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vcmi/lib/mapObjects/MiscObjects.h

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/*
* 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
*
*/
#pragma once
#include "CArmedInstance.h"
#include "../texts/MetaString.h"
VCMI_LIB_NAMESPACE_BEGIN
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class CMap;
// 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>>;
/// Legacy class, use CRewardableObject instead
class DLL_LINKAGE CTeamVisited: public CGObjectInstance
{
public:
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using CGObjectInstance::CGObjectInstance;
std::set<PlayerColor> players; //players that visited this object
bool wasVisited (const CGHeroInstance * h) const override;
bool wasVisited(PlayerColor player) const override;
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bool wasVisited(const TeamID & team) const;
void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CGObjectInstance&>(*this);
h & players;
}
};
class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
{
public:
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using CGObjectInstance::CGObjectInstance;
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MetaString message;
void onHeroVisit(const CGHeroInstance * h) const override;
void initObj(vstd::RNG & rand) override;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CGObjectInstance&>(*this);
h & message;
}
protected:
void serializeJsonOptions(JsonSerializeFormat & handler) override;
};
class DLL_LINKAGE CGGarrison : public CArmedInstance
{
public:
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using CArmedInstance::CArmedInstance;
bool removableUnits;
void initObj(vstd::RNG &rand) override;
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)
{
h & static_cast<CArmedInstance&>(*this);
h & removableUnits;
}
protected:
void serializeJsonOptions(JsonSerializeFormat & handler) override;
void addAntimagicGarrisonBonus();
};
class DLL_LINKAGE CGArtifact : public CArmedInstance
{
public:
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using CArmedInstance::CArmedInstance;
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CArtifactInstance * storedArtifact = nullptr;
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MetaString 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;
std::string getObjectName() const override;
std::string getPopupText(PlayerColor player) const override;
std::string getPopupText(const CGHeroInstance * hero) const override;
std::vector<Component> getPopupComponents(PlayerColor player) const override;
void pick( const CGHeroInstance * h ) const;
void initObj(vstd::RNG & rand) override;
void pickRandomObject(vstd::RNG & rand) override;
void afterAddToMap(CMap * map) override;
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BattleField getBattlefield() const override;
ArtifactID getArtifact() const;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CArmedInstance&>(*this);
h & message;
h & storedArtifact;
}
protected:
void serializeJsonOptions(JsonSerializeFormat & handler) override;
};
class DLL_LINKAGE CGResource : public CArmedInstance
{
public:
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using CArmedInstance::CArmedInstance;
static constexpr uint32_t RANDOM_AMOUNT = 0;
static constexpr uint32_t GOLD_AMOUNT_MULTIPLIER = 100;
uint32_t amount = RANDOM_AMOUNT; //0 if random
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MetaString message;
void onHeroVisit(const CGHeroInstance * h) const override;
void initObj(vstd::RNG & rand) override;
void pickRandomObject(vstd::RNG & rand) 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;
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void collectRes(const PlayerColor & player) const;
GameResID resourceID() const;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CArmedInstance&>(*this);
h & amount;
h & message;
}
protected:
void serializeJsonOptions(JsonSerializeFormat & handler) override;
};
class DLL_LINKAGE CGMine : public CArmedInstance
{
public:
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GameResID producedResource;
ui32 producedQuantity;
std::set<GameResID> abandonedMineResources;
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bool isAbandoned() const;
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ResourceSet dailyIncome() const;
private:
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using CArmedInstance::CArmedInstance;
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;
void newTurn(vstd::RNG & rand) const override;
void initObj(vstd::RNG & rand) override;
std::string getObjectName() const override;
std::string getHoverText(PlayerColor player) const override;
public:
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CArmedInstance&>(*this);
h & producedResource;
h & producedQuantity;
h & abandonedMineResources;
}
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ui32 defaultResProduction() const;
protected:
void serializeJsonOptions(JsonSerializeFormat & handler) override;
};
struct DLL_LINKAGE TeleportChannel : public Serializeable
{
enum EPassability {UNKNOWN, IMPASSABLE, PASSABLE};
std::vector<ObjectInstanceID> entrances;
std::vector<ObjectInstanceID> exits;
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EPassability passability = EPassability::UNKNOWN;
template <typename Handler> void serialize(Handler &h)
{
h & entrances;
h & exits;
h & passability;
}
};
class DLL_LINKAGE CGTeleport : public CGObjectInstance
{
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bool isChannelEntrance(const ObjectInstanceID & id) const;
bool isChannelExit(const ObjectInstanceID & id) const;
std::vector<ObjectInstanceID> getAllEntrances(bool excludeCurrent = false) const;
protected:
enum EType {UNKNOWN, ENTRANCE, EXIT, BOTH};
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EType type = EType::UNKNOWN;
ObjectInstanceID getRandomExit(const CGHeroInstance * h) const;
std::vector<ObjectInstanceID> getAllExits(bool excludeCurrent = false) const;
public:
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using CGObjectInstance::CGObjectInstance;
TeleportChannelID channel;
bool isEntrance() const;
bool isExit() const;
virtual void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const = 0;
static bool isTeleport(const CGObjectInstance * dst);
static bool isConnected(const CGTeleport * src, const CGTeleport * dst);
static bool isConnected(const CGObjectInstance * src, const CGObjectInstance * dst);
static void addToChannel(std::map<TeleportChannelID, std::shared_ptr<TeleportChannel> > &channelsList, const CGTeleport * obj);
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);
template <typename Handler> void serialize(Handler &h)
{
h & type;
h & channel;
h & static_cast<CGObjectInstance&>(*this);
}
};
class DLL_LINKAGE CGMonolith : public CGTeleport
{
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TeleportChannelID findMeChannel(const std::vector<Obj> & IDs, MapObjectSubID SubID) const;
protected:
void onHeroVisit(const CGHeroInstance * h) const override;
void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const override;
void initObj(vstd::RNG & rand) override;
public:
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using CGTeleport::CGTeleport;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CGTeleport&>(*this);
}
};
class DLL_LINKAGE CGSubterraneanGate : public CGMonolith
{
void onHeroVisit(const CGHeroInstance * h) const override;
void initObj(vstd::RNG & rand) override;
public:
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using CGMonolith::CGMonolith;
static void postInit(IGameCallback * cb);
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CGMonolith&>(*this);
}
};
class DLL_LINKAGE CGWhirlpool : public CGMonolith
{
void onHeroVisit(const CGHeroInstance * h) const override;
void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const override;
static bool isProtected( const CGHeroInstance * h );
public:
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using CGMonolith::CGMonolith;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CGMonolith&>(*this);
}
};
class DLL_LINKAGE CGSirens : public CGObjectInstance
{
public:
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using CGObjectInstance::CGObjectInstance;
void onHeroVisit(const CGHeroInstance * h) const override;
std::string getHoverText(const CGHeroInstance * hero) const override;
void initObj(vstd::RNG & rand) override;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CGObjectInstance&>(*this);
}
};
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class DLL_LINKAGE CGBoat : public CGObjectInstance, public CBonusSystemNode
{
public:
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using CGObjectInstance::CGObjectInstance;
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
EPathfindingLayer layer;
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//animation filenames. If empty - animations won't be used
AnimationPath actualAnimation; //for OH3 boats those have actual animations
AnimationPath overlayAnimation; //waves animations
std::array<AnimationPath, PlayerColor::PLAYER_LIMIT_I> flagAnimations;
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CGBoat(IGameCallback * cb);
bool isCoastVisitable() const override;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CGObjectInstance&>(*this);
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h & static_cast<CBonusSystemNode&>(*this);
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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class DLL_LINKAGE CGShipyard : public CGObjectInstance, public IShipyard
{
friend class ShipyardInstanceConstructor;
BoatId createdBoat;
protected:
void getOutOffsets(std::vector<int3> & offsets) const override;
void onHeroVisit(const CGHeroInstance * h) const override;
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const IObjectInterface * getObject() const override;
BoatId getBoatType() const override;
public:
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using CGObjectInstance::CGObjectInstance;
template<typename Handler> void serialize(Handler & h)
{
h & static_cast<CGObjectInstance&>(*this);
h & createdBoat;
}
protected:
void serializeJsonOptions(JsonSerializeFormat & handler) override;
};
class DLL_LINKAGE CGMagi : public CGObjectInstance
{
public:
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using CGObjectInstance::CGObjectInstance;
void initObj(vstd::RNG & rand) override;
void onHeroVisit(const CGHeroInstance * h) const override;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CGObjectInstance&>(*this);
}
};
class DLL_LINKAGE CGDenOfthieves : public CGObjectInstance
{
void onHeroVisit(const CGHeroInstance * h) const override;
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public:
using CGObjectInstance::CGObjectInstance;
};
class DLL_LINKAGE CGObelisk : public CTeamVisited
{
public:
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using CTeamVisited::CTeamVisited;
void onHeroVisit(const CGHeroInstance * h) const override;
void initObj(vstd::RNG & rand) override;
std::string getHoverText(PlayerColor player) const override;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CTeamVisited&>(*this);
}
protected:
void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
};
class DLL_LINKAGE CGLighthouse : public CGObjectInstance
{
public:
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using CGObjectInstance::CGObjectInstance;
void onHeroVisit(const CGHeroInstance * h) const override;
void initObj(vstd::RNG & rand) override;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CGObjectInstance&>(*this);
}
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void giveBonusTo(const PlayerColor & player, bool onInit = false) const;
protected:
void serializeJsonOptions(JsonSerializeFormat & handler) override;
};
class DLL_LINKAGE CGTerrainPatch : public CGObjectInstance
{
public:
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using CGObjectInstance::CGObjectInstance;
bool isTile2Terrain() const override
{
return true;
}
};
class DLL_LINKAGE HillFort : public CGObjectInstance, public ICreatureUpgrader
{
friend class HillFortInstanceConstructor;
std::vector<int> upgradeCostPercentage;
protected:
void onHeroVisit(const CGHeroInstance * h) const override;
void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
public:
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using CGObjectInstance::CGObjectInstance;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CGObjectInstance&>(*this);
h & upgradeCostPercentage;
}
};
VCMI_LIB_NAMESPACE_END