| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250 | #pragma once#include "CObjectHandler.h"#include "CGMarket.h" // For IMarket interface#include "CArmedInstance.h"#include "../CTownHandler.h" // For CTown/* * CGTownInstance.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */class CCastleEvent;class CGTownInstance;class DLL_LINKAGE CSpecObjInfo{public:	virtual ~CSpecObjInfo(){};	PlayerColor player; //owner};class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo{public:	bool asCastle;	ui32 identifier;	ui8 castles[2]; //allowed castles};class DLL_LINKAGE CCreGenLeveledInfo : public virtual CSpecObjInfo{public:	ui8 minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>};class DLL_LINKAGE CCreGenLeveledCastleInfo : public CCreGenAsCastleInfo, public CCreGenLeveledInfo{};class DLL_LINKAGE CGDwelling : public CArmedInstance{public:	typedef std::vector<std::pair<ui32, std::vector<CreatureID> > > TCreaturesSet;	CSpecObjInfo * info; //h3m info about dewlling	TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CArmedInstance&>(*this) & creatures;	}	void initObj() override;	void onHeroVisit(const CGHeroInstance * h) const override;	void newTurn() const override;	void setPropertyDer(ui8 what, ui32 val) override;	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;private:	void heroAcceptsCreatures(const CGHeroInstance *h) const;};class DLL_LINKAGE CGTownBuilding : public IObjectInterface{///basic class for town structures handled as map objectspublic:	BuildingID ID; //from buildig list	si32 id; //identifies its index on towns vector	CGTownInstance *town;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & ID & id;	}};class DLL_LINKAGE COPWBonus : public CGTownBuilding{///used for OPW bonusing structurespublic:	std::set<si32> visitors;	void setProperty(ui8 what, ui32 val) override;	void onHeroVisit (const CGHeroInstance * h) const override;	COPWBonus (BuildingID index, CGTownInstance *TOWN);	COPWBonus (){ID = BuildingID::NONE; town = nullptr;};	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGTownBuilding&>(*this);		h & visitors;	}};class DLL_LINKAGE CTownBonus : public CGTownBuilding{///used for one-time bonusing structures///feel free to merge inheritance treepublic:	std::set<ObjectInstanceID> visitors;	void setProperty(ui8 what, ui32 val) override;	void onHeroVisit (const CGHeroInstance * h) const override;	CTownBonus (BuildingID index, CGTownInstance *TOWN);	CTownBonus (){ID = BuildingID::NONE; town = nullptr;};	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGTownBuilding&>(*this);		h & visitors;	}};class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode{public:	CTownAndVisitingHero();};struct DLL_LINKAGE GrowthInfo{	struct Entry	{		int count;		std::string description;		Entry(const std::string &format, int _count);		Entry(int subID, BuildingID building, int _count);	};	std::vector<Entry> entries;	int totalGrowth() const;};class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket{public:	enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};	CTownAndVisitingHero townAndVis;	const CTown * town;	std::string name; // name of town	si32 builded; //how many buildings has been built this turn	si32 destroyed; //how many buildings has been destroyed this turn	ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;	ui32 identifier; //special identifier from h3m (only > RoE maps)	si32 alignment;	std::set<BuildingID> forbiddenBuildings, builtBuildings;	std::vector<CGTownBuilding*> bonusingBuildings;	std::vector<SpellID> possibleSpells, obligatorySpells;	std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild	std::list<CCastleEvent> events;	std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);	//////////////////////////////////////////////////////////////////////////	static std::vector<const CArtifact *> merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought)	static std::vector<int> universitySkills;//skills for university of magic	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGDwelling&>(*this);		h & static_cast<IShipyard&>(*this);		h & static_cast<IMarket&>(*this);		h & name & builded & destroyed & identifier;		h & garrisonHero & visitingHero;		h & alignment & forbiddenBuildings & builtBuildings & bonusValue			& possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;		for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)			(*i)->town = this;		h & town & townAndVis;		BONUS_TREE_DESERIALIZATION_FIX		vstd::erase_if(builtBuildings, [this](BuildingID building) -> bool		{			if(!town->buildings.count(building) ||  !town->buildings.at(building))			{				logGlobal->errorStream() << boost::format("#1444-like issue in CGTownInstance::serialize. From town %s at %s removing the bogus builtBuildings item %s")					% name % pos % building;				return true;			}			return false;		});	}	//////////////////////////////////////////////////////////////////////////	CBonusSystemNode *whatShouldBeAttached() override;	std::string nodeName() const override;	void updateMoraleBonusFromArmy() override;	void deserializationFix();	void recreateBuildingsBonuses();	bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr &prop, int subtype = -1); //returns true if building is built and bonus has been added	bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype = -1); //convienence version of above	void setVisitingHero(CGHeroInstance *h);	void setGarrisonedHero(CGHeroInstance *h);	const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself	//////////////////////////////////////////////////////////////////////////	bool passableFor(PlayerColor color) const;	//int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated	int getSightRadious() const override; //returns sight distance	int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral	void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed	int getMarketEfficiency() const override; //=market count	bool allowsTrade(EMarketMode::EMarketMode mode) const;	std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;	void setType(si32 ID, si32 subID);	void updateAppearance();	//////////////////////////////////////////////////////////////////////////	bool needsLastStack() const;	CGTownInstance::EFortLevel fortLevel() const;	int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol	int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol	int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present	int creatureGrowth(const int & level) const;	GrowthInfo getGrowthInfo(int level) const;	bool hasFort() const;	bool hasCapitol() const;	//checks if building is constructed and town has same subID	bool hasBuilt(BuildingID buildingID) const;	bool hasBuilt(BuildingID buildingID, int townID) const;	TResources dailyIncome() const; //calculates daily income of this town	int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)	bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero	int getTownLevel() const;	void removeCapitols (PlayerColor owner) const;	void addHeroToStructureVisitors(const CGHeroInstance *h, si32 structureInstanceID) const; //hero must be visiting or garrisoned in town	CGTownInstance();	virtual ~CGTownInstance();	///IObjectInterface overrides	void newTurn() const override;	void onHeroVisit(const CGHeroInstance * h) const override;	void onHeroLeave(const CGHeroInstance * h) const override;	void initObj() override;	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;	std::string getObjectName() const override;protected:	void setPropertyDer(ui8 what, ui32 val) override;};
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