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/*
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* MiscObjects . 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
*
*/
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# pragma once
# include "CArmedInstance.h"
# include "../ResourceSet.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CMap ;
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class HillFortInstanceConstructor ;
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// This one teleport-specific, but has to be available everywhere in callbacks and netpacks
// For now it's will be there till teleports code refactored and moved into own file
using TTeleportExitsList = std : : vector < std : : pair < ObjectInstanceID , int3 > > ;
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/// Legacy class, use CRewardableObject instead
class DLL_LINKAGE CTeamVisited : public CGObjectInstance
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{
public :
std : : set < PlayerColor > players ; //players that visited this object
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bool wasVisited ( const CGHeroInstance * h ) const override ;
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bool wasVisited ( PlayerColor player ) const override ;
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bool wasVisited ( const TeamID & team ) const ;
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void setPropertyDer ( ui8 what , ui32 val ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CGObjectInstance & > ( * this ) ;
h & players ;
}
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static constexpr int OBJPROP_VISITED = 10 ;
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} ;
class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map
{
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public :
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enum Action {
FIGHT = - 2 , FLEE = - 1 , JOIN_FOR_FREE = 0 //values > 0 mean gold price
} ;
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enum Character {
COMPLIANT = 0 , FRIENDLY = 1 , AGRESSIVE = 2 , HOSTILE = 3 , SAVAGE = 4
} ;
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ui32 identifier ; //unique code for this monster (used in missions)
si8 character ; //character of this set of creatures (0 - the most friendly, 4 - the most hostile) => on init changed to -4 (compliant) ... 10 value (savage)
std : : string message ; //message printed for attacking hero
TResources resources ; // resources given to hero that has won with monsters
ArtifactID gainedArtifact ; //ID of artifact gained to hero, -1 if none
bool neverFlees ; //if true, the troops will never flee
bool notGrowingTeam ; //if true, number of units won't grow
ui64 temppower ; //used to handle fractional stack growth for tiny stacks
bool refusedJoining ;
void onHeroVisit ( const CGHeroInstance * h ) const override ;
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std : : string getHoverText ( PlayerColor player ) const override ;
std : : string getHoverText ( const CGHeroInstance * hero ) const override ;
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void initObj ( CRandomGenerator & rand ) override ;
void newTurn ( CRandomGenerator & rand ) const override ;
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void battleFinished ( const CGHeroInstance * hero , const BattleResult & result ) const override ;
void blockingDialogAnswered ( const CGHeroInstance * hero , ui32 answer ) const override ;
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//stack formation depends on position,
bool containsUpgradedStack ( ) const ;
int getNumberOfStacks ( const CGHeroInstance * hero ) const ;
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struct DLL_LINKAGE formationInfo // info about merging stacks after battle back into one
{
si32 basicType ;
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ui8 upgrade ; //random seed used to determine number of stacks and is there's upgraded stack
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & basicType ;
h & upgrade ;
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}
} formation ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CArmedInstance & > ( * this ) ;
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h & identifier ;
h & character ;
h & message ;
h & resources ;
h & gainedArtifact ;
h & neverFlees ;
h & notGrowingTeam ;
h & temppower ;
h & refusedJoining ;
h & formation ;
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}
protected :
void setPropertyDer ( ui8 what , ui32 val ) override ;
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void serializeJsonOptions ( JsonSerializeFormat & handler ) override ;
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private :
void fight ( const CGHeroInstance * h ) const ;
void flee ( const CGHeroInstance * h ) const ;
void fleeDecision ( const CGHeroInstance * h , ui32 pursue ) const ;
void joinDecision ( const CGHeroInstance * h , int cost , ui32 accept ) const ;
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)
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void giveReward ( const CGHeroInstance * h ) const ;
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} ;
class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
{
public :
std : : string message ;
void onHeroVisit ( const CGHeroInstance * h ) const override ;
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void initObj ( CRandomGenerator & rand ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CGObjectInstance & > ( * this ) ;
h & message ;
}
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protected :
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void serializeJsonOptions ( JsonSerializeFormat & handler ) override ;
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} ;
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class DLL_LINKAGE CGWitchHut : public CTeamVisited
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{
public :
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std : : set < SecondarySkill > allowedAbilities ;
SecondarySkill ability ;
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std : : string getHoverText ( PlayerColor player ) const override ;
std : : string getHoverText ( const CGHeroInstance * hero ) const override ;
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void onHeroVisit ( const CGHeroInstance * h ) const override ;
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void initObj ( CRandomGenerator & rand ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & static_cast < CTeamVisited & > ( * this ) ;
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h & allowedAbilities ;
h & ability ;
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}
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protected :
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void serializeJsonOptions ( JsonSerializeFormat & handler ) override ;
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} ;
class DLL_LINKAGE CGScholar : public CGObjectInstance
{
public :
enum EBonusType { PRIM_SKILL , SECONDARY_SKILL , SPELL , RANDOM = 255 } ;
EBonusType bonusType ;
ui16 bonusID ; //ID of skill/spell
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CGScholar ( ) : bonusType ( EBonusType : : RANDOM ) , bonusID ( 0 ) { } ;
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void onHeroVisit ( const CGHeroInstance * h ) const override ;
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void initObj ( CRandomGenerator & rand ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CGObjectInstance & > ( * this ) ;
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h & bonusType ;
h & bonusID ;
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}
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protected :
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void serializeJsonOptions ( JsonSerializeFormat & handler ) override ;
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} ;
class DLL_LINKAGE CGGarrison : public CArmedInstance
{
public :
bool removableUnits ;
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bool passableFor ( PlayerColor color ) const override ;
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void onHeroVisit ( const CGHeroInstance * h ) const override ;
void battleFinished ( const CGHeroInstance * hero , const BattleResult & result ) const override ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CArmedInstance & > ( * this ) ;
h & removableUnits ;
}
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protected :
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void serializeJsonOptions ( JsonSerializeFormat & handler ) override ;
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} ;
class DLL_LINKAGE CGArtifact : public CArmedInstance
{
public :
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CArtifactInstance * storedArtifact = nullptr ;
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std : : string message ;
void onHeroVisit ( const CGHeroInstance * h ) const override ;
void battleFinished ( const CGHeroInstance * hero , const BattleResult & result ) const override ;
void blockingDialogAnswered ( const CGHeroInstance * hero , ui32 answer ) const override ;
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std : : string getObjectName ( ) const override ;
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void pick ( const CGHeroInstance * h ) const ;
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void initObj ( CRandomGenerator & rand ) override ;
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void afterAddToMap ( CMap * map ) override ;
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BattleField getBattlefield ( ) const override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CArmedInstance & > ( * this ) ;
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h & message ;
h & storedArtifact ;
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}
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protected :
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void serializeJsonOptions ( JsonSerializeFormat & handler ) override ;
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} ;
class DLL_LINKAGE CGResource : public CArmedInstance
{
public :
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static constexpr ui32 RANDOM_AMOUNT = 0 ;
ui32 amount = RANDOM_AMOUNT ; //0 if random
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std : : string message ;
void onHeroVisit ( const CGHeroInstance * h ) const override ;
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void initObj ( CRandomGenerator & rand ) override ;
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void battleFinished ( const CGHeroInstance * hero , const BattleResult & result ) const override ;
void blockingDialogAnswered ( const CGHeroInstance * hero , ui32 answer ) const override ;
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std : : string getHoverText ( PlayerColor player ) const override ;
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void collectRes ( const PlayerColor & player ) const ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CArmedInstance & > ( * this ) ;
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h & amount ;
h & message ;
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}
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protected :
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void serializeJsonOptions ( JsonSerializeFormat & handler ) override ;
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} ;
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class DLL_LINKAGE CGShrine : public CTeamVisited
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{
public :
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MetaString visitText ;
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SpellID spell ; //id of spell or NONE if random
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void onHeroVisit ( const CGHeroInstance * h ) const override ;
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void initObj ( CRandomGenerator & rand ) override ;
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std : : string getHoverText ( PlayerColor player ) const override ;
std : : string getHoverText ( const CGHeroInstance * hero ) const override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & static_cast < CTeamVisited & > ( * this ) ; ;
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h & spell ;
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h & visitText ;
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}
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protected :
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void serializeJsonOptions ( JsonSerializeFormat & handler ) override ;
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} ;
class DLL_LINKAGE CGMine : public CArmedInstance
{
public :
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GameResID producedResource ;
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ui32 producedQuantity ;
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std : : set < GameResID > abandonedMineResources ;
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private :
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void onHeroVisit ( const CGHeroInstance * h ) const override ;
void battleFinished ( const CGHeroInstance * hero , const BattleResult & result ) const override ;
void blockingDialogAnswered ( const CGHeroInstance * hero , ui32 answer ) const override ;
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void flagMine ( const PlayerColor & player ) const ;
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void newTurn ( CRandomGenerator & rand ) const override ;
void initObj ( CRandomGenerator & rand ) override ;
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std : : string getObjectName ( ) const override ;
std : : string getHoverText ( PlayerColor player ) const override ;
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bool isAbandoned ( ) const ;
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public :
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CArmedInstance & > ( * this ) ;
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h & producedResource ;
h & producedQuantity ;
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h & abandonedMineResources ;
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}
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ui32 defaultResProduction ( ) const ;
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protected :
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void serializeJsonOptions ( JsonSerializeFormat & handler ) override ;
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} ;
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struct DLL_LINKAGE TeleportChannel
{
enum EPassability { UNKNOWN , IMPASSABLE , PASSABLE } ;
std : : vector < ObjectInstanceID > entrances ;
std : : vector < ObjectInstanceID > exits ;
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EPassability passability = EPassability : : UNKNOWN ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & entrances ;
h & exits ;
h & passability ;
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}
} ;
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class DLL_LINKAGE CGTeleport : public CGObjectInstance
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{
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bool isChannelEntrance ( const ObjectInstanceID & id ) const ;
bool isChannelExit ( const ObjectInstanceID & id ) const ;
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std : : vector < ObjectInstanceID > getAllEntrances ( bool excludeCurrent = false ) const ;
protected :
enum EType { UNKNOWN , ENTRANCE , EXIT , BOTH } ;
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EType type = EType : : UNKNOWN ;
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ObjectInstanceID getRandomExit ( const CGHeroInstance * h ) const ;
std : : vector < ObjectInstanceID > getAllExits ( bool excludeCurrent = false ) const ;
public :
TeleportChannelID channel ;
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bool isEntrance ( ) const ;
bool isExit ( ) const ;
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virtual void teleportDialogAnswered ( const CGHeroInstance * hero , ui32 answer , TTeleportExitsList exits ) const = 0 ;
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static bool isTeleport ( const CGObjectInstance * dst ) ;
static bool isConnected ( const CGTeleport * src , const CGTeleport * dst ) ;
static bool isConnected ( const CGObjectInstance * src , const CGObjectInstance * dst ) ;
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static void addToChannel ( std : : map < TeleportChannelID , std : : shared_ptr < TeleportChannel > > & channelsList , const CGTeleport * obj ) ;
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static std : : vector < ObjectInstanceID > getPassableExits ( CGameState * gs , const CGHeroInstance * h , std : : vector < ObjectInstanceID > exits ) ;
static bool isExitPassable ( CGameState * gs , const CGHeroInstance * h , const CGObjectInstance * obj ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & type ;
h & channel ;
h & static_cast < CGObjectInstance & > ( * this ) ;
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}
} ;
class DLL_LINKAGE CGMonolith : public CGTeleport
{
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TeleportChannelID findMeChannel ( const std : : vector < Obj > & IDs , int SubID ) const ;
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protected :
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void onHeroVisit ( const CGHeroInstance * h ) const override ;
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void teleportDialogAnswered ( const CGHeroInstance * hero , ui32 answer , TTeleportExitsList exits ) const override ;
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void initObj ( CRandomGenerator & rand ) override ;
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public :
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & static_cast < CGTeleport & > ( * this ) ;
}
} ;
class DLL_LINKAGE CGSubterraneanGate : public CGMonolith
{
void onHeroVisit ( const CGHeroInstance * h ) const override ;
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void initObj ( CRandomGenerator & rand ) override ;
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public :
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static void postInit ( ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CGMonolith & > ( * this ) ;
}
} ;
class DLL_LINKAGE CGWhirlpool : public CGMonolith
{
void onHeroVisit ( const CGHeroInstance * h ) const override ;
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void teleportDialogAnswered ( const CGHeroInstance * hero , ui32 answer , TTeleportExitsList exits ) const override ;
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static bool isProtected ( const CGHeroInstance * h ) ;
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public :
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CGMonolith & > ( * this ) ;
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}
} ;
class DLL_LINKAGE CGSirens : public CGObjectInstance
{
public :
void onHeroVisit ( const CGHeroInstance * h ) const override ;
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std : : string getHoverText ( const CGHeroInstance * hero ) const override ;
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void initObj ( CRandomGenerator & rand ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CGObjectInstance & > ( * this ) ;
}
} ;
class DLL_LINKAGE CGObservatory : public CGObjectInstance //Redwood observatory
{
public :
void onHeroVisit ( const CGHeroInstance * h ) const override ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CGObjectInstance & > ( * this ) ;
}
} ;
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class DLL_LINKAGE CGBoat : public CGObjectInstance , public CBonusSystemNode
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{
public :
ui8 direction ;
const CGHeroInstance * hero ; //hero on board
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bool onboardAssaultAllowed ; //if true, hero can attack units from transport
bool onboardVisitAllowed ; //if true, hero can visit objects from transport
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EPathfindingLayer : : EEPathfindingLayer layer ;
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//animation filenames. If empty - animations won't be used
std : : string actualAnimation ; //for OH3 boats those have actual animations
std : : string overlayAnimation ; //waves animations
std : : array < std : : string , PlayerColor : : PLAYER_LIMIT_I > flagAnimations ;
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void initObj ( CRandomGenerator & rand ) override ;
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static int3 translatePos ( const int3 & pos , bool reverse = false ) ;
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CGBoat ( )
{
hero = nullptr ;
direction = 4 ;
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layer = EPathfindingLayer : : EEPathfindingLayer : : SAIL ;
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}
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & static_cast < CGObjectInstance & > ( * this ) ;
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h & static_cast < CBonusSystemNode & > ( * this ) ;
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h & direction ;
h & hero ;
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h & layer ;
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h & onboardAssaultAllowed ;
h & onboardVisitAllowed ;
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h & actualAnimation ;
h & overlayAnimation ;
h & flagAnimations ;
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}
} ;
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class DLL_LINKAGE CGShipyard : public CGObjectInstance , public IShipyard
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{
public :
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void getOutOffsets ( std : : vector < int3 > & offsets ) const override ; //offsets to obj pos when we boat can be placed
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CGShipyard ( ) ;
void onHeroVisit ( const CGHeroInstance * h ) const override ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CGObjectInstance & > ( * this ) ;
h & static_cast < IShipyard & > ( * this ) ;
}
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protected :
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void serializeJsonOptions ( JsonSerializeFormat & handler ) override ;
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} ;
class DLL_LINKAGE CGMagi : public CGObjectInstance
{
public :
static std : : map < si32 , std : : vector < ObjectInstanceID > > eyelist ; //[subID][id], supports multiple sets as in H5
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static void reset ( ) ;
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void initObj ( CRandomGenerator & rand ) override ;
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void onHeroVisit ( const CGHeroInstance * h ) const override ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CGObjectInstance & > ( * this ) ;
}
} ;
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class DLL_LINKAGE CCartographer : public CTeamVisited
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{
///behaviour varies depending on surface and floor
public :
void onHeroVisit ( const CGHeroInstance * h ) const override ;
void blockingDialogAnswered ( const CGHeroInstance * hero , ui32 answer ) const override ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & static_cast < CTeamVisited & > ( * this ) ;
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}
} ;
class DLL_LINKAGE CGDenOfthieves : public CGObjectInstance
{
void onHeroVisit ( const CGHeroInstance * h ) const override ;
} ;
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class DLL_LINKAGE CGObelisk : public CTeamVisited
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{
public :
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static constexpr int OBJPROP_INC = 20 ;
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static ui8 obeliskCount ; //how many obelisks are on map
static std : : map < TeamID , ui8 > visited ; //map: team_id => how many obelisks has been visited
void onHeroVisit ( const CGHeroInstance * h ) const override ;
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void initObj ( CRandomGenerator & rand ) override ;
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std : : string getHoverText ( PlayerColor player ) const override ;
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static void reset ( ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & static_cast < CTeamVisited & > ( * this ) ;
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}
protected :
void setPropertyDer ( ui8 what , ui32 val ) override ;
} ;
class DLL_LINKAGE CGLighthouse : public CGObjectInstance
{
public :
void onHeroVisit ( const CGHeroInstance * h ) const override ;
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void initObj ( CRandomGenerator & rand ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CGObjectInstance & > ( * this ) ;
}
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void giveBonusTo ( const PlayerColor & player , bool onInit = false ) const ;
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protected :
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void serializeJsonOptions ( JsonSerializeFormat & handler ) override ;
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} ;
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class DLL_LINKAGE CGTerrainPatch : public CGObjectInstance
{
public :
CGTerrainPatch ( ) = default ;
virtual bool isTile2Terrain ( ) const override
{
return true ;
}
} ;
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class DLL_LINKAGE HillFort : public CGObjectInstance , public ICreatureUpgrader
{
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friend class HillFortInstanceConstructor ;
std : : vector < int > upgradeCostPercentage ;
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protected :
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void initObj ( CRandomGenerator & rand ) override ;
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void onHeroVisit ( const CGHeroInstance * h ) const override ;
void fillUpgradeInfo ( UpgradeInfo & info , const CStackInstance & stack ) const override ;
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public :
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CGObjectInstance & > ( * this ) ;
h & upgradeCostPercentage ;
}
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} ;
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VCMI_LIB_NAMESPACE_END