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