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vcmi/lib/mapObjects/MiscObjects.h

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#pragma once
#include "CObjectHandler.h"
#include "CArmedInstance.h"
#include "../ResourceSet.h"
/*
* MiscObjects.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 DLL_LINKAGE CPlayersVisited: public CGObjectInstance
{
public:
std::set<PlayerColor> players; //players that visited this object
bool wasVisited(PlayerColor player) const;
bool wasVisited(TeamID team) const;
void setPropertyDer(ui8 what, ui32 val) override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & players;
}
};
class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map
{
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public:
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
};
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;
std::string getHoverText(PlayerColor player) const override;
std::string getHoverText(const CGHeroInstance * hero) const override;
void initObj() override;
void newTurn() const override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
//stack formation depends on position,
bool containsUpgradedStack() const;
int getNumberOfStacks(const CGHeroInstance *hero) const;
struct DLL_LINKAGE formationInfo // info about merging stacks after battle back into one
{
si32 basicType;
ui8 upgrade; //random seed used to determine number of stacks and is there's upgraded stack
template <typename Handler> void serialize(Handler &h, const int version)
{
h & basicType & upgrade;
}
} formation;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower;
h & refusedJoining & formation;
}
protected:
void setPropertyDer(ui8 what, ui32 val) override;
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)
};
class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
{
public:
std::string message;
void onHeroVisit(const CGHeroInstance * h) const override;
void initObj() override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & message;
}
};
class DLL_LINKAGE CGWitchHut : public CPlayersVisited
{
public:
std::vector<si32> allowedAbilities;
ui32 ability;
std::string getHoverText(PlayerColor player) const override;
std::string getHoverText(const CGHeroInstance * hero) const override;
void onHeroVisit(const CGHeroInstance * h) const override;
void initObj() override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPlayersVisited&>(*this);
h & allowedAbilities & ability;
}
};
class DLL_LINKAGE CGScholar : public CGObjectInstance
{
public:
enum EBonusType {PRIM_SKILL, SECONDARY_SKILL, SPELL, RANDOM = 255};
EBonusType bonusType;
ui16 bonusID; //ID of skill/spell
// void giveAnyBonus(const CGHeroInstance * h) const; //TODO: remove
CGScholar() : bonusType(EBonusType::RANDOM){};
void onHeroVisit(const CGHeroInstance * h) const override;
void initObj() override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & bonusType & bonusID;
}
};
class DLL_LINKAGE CGGarrison : public CArmedInstance
{
public:
bool removableUnits;
bool passableFor(PlayerColor color) const override;
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;
}
};
class DLL_LINKAGE CGArtifact : public CArmedInstance
{
public:
CArtifactInstance *storedArtifact;
std::string message;
CGArtifact() : CArmedInstance() {storedArtifact = nullptr;};
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;
std::string getObjectName() const override;
void pick( const CGHeroInstance * h ) const;
void initObj() override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & message & storedArtifact;
}
};
class DLL_LINKAGE CGResource : public CArmedInstance
{
public:
ui32 amount; //0 if random
std::string message;
CGResource();
void onHeroVisit(const CGHeroInstance * h) const override;
void initObj() override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
std::string getHoverText(PlayerColor player) const override;
void collectRes(PlayerColor player) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & amount & message;
}
};
class DLL_LINKAGE CGShrine : public CPlayersVisited
{
public:
SpellID spell; //id of spell or NONE if random
void onHeroVisit(const CGHeroInstance * h) const override;
void initObj() override;
std::string getHoverText(PlayerColor player) const override;
std::string getHoverText(const CGHeroInstance * hero) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPlayersVisited&>(*this);;
h & spell;
}
};
class DLL_LINKAGE CGMine : public CArmedInstance
{
public:
Res::ERes producedResource;
ui32 producedQuantity;
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;
void flagMine(PlayerColor player) const;
void newTurn() const override;
void initObj() override;
std::string getObjectName() const override;
std::string getHoverText(PlayerColor player) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & producedResource & producedQuantity;
}
ui32 defaultResProduction();
};
class DLL_LINKAGE CGTeleport : public CGObjectInstance //teleports and subterranean gates
{
public:
static std::map<Obj, std::map<int, std::vector<ObjectInstanceID> > > objs; //teleports: map[ID][subID] => vector of ids
static std::vector<std::pair<ObjectInstanceID, ObjectInstanceID> > gates; //subterranean gates: pairs of ids
void onHeroVisit(const CGHeroInstance * h) const override;
void initObj() override;
static void postInit();
static ObjectInstanceID getMatchingGate(ObjectInstanceID id); //receives id of one subterranean gate and returns id of the paired one, -1 if none
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
}
};
class DLL_LINKAGE CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
{
public:
void onHeroVisit(const CGHeroInstance * h) const override;
std::string getHoverText(const CGHeroInstance * hero) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
}
};
class DLL_LINKAGE CGSirens : public CGObjectInstance
{
public:
void onHeroVisit(const CGHeroInstance * h) const override;
std::string getHoverText(const CGHeroInstance * hero) const override;
void initObj() override;
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);
}
};
class DLL_LINKAGE CGBoat : public CGObjectInstance
{
public:
ui8 direction;
const CGHeroInstance *hero; //hero on board
void initObj() override;
CGBoat()
{
hero = nullptr;
direction = 4;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this) & direction & hero;
}
};
class CGShipyard : public CGObjectInstance, public IShipyard
{
public:
void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
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);
}
};
class DLL_LINKAGE CGMagi : public CGObjectInstance
{
public:
static std::map <si32, std::vector<ObjectInstanceID> > eyelist; //[subID][id], supports multiple sets as in H5
void initObj() override;
void onHeroVisit(const CGHeroInstance * h) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
}
};
class DLL_LINKAGE CCartographer : public CPlayersVisited
{
///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)
{
h & static_cast<CPlayersVisited&>(*this);
}
};
class DLL_LINKAGE CGDenOfthieves : public CGObjectInstance
{
void onHeroVisit(const CGHeroInstance * h) const override;
};
class DLL_LINKAGE CGObelisk : public CPlayersVisited
{
public:
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;
void initObj() override;
std::string getHoverText(PlayerColor player) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPlayersVisited&>(*this);
}
protected:
void setPropertyDer(ui8 what, ui32 val) override;
};
class DLL_LINKAGE CGLighthouse : public CGObjectInstance
{
public:
void onHeroVisit(const CGHeroInstance * h) const override;
void initObj() override;
std::string getHoverText(PlayerColor player) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
}
void giveBonusTo( PlayerColor player ) const;
};