CObjectHandler.h 29 KB

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  1. #ifndef __COBJECTHANDLER_H__
  2. #define __COBJECTHANDLER_H__
  3. #include "../global.h"
  4. #include <string>
  5. #include <vector>
  6. #include <set>
  7. #include <map>
  8. #include <list>
  9. #include "CCreatureHandler.h"
  10. #include "../lib/HeroBonus.h"
  11. #ifndef _MSC_VER
  12. #include "CHeroHandler.h"
  13. #include "CTownHandler.h"
  14. #include "../lib/VCMI_Lib.h"
  15. #endif
  16. /*
  17. * CObjectHandler.h, part of VCMI engine
  18. *
  19. * Authors: listed in file AUTHORS in main folder
  20. *
  21. * License: GNU General Public License v2.0 or later
  22. * Full text of license available in license.txt file, in main folder
  23. *
  24. */
  25. using boost::logic::tribool;
  26. class IGameCallback;
  27. struct BattleResult;
  28. class CCPPObjectScript;
  29. class CGObjectInstance;
  30. class CScript;
  31. class CObjectScript;
  32. class CGHeroInstance;
  33. class CTown;
  34. class CHero;
  35. class CBuilding;
  36. class CSpell;
  37. class CGTownInstance;
  38. class CArtifact;
  39. class CGDefInfo;
  40. class CSpecObjInfo;
  41. struct TerrainTile;
  42. struct InfoWindow;
  43. class CGBoat;
  44. class DLL_EXPORT CCastleEvent
  45. {
  46. public:
  47. std::string name, message;
  48. std::vector<si32> resources; //gain / loss of resources
  49. ui8 players; //players for whom this event can be applied
  50. ui8 forHuman, forComputer;
  51. ui32 firstShow; //postpone of first encounter time in days
  52. ui32 forEvery; //every n days this event will occure
  53. ui8 bytes[6]; //build specific buildings (raw format, similar to town's)
  54. si32 gen[7]; //additional creatures in i-th level dwelling
  55. bool operator<(const CCastleEvent &drugie) const
  56. {
  57. return firstShow<drugie.firstShow;
  58. }
  59. template <typename Handler> void serialize(Handler &h, const int version)
  60. {
  61. h & name & message & resources & players & forHuman & forComputer & firstShow
  62. & forEvery & bytes & gen;
  63. }
  64. };
  65. class CQuest
  66. {
  67. public:
  68. 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
  69. si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
  70. ui32 m13489val;
  71. std::vector<ui32> m2stats;
  72. std::vector<ui16> m5arts; //artifacts id
  73. std::vector<std::pair<ui32, ui32> > m6creatures; //pair[cre id, cre count]
  74. std::vector<ui32> m7resources;
  75. std::string firstVisitText, nextVisitText, completedText;
  76. template <typename Handler> void serialize(Handler &h, const int version)
  77. {
  78. h & missionType & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  79. & firstVisitText & nextVisitText & completedText;
  80. }
  81. };
  82. class DLL_EXPORT IObjectInterface
  83. {
  84. public:
  85. static IGameCallback *cb;
  86. IObjectInterface();
  87. virtual ~IObjectInterface();
  88. virtual void onHeroVisit(const CGHeroInstance * h) const;
  89. virtual void onHeroLeave(const CGHeroInstance * h) const;
  90. virtual void newTurn() const;
  91. virtual void initObj(); //synchr
  92. virtual void setProperty(ui8 what, ui32 val);//synchr
  93. };
  94. class DLL_EXPORT IShipyard
  95. {
  96. public:
  97. const CGObjectInstance *o;
  98. IShipyard(const CGObjectInstance *O);
  99. void getBoatCost(std::vector<si32> &cost) const;
  100. virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
  101. //virtual bool validLocation() const; //returns true if there is a water tile near where boat can be placed
  102. int3 bestLocation() const; //returns location when the boat should be placed
  103. int state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
  104. static const IShipyard *castFrom(const CGObjectInstance *obj);
  105. static IShipyard *castFrom(CGObjectInstance *obj);
  106. };
  107. class DLL_EXPORT CGObjectInstance : protected IObjectInterface
  108. {
  109. protected:
  110. void getNameVis(std::string &hname) const;
  111. void giveDummyBonus(int heroID, ui8 duration = HeroBonus::ONE_DAY) const;
  112. public:
  113. mutable std::string hoverName;
  114. int3 pos; //h3m pos
  115. si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
  116. si32 id;//number of object in CObjectHandler's vector
  117. CGDefInfo * defInfo;
  118. CSpecObjInfo * info;
  119. ui8 animPhaseShift;
  120. ui8 tempOwner;
  121. ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
  122. virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  123. virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
  124. int getOwner() const;
  125. void setOwner(int ow);
  126. int getWidth() const; //returns width of object graphic in tiles
  127. int getHeight() const; //returns height of object graphic in tiles
  128. 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)
  129. int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
  130. 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)
  131. 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)
  132. bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
  133. CGObjectInstance();
  134. virtual ~CGObjectInstance();
  135. //CGObjectInstance(const CGObjectInstance & right);
  136. //CGObjectInstance& operator=(const CGObjectInstance & right);
  137. virtual const std::string & getHoverText() const;
  138. //////////////////////////////////////////////////////////////////////////
  139. void initObj();
  140. void onHeroVisit(const CGHeroInstance * h) const;
  141. void setProperty(ui8 what, ui32 val);//synchr
  142. virtual void setPropertyDer(ui8 what, ui32 val);//synchr
  143. friend class CGameHandler;
  144. template <typename Handler> void serialize(Handler &h, const int version)
  145. {
  146. h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit;
  147. //definfo is handled by map serializer
  148. }
  149. };
  150. class DLL_EXPORT CPlayersVisited: public CGObjectInstance
  151. {
  152. public:
  153. std::set<ui8> players; //players that visited this object
  154. bool hasVisited(ui8 player) const;
  155. void setPropertyDer(ui8 what, ui32 val);//synchr
  156. template <typename Handler> void serialize(Handler &h, const int version)
  157. {
  158. h & players;
  159. }
  160. };
  161. class DLL_EXPORT CArmedInstance: public CGObjectInstance
  162. {
  163. public:
  164. CCreatureSet army; //army
  165. virtual bool needsLastStack() const; //true if last stack cannot be taken
  166. int getArmyStrength() const; //sum of AI values of creatures
  167. template <typename Handler> void serialize(Handler &h, const int version)
  168. {
  169. h & static_cast<CGObjectInstance&>(*this);
  170. h & army;
  171. }
  172. };
  173. class DLL_EXPORT CGHeroInstance : public CArmedInstance
  174. {
  175. public:
  176. //////////////////////////////////////////////////////////////////////////
  177. ui8 moveDir; //format: 123
  178. // 8 4
  179. // 765
  180. mutable ui8 isStanding, tacticFormationEnabled;
  181. //////////////////////////////////////////////////////////////////////////
  182. CHero * type;
  183. ui32 exp; //experience point
  184. si32 level; //current level of hero
  185. std::string name; //may be custom
  186. std::string biography; //if custom
  187. si32 portrait; //may be custom
  188. si32 mana; // remaining spell points
  189. std::vector<si32> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
  190. 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
  191. si32 movement; //remaining movement points
  192. si32 identifier; //from the map file
  193. ui8 sex;
  194. ui8 inTownGarrison; // if hero is in town garrison
  195. CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
  196. CGBoat *boat; //set to CGBoat when sailing
  197. std::vector<ui32> artifacts; //hero's artifacts from bag
  198. 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
  199. std::set<ui32> spells; //known spells (spell IDs)
  200. struct DLL_EXPORT Patrol
  201. {
  202. Patrol(){patrolling=false;patrolRadious=-1;};
  203. ui8 patrolling;
  204. si32 patrolRadious;
  205. template <typename Handler> void serialize(Handler &h, const int version)
  206. {
  207. h & patrolling & patrolRadious;
  208. }
  209. } patrol;
  210. std::list<HeroBonus> bonuses;
  211. //////////////////////////////////////////////////////////////////////////
  212. template <typename Handler> void serialize(Handler &h, const int version)
  213. {
  214. h & static_cast<CArmedInstance&>(*this);
  215. h & exp & level & name & biography & portrait & mana & primSkills & secSkills & movement
  216. & identifier & sex & inTownGarrison & artifacts & artifWorn & spells & patrol & bonuses
  217. & moveDir;
  218. ui8 standardType = (VLC->heroh->heroes[subID] == type);
  219. h & standardType;
  220. if(!standardType)
  221. h & type;
  222. else if(!h.saving)
  223. type = VLC->heroh->heroes[subID];
  224. //visitied town pointer will be restored by map serialization method
  225. }
  226. //////////////////////////////////////////////////////////////////////////
  227. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  228. int getSightRadious() const; //sight distance (should be used if player-owned structure)
  229. //////////////////////////////////////////////////////////////////////////
  230. const HeroBonus *getBonus(int from, int id) const;
  231. int valOfBonuses(HeroBonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then any
  232. bool hasBonusOfType(HeroBonus::BonusType type, int subtype = -1) const; //determines if hero has a bonus of given type (and optionally subtype)
  233. const std::string &getBiography() const;
  234. bool needsLastStack()const;
  235. 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
  236. unsigned int getLowestCreatureSpeed() const;
  237. int3 getPosition(bool h3m) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  238. si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
  239. si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
  240. bool canWalkOnSea() const;
  241. int getCurrentLuck(int stack=-1, bool town=false) const;
  242. std::vector<std::pair<int,std::string> > getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
  243. 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
  244. std::vector<std::pair<int,std::string> > getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
  245. int getPrimSkillLevel(int id) const;
  246. ui8 getSecSkillLevel(const int & ID) const; //0 - no skill
  247. int maxMovePoints(bool onLand) const;
  248. ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
  249. const CArtifact * getArt(int pos) const;
  250. 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)
  251. 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
  252. static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  253. double getHeroStrength() const;
  254. int getTotalStrength() const;
  255. ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be cast by this hero
  256. 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
  257. //////////////////////////////////////////////////////////////////////////
  258. void initHero();
  259. void initHero(int SUBID);
  260. void recreateArtBonuses();
  261. void initHeroDefInfo();
  262. CGHeroInstance();
  263. virtual ~CGHeroInstance();
  264. //////////////////////////////////////////////////////////////////////////
  265. void setPropertyDer(ui8 what, ui32 val);//synchr
  266. void initObj();
  267. void onHeroVisit(const CGHeroInstance * h) const;
  268. };
  269. class DLL_EXPORT CGDwelling : public CArmedInstance
  270. {
  271. public:
  272. std::vector<std::pair<ui32, std::vector<ui32> > > creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
  273. template <typename Handler> void serialize(Handler &h, const int version)
  274. {
  275. h & static_cast<CArmedInstance&>(*this) & creatures;
  276. }
  277. void initObj();
  278. void onHeroVisit(const CGHeroInstance * h) const;
  279. void newTurn() const;
  280. void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
  281. void fightOver(const CGHeroInstance *h, BattleResult *result) const;
  282. void wantsFight(const CGHeroInstance *h, ui32 answer) const;
  283. };
  284. class DLL_EXPORT CGTownInstance : public CGDwelling, public IShipyard
  285. {
  286. public:
  287. CTown * town;
  288. std::string name; // name of town
  289. si32 builded; //how many buildings has been built this turn
  290. si32 destroyed; //how many buildings has been destroyed this turn
  291. const CGHeroInstance * garrisonHero, *visitingHero;
  292. ui32 identifier; //special identifier from h3m (only > RoE maps)
  293. si32 alignment;
  294. std::set<si32> forbiddenBuildings, builtBuildings;
  295. std::vector<ui32> possibleSpells, obligatorySpells;
  296. std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
  297. //struct StrInfo
  298. //{
  299. // std::map<si32,ui32> creatures; //level - available amount
  300. // template <typename Handler> void serialize(Handler &h, const int version)
  301. // {
  302. // h & creatures;
  303. // }
  304. //} strInfo;
  305. std::set<CCastleEvent> events;
  306. //////////////////////////////////////////////////////////////////////////
  307. template <typename Handler> void serialize(Handler &h, const int version)
  308. {
  309. h & static_cast<CGDwelling&>(*this);
  310. h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings
  311. & possibleSpells & obligatorySpells & spells & /*strInfo & */events;
  312. ui8 standardType = (&VLC->townh->towns[subID] == town);
  313. h & standardType;
  314. if(!standardType)
  315. h & town;
  316. else if(!h.saving)
  317. town = &VLC->townh->towns[subID];
  318. //garrison/visiting hero pointers will be restored in the map serialization
  319. }
  320. //////////////////////////////////////////////////////////////////////////
  321. int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
  322. int getSightRadious() const; //returns sight distance
  323. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  324. //////////////////////////////////////////////////////////////////////////
  325. bool needsLastStack() const;
  326. int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
  327. int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  328. int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
  329. bool creatureDwelling(const int & level, bool upgraded=false) const;
  330. int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
  331. int creatureGrowth(const int & level) const;
  332. bool hasFort() const;
  333. bool hasCapitol() const;
  334. int dailyIncome() const; //calculates daily income of this town
  335. int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
  336. CGTownInstance();
  337. virtual ~CGTownInstance();
  338. //////////////////////////////////////////////////////////////////////////
  339. void onHeroVisit(const CGHeroInstance * h) const;
  340. void onHeroLeave(const CGHeroInstance * h) const;
  341. void initObj();
  342. };
  343. class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
  344. {
  345. public:
  346. std::set<si32> visitors; //ids of heroes who have visited this obj
  347. si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
  348. const std::string & getHoverText() const;
  349. void setPropertyDer(ui8 what, ui32 val);//synchr
  350. void onHeroVisit(const CGHeroInstance * h) const;
  351. void onNAHeroVisit(int heroID, bool alreadyVisited) const;
  352. void initObj();
  353. void treeSelected(int heroID, int resType, int resVal, int expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
  354. void schoolSelected(int heroID, ui32 which) const;
  355. void arenaSelected(int heroID, int primSkill) const;
  356. template <typename Handler> void serialize(Handler &h, const int version)
  357. {
  358. h & static_cast<CGObjectInstance&>(*this);
  359. h & visitors & ttype;
  360. }
  361. };
  362. class DLL_EXPORT CGEvent : public CArmedInstance //event objects
  363. {
  364. public:
  365. std::string message;
  366. ui32 gainedExp;
  367. si32 manaDiff; //amount of gained / lost mana
  368. si32 moraleDiff; //morale modifier
  369. si32 luckDiff; //luck modifier
  370. std::vector<si32> resources;//gained / lost resources
  371. std::vector<si32> primskills;//gained / lost resources
  372. std::vector<si32> abilities; //gained abilities
  373. std::vector<si32> abilityLevels; //levels of gained abilities
  374. std::vector<si32> artifacts; //gained artifacts
  375. std::vector<si32> spells; //gained spells
  376. CCreatureSet creatures; //gained creatures
  377. ui8 availableFor; //players whom this event is available for
  378. ui8 computerActivate; //true if computre player can activate this event
  379. ui8 humanActivate; //true if human player can activate this event
  380. ui8 removeAfterVisit; //true if event is removed after occurring
  381. template <typename Handler> void serialize(Handler &h, const int version)
  382. {
  383. h & static_cast<CArmedInstance&>(*this);
  384. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  385. & abilities & abilityLevels & artifacts & spells & creatures & availableFor
  386. & computerActivate & humanActivate;
  387. }
  388. void activated(const CGHeroInstance * h) const;
  389. void onHeroVisit(const CGHeroInstance * h) const;
  390. void endBattle(const CGHeroInstance *h, BattleResult *result) const;
  391. void giveContents(const CGHeroInstance *h, bool afterBattle) const;
  392. void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
  393. void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
  394. };
  395. class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
  396. {
  397. public:
  398. ui32 identifier; //unique code for this monster (used in missions)
  399. 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)
  400. std::string message; //message printed for attacking hero
  401. std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
  402. si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
  403. ui8 neverFlees; //if true, the troops will never flee
  404. ui8 notGrowingTeam; //if true, number of units won't grow
  405. void fight(const CGHeroInstance *h) const;
  406. void onHeroVisit(const CGHeroInstance * h) const;
  407. void flee( const CGHeroInstance * h ) const;
  408. void endBattle(BattleResult *result) const;
  409. void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
  410. void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
  411. void initObj();
  412. 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)
  413. template <typename Handler> void serialize(Handler &h, const int version)
  414. {
  415. h & static_cast<CArmedInstance&>(*this);
  416. h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam;
  417. }
  418. };
  419. class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
  420. {
  421. public:
  422. std::string message;
  423. void onHeroVisit(const CGHeroInstance * h) const;
  424. void initObj();
  425. template <typename Handler> void serialize(Handler &h, const int version)
  426. {
  427. h & static_cast<CGObjectInstance&>(*this);
  428. h & message;
  429. }
  430. };
  431. class DLL_EXPORT CGSeerHut : public CGObjectInstance, public CQuest
  432. {
  433. public:
  434. 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
  435. si32 rID; //reward ID
  436. si32 rVal; //reward value
  437. template <typename Handler> void serialize(Handler &h, const int version)
  438. {
  439. h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
  440. h & rewardType & rID & rVal;
  441. }
  442. };
  443. class DLL_EXPORT CGWitchHut : public CPlayersVisited
  444. {
  445. public:
  446. std::vector<si32> allowedAbilities;
  447. ui32 ability;
  448. const std::string & getHoverText() const;
  449. void onHeroVisit(const CGHeroInstance * h) const;
  450. void initObj();
  451. template <typename Handler> void serialize(Handler &h, const int version)
  452. {
  453. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  454. h & allowedAbilities & ability;
  455. }
  456. };
  457. class DLL_EXPORT CGScholar : public CGObjectInstance
  458. {
  459. public:
  460. ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
  461. ui16 bonusID; //ID of skill/spell
  462. void giveAnyBonus(const CGHeroInstance * h) const;
  463. void onHeroVisit(const CGHeroInstance * h) const;
  464. void initObj();
  465. template <typename Handler> void serialize(Handler &h, const int version)
  466. {
  467. h & static_cast<CGObjectInstance&>(*this);
  468. h & bonusType & bonusID;
  469. }
  470. };
  471. class DLL_EXPORT CGGarrison : public CArmedInstance
  472. {
  473. public:
  474. ui8 removableUnits;
  475. template <typename Handler> void serialize(Handler &h, const int version)
  476. {
  477. h & static_cast<CArmedInstance&>(*this);
  478. h & removableUnits;
  479. }
  480. };
  481. class DLL_EXPORT CGArtifact : public CArmedInstance
  482. {
  483. public:
  484. std::string message;
  485. ui32 spell; //if it's spell scroll
  486. void onHeroVisit(const CGHeroInstance * h) const;
  487. void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
  488. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  489. void pick( const CGHeroInstance * h ) const;
  490. void initObj();
  491. template <typename Handler> void serialize(Handler &h, const int version)
  492. {
  493. h & static_cast<CArmedInstance&>(*this);
  494. h & message & spell;
  495. }
  496. };
  497. class DLL_EXPORT CGResource : public CArmedInstance
  498. {
  499. public:
  500. ui32 amount; //0 if random
  501. std::string message;
  502. void onHeroVisit(const CGHeroInstance * h) const;
  503. void collectRes(int player) const;
  504. void initObj();
  505. void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
  506. void endBattle(BattleResult *result, const CGHeroInstance *h) const;
  507. template <typename Handler> void serialize(Handler &h, const int version)
  508. {
  509. h & static_cast<CArmedInstance&>(*this);
  510. h & amount & message;
  511. }
  512. };
  513. class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
  514. {
  515. public:
  516. ui32 type, val1, val2;
  517. void onHeroVisit(const CGHeroInstance * h) const;
  518. void initObj();
  519. void chosen(int which, int heroID) const;
  520. template <typename Handler> void serialize(Handler &h, const int version)
  521. {
  522. h & static_cast<CGObjectInstance&>(*this);
  523. h & type & val1 & val2;
  524. }
  525. };
  526. class DLL_EXPORT CGShrine : public CPlayersVisited
  527. {
  528. public:
  529. ui8 spell; //number of spell or 255 if random
  530. void onHeroVisit(const CGHeroInstance * h) const;
  531. void initObj();
  532. const std::string & getHoverText() const;
  533. template <typename Handler> void serialize(Handler &h, const int version)
  534. {
  535. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  536. h & spell;
  537. }
  538. };
  539. class DLL_EXPORT CGPandoraBox : public CArmedInstance
  540. {
  541. public:
  542. std::string message;
  543. //gained things:
  544. ui32 gainedExp;
  545. si32 manaDiff; //amount of gained / lost mana
  546. si32 moraleDiff; //morale modifier
  547. si32 luckDiff; //luck modifier
  548. std::vector<si32> resources;//gained / lost resources
  549. std::vector<si32> primskills;//gained / lost resources
  550. std::vector<si32> abilities; //gained abilities
  551. std::vector<si32> abilityLevels; //levels of gained abilities
  552. std::vector<si32> artifacts; //gained artifacts
  553. std::vector<si32> spells; //gained spells
  554. CCreatureSet creatures; //gained creatures
  555. template <typename Handler> void serialize(Handler &h, const int version)
  556. {
  557. h & static_cast<CArmedInstance&>(*this);
  558. h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
  559. & abilities & abilityLevels & artifacts & spells & creatures;
  560. }
  561. };
  562. class DLL_EXPORT CGQuestGuard : public CGObjectInstance, public CQuest
  563. {
  564. public:
  565. template <typename Handler> void serialize(Handler &h, const int version)
  566. {
  567. h & static_cast<CQuest&>(*this) & static_cast<CGObjectInstance&>(*this);
  568. }
  569. };
  570. class DLL_EXPORT CGMine : public CArmedInstance
  571. {
  572. public:
  573. void offerLeavingGuards(const CGHeroInstance *h) const;
  574. void onHeroVisit(const CGHeroInstance * h) const;
  575. void newTurn() const;
  576. void initObj();
  577. template <typename Handler> void serialize(Handler &h, const int version)
  578. {
  579. h & static_cast<CArmedInstance&>(*this);
  580. }
  581. };
  582. class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
  583. {
  584. public:
  585. ui8 visited; //true if object has been visited this week
  586. void setPropertyDer(ui8 what, ui32 val);//synchr
  587. void onHeroVisit(const CGHeroInstance * h) const;
  588. void newTurn() const;
  589. template <typename Handler> void serialize(Handler &h, const int version)
  590. {
  591. h & static_cast<CGObjectInstance&>(*this);
  592. h & visited;
  593. }
  594. };
  595. class DLL_EXPORT CGTeleport : public CGObjectInstance //teleports and subterranean gates
  596. {
  597. public:
  598. static std::map<int,std::map<int, std::vector<int> > > objs; //map[ID][subID] => vector of ids
  599. void onHeroVisit(const CGHeroInstance * h) const;
  600. void initObj();
  601. template <typename Handler> void serialize(Handler &h, const int version)
  602. {
  603. h & static_cast<CGObjectInstance&>(*this);
  604. }
  605. };
  606. class DLL_EXPORT CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  607. {
  608. public:
  609. void onHeroVisit(const CGHeroInstance * h) const;
  610. const std::string & getHoverText() const;
  611. void initObj();
  612. template <typename Handler> void serialize(Handler &h, const int version)
  613. {
  614. h & static_cast<CGObjectInstance&>(*this);
  615. }
  616. };
  617. class DLL_EXPORT CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
  618. {
  619. public:
  620. void onHeroVisit(const CGHeroInstance * h) const;
  621. const std::string & getHoverText() const;
  622. template <typename Handler> void serialize(Handler &h, const int version)
  623. {
  624. h & static_cast<CGObjectInstance&>(*this);
  625. }
  626. };
  627. class DLL_EXPORT CGSirens : public CGObjectInstance
  628. {
  629. public:
  630. void onHeroVisit(const CGHeroInstance * h) const;
  631. const std::string & getHoverText() const;
  632. void initObj();
  633. template <typename Handler> void serialize(Handler &h, const int version)
  634. {
  635. h & static_cast<CGObjectInstance&>(*this);
  636. }
  637. };
  638. class DLL_EXPORT CGObservatory : public CGObjectInstance //Redwood observatory
  639. {
  640. public:
  641. void onHeroVisit(const CGHeroInstance * h) const;
  642. template <typename Handler> void serialize(Handler &h, const int version)
  643. {
  644. h & static_cast<CGObjectInstance&>(*this);
  645. }
  646. };
  647. class DLL_EXPORT CGBoat : public CGObjectInstance
  648. {
  649. public:
  650. ui8 direction;
  651. const CGHeroInstance *hero; //hero on board
  652. void initObj();
  653. CGBoat()
  654. {
  655. direction = 4;
  656. }
  657. template <typename Handler> void serialize(Handler &h, const int version)
  658. {
  659. h & static_cast<CGObjectInstance&>(*this) & direction;
  660. }
  661. };
  662. class DLL_EXPORT CGOnceVisitable : public CPlayersVisited //wagon, corpse, lean to, warriors tomb
  663. {
  664. public:
  665. ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
  666. ui32 bonusType, //id of res or artifact
  667. bonusVal; //resource amount (or not used)
  668. void onHeroVisit(const CGHeroInstance * h) const;
  669. const std::string & getHoverText() const;
  670. void initObj();
  671. void searchTomb(const CGHeroInstance *h, ui32 accept) const;
  672. template <typename Handler> void serialize(Handler &h, const int version)
  673. {
  674. h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
  675. h & bonusType & bonusVal;
  676. }
  677. };
  678. class CGShipyard : public CGObjectInstance, public IShipyard
  679. {
  680. public:
  681. void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
  682. CGShipyard();
  683. void onHeroVisit(const CGHeroInstance * h) const;
  684. };
  685. class DLL_EXPORT CObjectHandler
  686. {
  687. public:
  688. std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
  689. void loadObjects();
  690. template <typename Handler> void serialize(Handler &h, const int version)
  691. {
  692. h & cregens;
  693. }
  694. };
  695. #endif // __COBJECTHANDLER_H__