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# pragma once
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# include "CObjectHandler.h"
# include "CGMarket.h" // For IMarket interface
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# include "CArmedInstance.h"
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# include "../CTownHandler.h" // For CTown
/*
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* CGTownInstance . h , part of VCMI engine
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*
* 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 ;
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class CGTownInstance ;
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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 ;
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void setPropertyDer ( ui8 what , ui32 val ) override ;
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void battleFinished ( const CGHeroInstance * hero , const BattleResult & result ) const override ;
void blockingDialogAnswered ( const CGHeroInstance * hero , ui32 answer ) const override ;
private :
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void updateGuards ( ) const ;
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void heroAcceptsCreatures ( const CGHeroInstance * h ) const ;
} ;
class DLL_LINKAGE CGTownBuilding : public IObjectInterface
{
///basic class for town structures handled as map objects
public :
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 structures
public :
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 tree
public :
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 ) ;
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Entry ( int _count , const std : : string & fullDescription ) ;
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} ;
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
//////////////////////////////////////////////////////////////////////////
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bool passableFor ( PlayerColor color ) const override ;
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//int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
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int getSightRadious ( ) const override ; //returns sight distance
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int getBoatType ( ) const override ; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
void getOutOffsets ( std : : vector < int3 > & offsets ) const override ; //offsets to obj pos when we boat can be placed. Parameter will be cleared
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int getMarketEfficiency ( ) const override ; //=market count
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bool allowsTrade ( EMarketMode : : EMarketMode mode ) const override ;
std : : vector < int > availableItemsIds ( EMarketMode : : EMarketMode mode ) const override ;
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void setType ( si32 ID , si32 subID ) override ;
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void updateAppearance ( ) ;
//////////////////////////////////////////////////////////////////////////
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bool needsLastStack ( ) const override ;
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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 ;
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CBuilding : : TRequired genBuildingRequirements ( BuildingID build , bool includeUpgrade = true ) const ;
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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 ;
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std : : string getObjectName ( ) const override ;
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protected :
void setPropertyDer ( ui8 what , ui32 val ) override ;
} ;