#pragma once #include "CObjectHandler.h" #include "CGMarket.h" // For IMarket interface #include "CArmedInstance.h" #include "../CTownHandler.h" // For CTown /* * CGTownInstance.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 CCastleEvent; class CGTownInstance; 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 > > TCreaturesSet; CSpecObjInfo * info; //h3m info about dewlling TCreaturesSet creatures; //creatures[level] -> template void serialize(Handler &h, const int version) { h & static_cast(*this) & creatures; } void initObj() override; void onHeroVisit(const CGHeroInstance * h) const override; void newTurn() const override; void setPropertyDer(ui8 what, ui32 val) override; void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override; void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override; private: 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 void serialize(Handler &h, const int version) { h & ID & id; } }; class DLL_LINKAGE COPWBonus : public CGTownBuilding {///used for OPW bonusing structures public: std::set 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 void serialize(Handler &h, const int version) { h & static_cast(*this); h & visitors; } }; class DLL_LINKAGE CTownBonus : public CGTownBuilding { ///used for one-time bonusing structures ///feel free to merge inheritance tree public: std::set 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 void serialize(Handler &h, const int version) { h & static_cast(*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); }; std::vector 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 garrisonHero, visitingHero; ui32 identifier; //special identifier from h3m (only > RoE maps) si32 alignment; std::set forbiddenBuildings, builtBuildings; std::vector bonusingBuildings; std::vector possibleSpells, obligatorySpells; std::vector > spells; //spells[level] -> vector of spells, first will be available in guild std::list events; std::pair bonusValue;//var to store town bonuses (rampart = resources from mystic pond); ////////////////////////////////////////////////////////////////////////// static std::vector merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought) static std::vector universitySkills;//skills for university of magic template void serialize(Handler &h, const int version) { h & static_cast(*this); h & static_cast(*this); h & static_cast(*this); h & name & builded & destroyed & identifier; h & garrisonHero & visitingHero; h & alignment & forbiddenBuildings & builtBuildings & bonusValue & possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings; for (std::vector::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 ////////////////////////////////////////////////////////////////////////// bool passableFor(PlayerColor color) const; //int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated int getSightRadious() const override; //returns sight distance int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral void getOutOffsets(std::vector &offsets) const; //offsets to obj pos when we boat can be placed int getMarketEfficiency() const override; //=market count bool allowsTrade(EMarketMode::EMarketMode mode) const; std::vector availableItemsIds(EMarketMode::EMarketMode mode) const; void setType(si32 ID, si32 subID); void updateAppearance(); ////////////////////////////////////////////////////////////////////////// bool needsLastStack() const; 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; CBuilding::TRequired genBuildingRequirements(BuildingID build) const; 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; std::string getObjectName() const override; protected: void setPropertyDer(ui8 what, ui32 val) override; };