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https://github.com/vcmi/vcmi.git
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01c5bc25e5
Not a perfect solution, but this is the best location for now.
473 lines
14 KiB
C++
473 lines
14 KiB
C++
#pragma once
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#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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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class DLL_LINKAGE CPlayersVisited: public CGObjectInstance
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{
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public:
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std::set<PlayerColor> players; //players that visited this object
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bool wasVisited(PlayerColor player) const override;
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bool wasVisited(TeamID team) const;
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void setPropertyDer(ui8 what, ui32 val) override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & players;
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}
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};
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class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map
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{
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public:
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enum Action {
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FIGHT = -2, FLEE = -1, JOIN_FOR_FREE = 0 //values > 0 mean gold price
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};
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enum Character {
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COMPLIANT = 0, FRIENDLY = 1, AGRESSIVE = 2, HOSTILE = 3, SAVAGE = 4
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};
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ui32 identifier; //unique code for this monster (used in missions)
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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)
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std::string message; //message printed for attacking hero
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TResources resources; // resources given to hero that has won with monsters
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ArtifactID gainedArtifact; //ID of artifact gained to hero, -1 if none
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bool neverFlees; //if true, the troops will never flee
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bool notGrowingTeam; //if true, number of units won't grow
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ui64 temppower; //used to handle fractional stack growth for tiny stacks
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bool refusedJoining;
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void onHeroVisit(const CGHeroInstance * h) const override;
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std::string getHoverText(PlayerColor player) const override;
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std::string getHoverText(const CGHeroInstance * hero) const override;
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void initObj() override;
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void newTurn() const override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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//stack formation depends on position,
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bool containsUpgradedStack() const;
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int getNumberOfStacks(const CGHeroInstance *hero) const;
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struct DLL_LINKAGE formationInfo // info about merging stacks after battle back into one
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{
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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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{
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h & basicType & upgrade;
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}
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} formation;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower;
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h & refusedJoining & formation;
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}
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protected:
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void setPropertyDer(ui8 what, ui32 val) override;
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private:
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void fight(const CGHeroInstance *h) const;
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void flee( const CGHeroInstance * h ) const;
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void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
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void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
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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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};
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class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
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{
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public:
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std::string message;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj() override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & message;
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}
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};
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class DLL_LINKAGE CGWitchHut : public CPlayersVisited
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{
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public:
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std::vector<si32> allowedAbilities;
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ui32 ability;
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std::string getHoverText(PlayerColor player) const override;
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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() override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CPlayersVisited&>(*this);
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h & allowedAbilities & ability;
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}
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};
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class DLL_LINKAGE CGScholar : public CGObjectInstance
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{
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public:
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enum EBonusType {PRIM_SKILL, SECONDARY_SKILL, SPELL, RANDOM = 255};
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EBonusType bonusType;
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ui16 bonusID; //ID of skill/spell
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// 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;
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void initObj() override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & bonusType & bonusID;
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}
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};
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class DLL_LINKAGE CGGarrison : public CArmedInstance
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{
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public:
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bool removableUnits;
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bool passableFor(PlayerColor color) const override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & removableUnits;
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}
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};
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class DLL_LINKAGE CGArtifact : public CArmedInstance
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{
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public:
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CArtifactInstance *storedArtifact;
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std::string message;
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CGArtifact() : CArmedInstance() {storedArtifact = nullptr;};
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void onHeroVisit(const CGHeroInstance * h) const override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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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() override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & message & storedArtifact;
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}
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};
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class DLL_LINKAGE CGResource : public CArmedInstance
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{
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public:
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ui32 amount; //0 if random
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std::string message;
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CGResource();
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj() override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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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;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & amount & message;
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}
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};
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class DLL_LINKAGE CGShrine : public CPlayersVisited
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{
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public:
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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() override;
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std::string getHoverText(PlayerColor player) 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)
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{
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h & static_cast<CPlayersVisited&>(*this);;
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h & spell;
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}
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};
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class DLL_LINKAGE CGMine : public CArmedInstance
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{
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public:
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Res::ERes producedResource;
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ui32 producedQuantity;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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void flagMine(PlayerColor player) const;
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void newTurn() const override;
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void initObj() override;
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std::string getObjectName() const 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)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & producedResource & producedQuantity;
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}
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ui32 defaultResProduction();
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};
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struct DLL_LINKAGE TeleportChannel
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{
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enum EPassability {UNKNOWN, IMPASSABLE, PASSABLE};
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TeleportChannel() : passability(UNKNOWN) {}
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std::vector<ObjectInstanceID> entrances;
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std::vector<ObjectInstanceID> exits;
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EPassability passability;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & entrances & exits & passability;
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}
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};
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class DLL_LINKAGE CGTeleport : public CGObjectInstance
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{
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public:
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enum EType {UNKNOWN, ENTRANCE, EXIT, BOTH};
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EType type;
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TeleportChannelID channel;
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CGTeleport();
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bool isEntrance() const;
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bool isExit() const;
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bool isChannelEntrance(ObjectInstanceID id) const;
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bool isChannelExit(ObjectInstanceID id) const;
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std::vector<ObjectInstanceID> getAllEntrances(bool excludeCurrent = false) const;
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std::vector<ObjectInstanceID> getAllExits(bool excludeCurrent = false) const;
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ObjectInstanceID getRandomExit(const CGHeroInstance * h) 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);
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static bool isConnected(const CGTeleport * src, const CGTeleport * dst);
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static bool isConnected(const CGObjectInstance * src, const CGObjectInstance * dst);
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static bool isExitPassable(CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj);
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static std::vector<ObjectInstanceID> getPassableExits(CGameState * gs, const CGHeroInstance * h, std::vector<ObjectInstanceID> exits);
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static void addToChannel(std::map<TeleportChannelID, shared_ptr<TeleportChannel> > &channelsList, const CGTeleport * obj);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & type & channel & static_cast<CGObjectInstance&>(*this);
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}
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};
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class DLL_LINKAGE CGMonolith : public CGTeleport
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{
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TeleportChannelID findMeChannel(std::vector<Obj> IDs, int SubID) const;
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public:
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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() override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGTeleport&>(*this);
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}
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};
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class DLL_LINKAGE CGSubterraneanGate : public CGMonolith
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{
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public:
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj() override;
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static void postInit();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGMonolith&>(*this);
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}
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};
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class DLL_LINKAGE CGWhirlpool : public CGMonolith
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{
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public:
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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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static bool isProtected( const CGHeroInstance * h );
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGMonolith&>(*this);
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}
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};
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class DLL_LINKAGE CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
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{
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public:
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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)
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{
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h & static_cast<CGObjectInstance&>(*this);
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}
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};
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class DLL_LINKAGE CGSirens : public CGObjectInstance
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{
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public:
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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;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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}
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};
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class DLL_LINKAGE CGObservatory : public CGObjectInstance //Redwood observatory
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{
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public:
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void onHeroVisit(const CGHeroInstance * h) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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}
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};
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class DLL_LINKAGE CGBoat : public CGObjectInstance
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{
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public:
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ui8 direction;
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const CGHeroInstance *hero; //hero on board
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void initObj() override;
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CGBoat()
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{
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hero = nullptr;
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direction = 4;
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this) & direction & hero;
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}
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};
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class CGShipyard : public CGObjectInstance, public IShipyard
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{
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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();
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void onHeroVisit(const CGHeroInstance * h) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & static_cast<IShipyard&>(*this);
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}
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};
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class DLL_LINKAGE CGMagi : public CGObjectInstance
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{
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public:
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static std::map <si32, std::vector<ObjectInstanceID> > eyelist; //[subID][id], supports multiple sets as in H5
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void initObj() override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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}
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};
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class DLL_LINKAGE CCartographer : public CPlayersVisited
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{
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///behaviour varies depending on surface and floor
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public:
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void onHeroVisit(const CGHeroInstance * h) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CPlayersVisited&>(*this);
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}
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};
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class DLL_LINKAGE CGDenOfthieves : public CGObjectInstance
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{
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void onHeroVisit(const CGHeroInstance * h) const override;
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};
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class DLL_LINKAGE CGObelisk : public CPlayersVisited
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{
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public:
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static ui8 obeliskCount; //how many obelisks are on map
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static std::map<TeamID, ui8> visited; //map: team_id => how many obelisks has been visited
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void onHeroVisit(const CGHeroInstance * h) const override;
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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)
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{
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h & static_cast<CPlayersVisited&>(*this);
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}
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protected:
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void setPropertyDer(ui8 what, ui32 val) override;
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};
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class DLL_LINKAGE CGLighthouse : public CGObjectInstance
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{
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public:
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void onHeroVisit(const CGHeroInstance * h) const override;
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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)
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{
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h & static_cast<CGObjectInstance&>(*this);
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}
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void giveBonusTo( PlayerColor player ) const;
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};
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