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