. void setPropertyDer(ui8 what, ui32 val);//synchr
  139. template <typename Handler> void serialize(Handler &h, const int version)
  140. {
  141. h & players;
  142. }
  143. };
  144. class DLL_EXPORT CArmedInstance: public CGObjectInstance
  145. {
  146. public:
  147. CCreatureSet army; //army
  148. virtual bool needsLastStack() const; //true if last stack cannot be taken
  149. int getArmyStrength() const; //sum of AI values of creatures
  150. template <typename Handler> void serialize(Handler &h, const int version)
  151. {
  152. h & static_cast<CGObjectInstance&>(*this);
  153. h & army;
  154. }
  155. };
  156. class DLL_EXPORT CGHeroInstance : public CArmedInstance
  157. {
  158. public:
  159. //////////////////////////////////////////////////////////////////////////
  160. ui8 moveDir; //format: 123
  161. // 8 4
  162. // 765
  163. mutable ui8 isStanding, tacticFormationEnabled;
  164. //////////////////////////////////////////////////////////////////////////
  165. CHero * type;
  166. ui32 exp; //experience point
  167. si32 level; //current level of hero
  168. std::string name; //may be custom
  169. std::string biography; //if custom
  170. si32 portrait; //may be custom
  171. si32 mana; // remaining spell points
  172. std::vector<si32> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
  173. 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
  174. si32 movement; //remaining movement points
  175. si32 identifier; //from the map file
  176. ui8 sex;
  177. ui8 inTownGarrison; // if hero is in town garrison
  178. CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
  179. std::vector<ui32> artifacts; //hero's artifacts from bag
  180. std::map<ui16,ui32> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
  181. std::set<ui32> spells; //known spells (spell IDs)
  182. struct DLL_EXPORT Patrol
  183. {
  184. Patrol(){patrolling=false;patrolRadious=-1;};
  185. ui8 patrolling;
  186. si32 patrolRadious;
  187. template <typename Handler> void serialize(Handler &h, const int version)
  188. {
  189. h & patrolling & patrolRadious;
  190. }
  191. } patrol;
  192. std::list<HeroBonus> bonuses;
  193. //////////////////////////////////////////////////////////////////////////
  194. template <typename Handler> void serialize(Handler &h, const int version)
  195. {
  196. h & static_cast<CArmedInstance&>(*this);
  197. h & exp & level & name & biography & portrait & mana & primSkills & secSkills & movement
  198. & identifier & sex & inTownGarrison & artifacts & artifWorn & spells & patrol & bonuses
  199. & moveDir;
  200. ui8 standardType = (VLC->heroh->heroes[subID] == type);
  201. h & standardType;
  202. if(!standardType)
  203. h & type;
  204. else if(!h.saving)
  205. type = VLC->heroh->heroes[subID];
  206. //visitied town pointer will be restored by map serialization method
  207. }
  208. //////////////////////////////////////////////////////////////////////////
  209. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  210. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  211. //////////////////////////////////////////////////////////////////////////
  212. const HeroBonus *getBonus(int from, int id) const;
  213. int valOfBonuses(HeroBonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then any
  214. bool hasBonusOfType(HeroBonus::BonusType type, int subtype = -1) const; //determines if hero has a bonus of given type (and optionally subtype)
  215. const std::string &getBiography() const;
  216. bool needsLastStack()const;
  217. 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
  218. unsigned int getLowestCreatureSpeed() const;
  219. int3 getPosition(bool h3m) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  220. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  221. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  222. bool canWalkOnSea() const;
  223. int getCurrentLuck(int stack=-1, bool town=false) const;
  224. std::vector<std::pair<int,std::string> > getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
  225. 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
  226. std::vector<std::pair<int,std::string> > getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
  227. int getPrimSkillLevel(int id) const;
  228. ui8 getSecSkillLevel(const int & ID) const; //0 - no skill
  229. int maxMovePoints(bool onLand) const;
  230. ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
  231. const CArtifact * getArt(int pos) const;
  232. 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)
  233. 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
  234. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  235. double getHeroStrength() const;
  236. int getTotalStrength() const;
  237. ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be cast by this hero
  238. 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
  239. //////////////////////////////////////////////////////////////////////////
  240. void initHero();
  241. void initHero(int SUBID);
  242. void recreateArtBonuses();
  243. void initHeroDefInfo();
  244. CGHeroInstance();
  245. virtual ~CGHeroInstance();
  246. //////////////////////////////////////////////////////////////////////////
  247. void setPropertyDer(ui8 what, ui32 val);//synchr
  248. void initObj();
  249. void onHeroVisit(const CGHeroInstance * h) const;
  250. };
  251. class DLL_EXPORT CGDwelling : public CArmedInstance
  252. {
  253. public:
  254. std::vector<std::pair<ui32, std::vector<ui32> > > creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
  255. template <typename Handler> void serialize(Handler &h, const int version)
  256. {
  257. h & static_cast<CArmedInstance&>(*this) & creatures;
  258. }
  259. void initObj();
  260. void onHeroVisit(const CGHeroInstance * h) const;
  261. void newTurn() const;
  262. void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
  263. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  264. void wantsFight(const CGHeroInstance *h, ui32 answer) const;
  265. };
  266. class DLL_EXPORT CGTownInstance : public CGDwelling
  267. {
  268. public:
  269. CTown * town;
  270. std::string name; // name of town
  271. si32 builded; //how many buildings has been built this turn
  272. si32 destroyed; //how many buildings has been destroyed this turn
  273. const CGHeroInstance * garrisonHero, *visitingHero;
  274. ui32 identifier; //special identifier from h3m (only > RoE maps)
  275. si32 alignment;
  276. std::set<si32> forbiddenBuildings, builtBuildings;
  277. std::vector<ui32> possibleSpells, obligatorySpells;
  278. std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
  279. //struct StrInfo
  280. //{
  281. // std::map<si32,ui32> creatures; //level - available amount
  282. // template <typename Handler> void serialize(Handler &h, const int version)
  283. // {
  284. // h & creatures;
  285. // }
  286. //} strInfo;
  287. std::set<CCastleEvent> events;
  288. //////////////////////////////////////////////////////////////////////////
  289. template <typename Handler> void serialize(Handler &h, const int version)
  290. {
  291. h & static_cast<CGDwelling&>(*this);
  292. h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings
  293. & possibleSpells & obligatorySpells & spells & /*strInfo & */events;
  294. ui8 standardType = (&VLC->townh->towns[subID] == town);
  295. h & standardType;
  296. if(!standardType)
  297. h & town;
  298. else if(!h.saving)
  299. town = &VLC->townh->towns[subID];
  300. //garrison/visiting hero pointers will be restored in the map serialization
  301. }
  302. //////////////////////////////////////////////////////////////////////////
  303. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  304. int getSightRadious() const; //returns sight distance
  305. //////////////////////////////////////////////////////////////////////////
  306. bool needsLastStack() const;
  307. int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
  308. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  309. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  310. bool creatureDwelling(const int & level, bool upgraded=false) const;
  311. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  312. int creatureGrowth(const int & level) const;
  313. bool hasFort() const;
  314. bool hasCapitol() const;
  315. int dailyIncome() const; //calculates daily income of this town
  316. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  317. CGTownInstance();
  318. virtual ~CGTownInstance();
  319. //////////////////////////////////////////////////////////////////////////
  320. void onHeroVisit(const CGHeroInstance * h) const;
  321. void onHeroLeave(const CGHeroInstance * h) const;
  322. void initObj();
  323. };
  324. class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  325. {
  326. public:
  327. std::set<si32> visitors; //ids of heroes who have visited this obj
  328. si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
  329. const std::string & getHoverText() const;
  330. void setPropertyDer(ui8 what, ui32 val);//synchr
  331. void onHeroVisit(const CGHeroInstance * h) const;
  332. void onNAHeroVisit(int heroID, bool alreadyVisited) const;
  333. void initObj();
  334. void treeSelected(int heroID, int resType, int resVal, int expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
  335. void schoolSelected(int heroID, ui32 which) const;
  336. void arenaSelected(int heroID, int primSkill) const;
  337. template <typename Handler> void serialize(Handler &h, const int version)
  338. {
  339. h & static_cast<CGObjectInstance&>(*this);
  340. h & visitors & ttype;
  341. }
  342. };
  343. class DLL_EXPORT CGEvent : public CArmedInstance //event objects
  344. {
  345. public:
  346. std::string message;
  347. ui32 gainedExp;
  348. si32 manaDiff; //amount of gained / lost mana
  349. si32 moraleDiff; //morale modifier
  350. si32 luckDiff; //luck modifier
  351. std::vector<si32> resources;//gained / lost resources
  352. std::vector<si32> primskills;//gained / lost resources
  353. std::vector<si32> abilities; //gained abilities
  354. std::vector<si32> abilityLevels; //levels of gained abilities
  355. std::vector<si32> artifacts; //gained artifacts
  356. std::vector<si32> spells; //gained spells
  357. CCreatureSet creatures; //gained creatures
  358. ui8 availableFor; //players whom this event is available for
  359. ui8 computerActivate; //true if computre player can activate this event
  360. ui8 humanActivate; //true if human player can activate this event
  361. ui8 removeAfterVisit; //true if event is removed after occurring
  362. template <typename Handler> void serialize(Handler &h, const int version)
  363. {
  364. h & static_cast<CArmedInstance&>(*this);
  365. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  366. & abilities & abilityLevels & artifacts & spells & creatures & availableFor
  367. & computerActivate & humanActivate;
  368. }
  369. void activated(const CGHeroInstance * h) const;
  370. void onHeroVisit(const CGHeroInstance * h) const;
  371. void endBattle(const CGHeroInstance *h, BattleResult *result) const;
  372. void giveContents(const CGHeroInstance *h, bool afterBattle) const;
  373. void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
  374. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  375. };
  376. class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
  377. {
  378. public:
  379. ui32 identifier; //unique code for this monster (used in missions)
  380. 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)
  381. std::string message; //message printed for attacking hero
  382. std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
  383. si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
  384. ui8 neverFlees; //if true, the troops will never flee
  385. ui8 notGrowingTeam; //if true, number of units won't grow
  386. void fight(const CGHeroInstance *h) const;
  387. void onHeroVisit(const CGHeroInstance * h) const;
  388. void flee( const CGHeroInstance * h ) const;
  389. void endBattle(BattleResult *result) const;
  390. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  391. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  392. void initObj();
  393. 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)
  394. template <typename Handler> void serialize(Handler &h, const int version)
  395. {
  396. h & static_cast<CArmedInstance&>(*this);
  397. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam;
  398. }
  399. };
  400. class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
  401. {
  402. public:
  403. std::string message;
  404. void onHeroVisit(const CGHeroInstance * h) const;
  405. void initObj();
  406. template <typename Handler> void serialize(Handler &h, const int version)
  407. {
  408. h & static_cast<CGObjectInstance&>(*this);
  409. h & message;
  410. }
  411. };
  412. class DLL_EXPORT CGSeerHut : public CGObjectInstance, public CQuest
  413. {
  414. public:
  415. 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
  416. si32 rID; //reward ID
  417. si32 rVal; //reward value
  418. template <typename Handler> void serialize(Handler &h, const int version)
  419. {
  420. h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
  421. h & rewardType & rID & rVal;
  422. }
  423. };
  424. class DLL_EXPORT CGWitchHut : public CPlayersVisited
  425. {
  426. public:
  427. std::vector<si32> allowedAbilities;
  428. ui32 ability;
  429. const std::string & getHoverText() const;
  430. void onHeroVisit(const CGHeroInstance * h) const;
  431. void initObj();
  432. template <typename Handler> void serialize(Handler &h, const int version)
  433. {
  434. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  435. h & allowedAbilities & ability;
  436. }
  437. };
  438. class DLL_EXPORT CGScholar : public CGObjectInstance
  439. {
  440. public:
  441. ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
  442. ui16 bonusID; //ID of skill/spell
  443. void giveAnyBonus(const CGHeroInstance * h) const;
  444. void onHeroVisit(const CGHeroInstance * h) const;
  445. void initObj();
  446. template <typename Handler> void serialize(Handler &h, const int version)
  447. {
  448. h & static_cast<CGObjectInstance&>(*this);
  449. h & bonusType & bonusID;
  450. }
  451. };
  452. class DLL_EXPORT CGGarrison : public CArmedInstance
  453. {
  454. public:
  455. ui8 removableUnits;
  456. template <typename Handler> void serialize(Handler &h, const int version)
  457. {
  458. h & static_cast<CArmedInstance&>(*this);
  459. h & removableUnits;
  460. }
  461. };
  462. class DLL_EXPORT CGArtifact : public CArmedInstance
  463. {
  464. public:
  465. std::string message;
  466. ui32 spell; //if it's spell scroll
  467. void onHeroVisit(const CGHeroInstance * h) const;
  468. void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
  469. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  470. void pick( const CGHeroInstance * h ) const;
  471. void initObj();
  472. template <typename Handler> void serialize(Handler &h, const int version)
  473. {
  474. h & static_cast<CArmedInstance&>(*this);
  475. h & message & spell;
  476. }
  477. };
  478. class DLL_EXPORT CGResource : public CArmedInstance
  479. {
  480. public:
  481. ui32 amount; //0 if random
  482. std::string message;
  483. void onHeroVisit(const CGHeroInstance * h) const;
  484. void collectRes(int player) const;
  485. void initObj();
  486. void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
  487. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  488. template <typename Handler> void serialize(Handler &h, const int version)
  489. {
  490. h & static_cast<CArmedInstance&>(*this);
  491. h & amount & message;
  492. }
  493. };
  494. class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest
  495. {
  496. public:
  497. ui32 type, val1, val2;
  498. void onHeroVisit(const CGHeroInstance * h) const;
  499. void initObj();
  500. void chosen(int which, int heroID) const;
  501. template <typename Handler> void serialize(Handler &h, const int version)
  502. {
  503. h & static_cast<CGObjectInstance&>(*this);
  504. h & type & val1 & val2;
  505. }
  506. };
  507. class DLL_EXPORT CGShrine : public CPlayersVisited
  508. {
  509. public:
  510. ui8 spell; //number of spell or 255 if random
  511. void onHeroVisit(const CGHeroInstance * h) const;
  512. void initObj();
  513. const std::string & getHoverText() const;
  514. template <typename Handler> void serialize(Handler &h, const int version)
  515. {
  516. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  517. h & spell;
  518. }
  519. };
  520. class DLL_EXPORT CGPandoraBox : public CArmedInstance
  521. {
  522. public:
  523. std::string message;
  524. //gained things:
  525. ui32 gainedExp;
  526. si32 manaDiff; //amount of gained / lost mana
  527. si32 moraleDiff; //morale modifier
  528. si32 luckDiff; //luck modifier
  529. std::vector<si32> resources;//gained / lost resources
  530. std::vector<si32> primskills;//gained / lost resources
  531. std::vector<si32> abilities; //gained abilities
  532. std::vector<si32> abilityLevels; //levels of gained abilities
  533. std::vector<si32> artifacts; //gained artifacts
  534. std::vector<si32> spells; //gained spells
  535. CCreatureSet creatures; //gained creatures
  536. template <typename Handler> void serialize(Handler &h, const int version)
  537. {
  538. h & static_cast<CArmedInstance&>(*this);
  539. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  540. & abilities & abilityLevels & artifacts & spells & creatures;
  541. }
  542. };
  543. class DLL_EXPORT CGQuestGuard : public CGObjectInstance, public CQuest
  544. {
  545. public:
  546. template <typename Handler> void serialize(Handler &h, const int version)
  547. {
  548. h & static_cast<CQuest&>(*this) & static_cast<CGObjectInstance&>(*this);
  549. }
  550. };
  551. class DLL_EXPORT CGMine : public CArmedInstance
  552. {
  553. public:
  554. void offerLeavingGuards(const CGHeroInstance *h) const;
  555. void onHeroVisit(const CGHeroInstance * h) const;
  556. void newTurn() const;
  557. void initObj();
  558. template <typename Handler> void serialize(Handler &h, const int version)
  559. {
  560. h & static_cast<CArmedInstance&>(*this);
  561. }
  562. };
  563. class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  564. {
  565. public:
  566. ui8 visited; //true if object has been visited this week
  567. void setPropertyDer(ui8 what, ui32 val);//synchr
  568. void onHeroVisit(const CGHeroInstance * h) const;
  569. void newTurn() const;
  570. template <typename Handler> void serialize(Handler &h, const int version)
  571. {
  572. h & static_cast<CGObjectInstance&>(*this);
  573. h & visited;
  574. }
  575. };
  576. class DLL_EXPORT CGTeleport : public CGObjectInstance //teleports and subterranean gates
  577. {
  578. public:
  579. static std::map<int,std::map<int, std::vector<int> > > objs; //map[ID][subID] => vector of ids
  580. void onHeroVisit(const CGHeroInstance * h) const;
  581. void initObj();
  582. template <typename Handler> void serialize(Handler &h, const int version)
  583. {
  584. h & static_cast<CGObjectInstance&>(*this);
  585. }
  586. };
  587. class DLL_EXPORT CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  588. {
  589. public:
  590. void onHeroVisit(const CGHeroInstance * h) const;
  591. const std::string & getHoverText() const;
  592. template <typename Handler> void serialize(Handler &h, const int version)
  593. {
  594. h & static_cast<CGObjectInstance&>(*this);
  595. }
  596. };
  597. class DLL_EXPORT CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  598. {
  599. public:
  600. void onHeroVisit(const CGHeroInstance * h) const;
  601. const std::string & getHoverText() const;
  602. template <typename Handler> void serialize(Handler &h, const int version)
  603. {
  604. h & static_cast<CGObjectInstance&>(*this);
  605. }
  606. };
  607. class DLL_EXPORT CGObservatory : public CGObjectInstance //Redwood observatory
  608. {
  609. public:
  610. void onHeroVisit(const CGHeroInstance * h) const;
  611. template <typename Handler> void serialize(Handler &h, const int version)
  612. {
  613. h & static_cast<CGObjectInstance&>(*this);
  614. }
  615. };
  616. class DLL_EXPORT CGOnceVisitable : public CPlayersVisited //wagon, corpse, lean to, warriors tomb
  617. {
  618. public:
  619. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  620. ui32 bonusType, //id of res or artifact
  621. bonusVal; //resource amount (or not used)
  622. void onHeroVisit(const CGHeroInstance * h) const;
  623. const std::string & getHoverText() const;
  624. void initObj();
  625. void searchTomb(const CGHeroInstance *h, ui32 accept) const;
  626. template <typename Handler> void serialize(Handler &h, const int version)
  627. {
  628. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  629. h & bonusType & bonusVal;
  630. }
  631. };
  632. class DLL_EXPORT CObjectHandler
  633. {
  634. public:
  635. std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
  636. void loadObjects();
  637. template <typename Handler> void serialize(Handler &h, const int version)
  638. {
  639. h & cregens;
  640. }
  641. };
  642. #endif // __COBJECTHANDLER_H__