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# pragma once
# include "CObjectHandler.h"
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# include "CArmedInstance.h"
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# include "../ResourceSet.h"
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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
*
*/
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 :
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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 ( ) override ;
void newTurn ( ) 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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//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 & upgrade ;
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}
} 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 ;
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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 ;
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
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CGScholar ( ) : bonusType ( EBonusType : : RANDOM ) { } ;
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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 ;
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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 ;
}
} ;
class DLL_LINKAGE CGArtifact : public CArmedInstance
{
public :
CArtifactInstance * storedArtifact ;
std : : string message ;
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CGArtifact ( ) : CArmedInstance ( ) { storedArtifact = nullptr ; } ;
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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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std : : string getObjectName ( ) const override ;
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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 ;
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CGResource ( ) ;
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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 ;
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std : : string getHoverText ( PlayerColor player ) const override ;
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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 ;
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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 )
{
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 ;
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std : : string getObjectName ( ) const override ;
std : : string getHoverText ( PlayerColor player ) const override ;
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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 ;
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std : : string getHoverText ( const CGHeroInstance * hero ) const override ;
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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 ;
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std : : string getHoverText ( const CGHeroInstance * hero ) const override ;
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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 ;
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std : : string getHoverText ( PlayerColor player ) const override ;
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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 ;
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std : : string getHoverText ( PlayerColor player ) const override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CGObjectInstance & > ( * this ) ;
}
void giveBonusTo ( PlayerColor player ) const ;
} ;