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	* introduced new handler BonusTypeHandler * config\bonusnames.json converted to common format and splitted info main and localizable parts * hanlders initialization refactored
		
			
				
	
	
		
			1405 lines
		
	
	
		
			50 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1405 lines
		
	
	
		
			50 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #pragma once
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| 
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| #include "../lib/CCreatureSet.h"
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| #include "CArtHandler.h"
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| #include "../lib/ConstTransitivePtr.h"
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| #include "int3.h"
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| #include "GameConstants.h"
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| #include "ResourceSet.h"
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| 
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| /*
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|  * CObjectHandler.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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| 
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| class CGameState;
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| class CArtifactInstance;
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| struct MetaString;
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| struct BattleInfo;
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| struct QuestInfo;
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| class IGameCallback;
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| struct BattleResult;
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| class CCPPObjectScript;
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| class CGObjectInstance;
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| class CScript;
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| class CObjectScript;
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| class CGHeroInstance;
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| class CTown;
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| class CHero;
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| class CBuilding;
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| class CSpell;
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| class CGTownInstance;
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| class CGTownBuilding;
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| class CArtifact;
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| class CGDefInfo;
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| class CSpecObjInfo;
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| class CCastleEvent;
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| struct TerrainTile;
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| struct InfoWindow;
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| struct Component;
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| struct BankConfig;
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| struct UpdateHerospecialty;
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| struct NewArtifact;
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| class CGBoat;
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| class CArtifactSet;
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| class CCommanderInstance;
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| 
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| class DLL_LINKAGE CQuest
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| {
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| public:
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| 	enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
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| 		MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9, MISSION_KEYMASTER = 10};
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| 	enum Eprogress {NOT_ACTIVE, IN_PROGRESS, COMPLETE};
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| 
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| 	si32 qid; //unique quest id for serialization / identification
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| 
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| 	Emission missionType;
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| 	Eprogress progress;
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| 	si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
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| 
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| 	ui32 m13489val;
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| 	std::vector<ui32> m2stats;
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| 	std::vector<ui16> m5arts; //artifacts id
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| 	std::vector<CStackBasicDescriptor> m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
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| 	std::vector<ui32> m7resources; //TODO: use resourceset?
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| 
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| 	//following field are used only for kill creature/hero missions, the original objects became inaccessible after their removal, so we need to store info needed for messages / hover text
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| 	ui8 textOption;
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| 	CStackBasicDescriptor stackToKill;
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| 	ui8 stackDirection;
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| 	std::string heroName; //backup of hero name
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| 	si32 heroPortrait;
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| 
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| 	std::string firstVisitText, nextVisitText, completedText;
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| 	bool isCustomFirst, isCustomNext, isCustomComplete;
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| 
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| 	CQuest(){missionType = MISSION_NONE;}; //default constructor
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| 
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| 	virtual bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
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| 	virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = NULL) const;
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| 	virtual void getCompletionText (MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = NULL) const;
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| 	virtual void getRolloverText (MetaString &text, bool onHover) const; //hover or quest log entry
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| 	virtual void completeQuest (const CGHeroInstance * h) const {};
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| 	virtual void addReplacements(MetaString &out, const std::string &base) const;
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| 
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| 	bool operator== (const CQuest & quest) const
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| 	{
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| 		return (quest.qid == qid);
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| 	}
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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 & qid & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
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| 			& textOption & stackToKill & stackDirection & heroName & heroPortrait
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| 			& firstVisitText & nextVisitText & completedText & isCustomFirst & isCustomNext & isCustomComplete;
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| 	}
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| };
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| 
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| class DLL_LINKAGE IObjectInterface
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| {
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| public:
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| 	static IGameCallback *cb;
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| 
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| 	IObjectInterface();
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| 	virtual ~IObjectInterface();
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| 
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| 	virtual void onHeroVisit(const CGHeroInstance * h) const;
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| 	virtual void onHeroLeave(const CGHeroInstance * h) const;
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| 	virtual void newTurn() const;
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| 	virtual void initObj(); //synchr
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| 	virtual void setProperty(ui8 what, ui32 val);//synchr
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| //unified interface, AI helpers
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| 	virtual bool wasVisited (PlayerColor player) const;
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| 	virtual bool wasVisited (const CGHeroInstance * h) const;
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| 
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| 	static void preInit(); //called before objs receive their initObj
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| 	static void postInit();//called after objs receive their initObj
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| };
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| 
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| class DLL_LINKAGE IBoatGenerator
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| {
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| public:
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| 	const CGObjectInstance *o;
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| 
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| 	IBoatGenerator(const CGObjectInstance *O);
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| 	virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
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| 	virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
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| 	int3 bestLocation() const; //returns location when the boat should be placed
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| 
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| 	enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER};
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| 	EGeneratorState state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
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| 	void getProblemText(MetaString &out, const CGHeroInstance *visitor = NULL) const;
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| };
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| 
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| class DLL_LINKAGE IShipyard : public IBoatGenerator
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| {
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| public:
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| 	IShipyard(const CGObjectInstance *O);
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| 	virtual void getBoatCost(std::vector<si32> &cost) const;
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| 
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| 	static const IShipyard *castFrom(const CGObjectInstance *obj);
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| 	static IShipyard *castFrom(CGObjectInstance *obj);
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| };
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| 
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| class DLL_LINKAGE IMarket
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| {
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| public:
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| 	const CGObjectInstance *o;
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| 
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| 	IMarket(const CGObjectInstance *O);
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| 	virtual int getMarketEfficiency() const =0;
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| 	virtual bool allowsTrade(EMarketMode::EMarketMode mode) const;
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| 	virtual int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
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| 	virtual std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
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| 
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| 	bool getOffer(int id1, int id2, int &val1, int &val2, EMarketMode::EMarketMode mode) const; //val1 - how many units of id1 player has to give to receive val2 units
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| 	std::vector<EMarketMode::EMarketMode> availableModes() const;
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| 
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| 	static const IMarket *castFrom(const CGObjectInstance *obj, bool verbose = true);
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| };
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| 
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| class DLL_LINKAGE CGObjectInstance : public IObjectInterface
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| {
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| public:
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| 	mutable std::string hoverName;
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| 	int3 pos; //h3m pos
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| 	Obj ID;
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| 	si32 subID; //normal subID (this one from OH3 maps ;])
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| 	ObjectInstanceID id;//number of object in map's vector
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| 	CGDefInfo * defInfo;
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| 
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| 	PlayerColor tempOwner;
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| 	bool blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
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| 
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| 	virtual ui8 getPassableness() const; //bitmap - if the bit is set the corresponding player can pass through the visitable tiles of object, even if it's blockvis; if not set - default properties from definfo are used
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| 	virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
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| 	virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
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| 	void getSightTiles(boost::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
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| 	PlayerColor getOwner() const;
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| 	void setOwner(PlayerColor ow);
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| 	int getWidth() const; //returns width of object graphic in tiles
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| 	int getHeight() const; //returns height of object graphic in tiles
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| 	bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
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| 	int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
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| 	int3 visitablePos() const;
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| 	bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) form left top tile of image (x, y in tiles)
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| 	bool coveringAt(int x, int y) const; //returns true if object covers with picture location (x, y) form left top tile of maximal possible image (8 x 6 tiles) (x, y in tiles)
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| 	bool hasShadowAt(int x, int y) const;//returns true if object covers with shadow location (x, y) form left top tile of maximal possible image (8 x 6 tiles) (x, y in tiles)
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| 	std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
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| 	bool isVisitable() const; //returns true if object is visitable
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| 	bool operator<(const CGObjectInstance & cmp) const;  //screen printing priority comparing
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| 	void hideTiles(PlayerColor ourplayer, int radius) const;
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| 	CGObjectInstance();
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| 	virtual ~CGObjectInstance();
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| 	//CGObjectInstance(const CGObjectInstance & right);
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| 	//CGObjectInstance& operator=(const CGObjectInstance & right);
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| 	virtual const std::string & getHoverText() const;
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| 
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| 	///IObjectInterface
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| 	void initObj() override;
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| 	void onHeroVisit(const CGHeroInstance * h) const override;
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| 	void setProperty(ui8 what, ui32 val) override;//synchr
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| 
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| 	friend class CGameHandler;
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| 
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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 & hoverName & pos & ID & subID & id & tempOwner & blockVisit & defInfo;
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| 		//definfo is handled by map serializer
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| 	}
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| protected:
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| 	virtual void setPropertyDer(ui8 what, ui32 val);//synchr
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| 
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| 	void getNameVis(std::string &hname) const;
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| 	void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
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| };
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| class CGHeroPlaceholder : public CGObjectInstance
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| {
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| public:
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| 	//subID stores id of hero type. If it's 0xff then following field is used
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| 	ui8 power;
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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);
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| 		h & power;
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| 	}
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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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| 
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| 	bool wasVisited(PlayerColor player) const;
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| 	bool wasVisited(TeamID team) const;
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| 	void setPropertyDer(ui8 what, ui32 val) override;
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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);
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| 		h & players;
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| 	}
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| };
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| 
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| class DLL_LINKAGE CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet
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| {
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| public:
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| 	BattleInfo *battle; //set to the current battle, if engaged
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| 
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| 	void randomizeArmy(int type);
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| 	void updateMoraleBonusFromArmy();
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| 
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| 	void armyChanged() override;
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| 
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| 	//////////////////////////////////////////////////////////////////////////
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| //	int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface								???
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| 	virtual CBonusSystemNode *whereShouldBeAttached(CGameState *gs);
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| 	virtual CBonusSystemNode *whatShouldBeAttached();
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| 	//////////////////////////////////////////////////////////////////////////
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| 
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| 	CArmedInstance();
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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);
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| 		h & static_cast<CBonusSystemNode&>(*this);
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| 		h & static_cast<CCreatureSet&>(*this);
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| 	}
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| };
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| 
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| class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
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| {
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| public:
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| 	enum ECanDig
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| 	{
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| 		CAN_DIG, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED
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| 	};
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| 	//////////////////////////////////////////////////////////////////////////
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| 
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| 	ui8 moveDir; //format:	123
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| 					//		8 4
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| 					//		765
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| 	mutable ui8 isStanding, tacticFormationEnabled;
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| 
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| 	//////////////////////////////////////////////////////////////////////////
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| 
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| 	ConstTransitivePtr<CHero> type;
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| 	TExpType exp; //experience points
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| 	ui32 level; //current level of hero
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| 	std::string name; //may be custom
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| 	std::string biography; //if custom
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| 	si32 portrait; //may be custom
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| 	si32 mana; // remaining spell points
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| 	std::vector<std::pair<SecondarySkill,ui8> > secSkills; //first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert); if hero has ability (-1, -1) it meansthat it should have default secondary abilities
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| 	ui32 movement; //remaining movement points
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| 	ui8 sex;
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| 	bool inTownGarrison; // if hero is in town garrison
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| 	ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
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| 	ConstTransitivePtr<CCommanderInstance> commander;
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| 	const CGBoat *boat; //set to CGBoat when sailing
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| 
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| 
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| 	//std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
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| 	//std::map<ui16, const CArtifact*> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
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| 	std::set<SpellID> spells; //known spells (spell IDs)
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| 
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| 
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| 	struct DLL_LINKAGE Patrol
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| 	{
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| 		Patrol(){patrolling=false;patrolRadious=-1;};
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| 		bool patrolling;
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| 		ui32 patrolRadious;
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| 		template <typename Handler> void serialize(Handler &h, const int version)
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| 		{
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| 			h & patrolling & patrolRadious;
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| 		}
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| 	} patrol;
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| 
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| 	struct DLL_LINKAGE HeroSpecial : CBonusSystemNode
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| 	{
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| 		bool growsWithLevel;
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| 
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| 		HeroSpecial(){growsWithLevel = false;};
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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<CBonusSystemNode&>(*this);
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| 			h & growsWithLevel;
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| 		}
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| 	};
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| 
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| 	std::vector<HeroSpecial*> specialty;
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| 
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| 	//BonusList bonuses;
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| 	//////////////////////////////////////////////////////////////////////////
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| 
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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<CArmedInstance&>(*this);
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| 		h & static_cast<CArtifactSet&>(*this);
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| 		h & exp & level & name & biography & portrait & mana & secSkills & movement
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| 			& sex & inTownGarrison & /*artifacts & artifWorn & */spells & patrol & moveDir;
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| 
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| 		h & type & specialty & commander;
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| 		BONUS_TREE_DESERIALIZATION_FIX
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| 		//visitied town pointer will be restored by map serialization method
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| 	}
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| 	//////////////////////////////////////////////////////////////////////////
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| 	int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
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| 	int getSightRadious() const; //sight distance (should be used if player-owned structure)
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| 	//////////////////////////////////////////////////////////////////////////
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| 
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| 	int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
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| 	void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
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| 
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| 	//////////////////////////////////////////////////////////////////////////
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| 
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| 	bool hasSpellbook() const;
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| 	EAlignment::EAlignment getAlignment() const;
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| 	const std::string &getBiography() const;
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| 	bool needsLastStack()const;
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| 	ui32 getTileCost(const TerrainTile &dest, const TerrainTile &from) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling
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| 	ui32 getLowestCreatureSpeed() const;
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| 	int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
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| 	si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
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| 	bool canWalkOnSea() const;
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| 	int getCurrentLuck(int stack=-1, bool town=false) const;
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| 	int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
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| 
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| 	ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
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| 	void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
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| 	bool canLearnSkill() const; ///true if hero has free secondary skill slot
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| 
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| 	int maxMovePoints(bool onLand) const;
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| 	int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false) const;
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| 
 | |
| // 	const CArtifact* getArtAtPos(ui16 pos) const; //NULL - no artifact
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| // 	const CArtifact * getArt(int pos) const;
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| // 	si32 getArtPos(int aid) const; //looks for equipped artifact with given ID and returns its slot ID or -1 if none(if more than one such artifact lower ID is returned)
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| // 	bool hasArt(ui32 aid) const; //checks if hero possess artifact of given id (either in backack or worn)
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| 
 | |
| 	//int getSpellSecLevel(int spell) const; //returns level of secondary ability (fire, water, earth, air magic) known to this hero and applicable to given spell; -1 if error
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| 	static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
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| 	double getHeroStrength() const;
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| 	ui64 getTotalStrength() const;
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| 	TExpType calculateXp(TExpType exp) const; //apply learning skill
 | |
| 	ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = NULL) const; //returns level on which given spell would be cast by this hero (0 - none, 1 - basic etc); optionally returns number of selected school by arg - 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic,
 | |
| 	bool canCastThisSpell(const CSpell * spell) const; //determines if this hero can cast given spell; takes into account existing spell in spellbook, existing spellbook and artifact bonuses
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| 	CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
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| 	void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
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| 	ECanDig diggingStatus() const; //0 - can dig; 1 - lack of movement; 2 -
 | |
| 
 | |
| 	//////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
| 	void initHero();
 | |
| 	void initHero(int SUBID);
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| 
 | |
| 	void putArtifact(ArtifactPosition pos, CArtifactInstance *art);
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| 	void putInBackpack(CArtifactInstance *art);
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| 	void initExp();
 | |
| 	void initArmy(IArmyDescriptor *dst = NULL);
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| 	//void giveArtifact (ui32 aid);
 | |
| 	void initHeroDefInfo();
 | |
| 	void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
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| 	void Updatespecialty();
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| 	void updateSkill(SecondarySkill which, int val);
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| 
 | |
| 	CGHeroInstance();
 | |
| 	virtual ~CGHeroInstance();
 | |
| 	//////////////////////////////////////////////////////////////////////////
 | |
| 	//
 | |
| 	ArtBearer::ArtBearer bearerType() const override;
 | |
| 	//////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
| 	CBonusSystemNode *whereShouldBeAttached(CGameState *gs) override;
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| 	std::string nodeName() const override;
 | |
| 	void deserializationFix();
 | |
| 
 | |
| 	void initObj() override;
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| protected:
 | |
| 	void setPropertyDer(ui8 what, ui32 val) override;//synchr
 | |
| };
 | |
| 
 | |
| 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<std::pair<ui32, std::vector<CreatureID> > > TCreaturesSet;
 | |
| 
 | |
| 	CSpecObjInfo * info; //h3m info about dewlling
 | |
| 	TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CArmedInstance&>(*this) & creatures;
 | |
| 	}
 | |
| 
 | |
| 	void initObj() override;
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 	void newTurn() const override;
 | |
| 	void setProperty(ui8 what, ui32 val) override;
 | |
| private:
 | |
| 	void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
 | |
| 	void fightOver(const CGHeroInstance *h, BattleResult *result) const;
 | |
| 	void wantsFight(const CGHeroInstance *h, ui32 answer) const;
 | |
| };
 | |
| 
 | |
| 
 | |
| class DLL_LINKAGE CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
 | |
| {
 | |
| public:
 | |
| 	std::set<ObjectInstanceID> visitors; //ids of heroes who have visited this obj
 | |
| 	si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
 | |
| 
 | |
| 	const std::string & getHoverText() const override;
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 	void initObj() override;
 | |
| 	bool wasVisited (const CGHeroInstance * h) const override;
 | |
| 
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CGObjectInstance&>(*this);
 | |
| 		h & visitors & ttype;
 | |
| 	}
 | |
| protected:
 | |
| 	void setPropertyDer(ui8 what, ui32 val) override;//synchr
 | |
| private:
 | |
| 	void onNAHeroVisit(ObjectInstanceID heroID, bool alreadyVisited) const;
 | |
| 	///dialog callbacks
 | |
| 	void treeSelected(ObjectInstanceID heroID, int resType, int resVal, TExpType expVal, ui32 result) const;
 | |
| 	void schoolSelected(ObjectInstanceID heroID, ui32 which) const;
 | |
| 	void arenaSelected(ObjectInstanceID heroID, int primSkill) 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 <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & ID & id;
 | |
| 	}
 | |
| };
 | |
| class DLL_LINKAGE COPWBonus : public CGTownBuilding
 | |
| {///used for OPW bonusing structures
 | |
| public:
 | |
| 	std::set<si32> 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 = NULL;};
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CGTownBuilding&>(*this);
 | |
| 		h & visitors;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CTownBonus : public CGTownBuilding
 | |
| {
 | |
| ///used for one-time bonusing structures
 | |
| ///feel free to merge inheritance tree
 | |
| public:
 | |
| 	std::set<ObjectInstanceID> 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 = NULL;};
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CGTownBuilding&>(*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<Entry> 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;
 | |
| 	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<CGHeroInstance> garrisonHero, visitingHero;
 | |
| 	ui32 identifier; //special identifier from h3m (only > RoE maps)
 | |
| 	si32 alignment;
 | |
| 	std::set<BuildingID> forbiddenBuildings, builtBuildings;
 | |
| 	std::vector<CGTownBuilding*> bonusingBuildings;
 | |
| 	std::vector<SpellID> possibleSpells, obligatorySpells;
 | |
| 	std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
 | |
| 	std::list<CCastleEvent> events;
 | |
| 	std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
 | |
| 
 | |
| 	//////////////////////////////////////////////////////////////////////////
 | |
| 	static std::vector<const CArtifact *> merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought)
 | |
| 	static std::vector<int> universitySkills;//skills for university of magic
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CGDwelling&>(*this);
 | |
| 		h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings & bonusValue
 | |
| 			& possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
 | |
| 
 | |
| 		for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
 | |
| 			(*i)->town = this;
 | |
| 
 | |
| 		h & town & townAndVis;
 | |
| 		BONUS_TREE_DESERIALIZATION_FIX
 | |
| 		//garrison/visiting hero pointers will be restored in the map serialization
 | |
| 	}
 | |
| 	//////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
| 	CBonusSystemNode *whatShouldBeAttached() override;
 | |
| 	std::string nodeName() const 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
 | |
| 
 | |
| 	//////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
| 	ui8 getPassableness() const; //bitmap - if the bit is set the corresponding player can pass through the visitable tiles of object, even if it's blockvis; if not set - default properties from definfo are used
 | |
| 	int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
 | |
| 	int getSightRadious() const; //returns sight distance
 | |
| 	int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
 | |
| 	void getOutOffsets(std::vector<int3> &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<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
 | |
| 
 | |
| 
 | |
| 	//////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
| 	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 creatureDwellingLevel(int dwelling) const;
 | |
| 	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;
 | |
| 	int 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
 | |
| 
 | |
| 	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;
 | |
| protected:
 | |
| 	void setPropertyDer(ui8 what, ui32 val) override;
 | |
| private:
 | |
| 	///dialog callbacks
 | |
| 	void fightOver(const CGHeroInstance *h, BattleResult *result) const;
 | |
| };
 | |
| class DLL_LINKAGE CGPandoraBox : public CArmedInstance
 | |
| {
 | |
| public:
 | |
| 	std::string message;
 | |
| 
 | |
| 	//gained things:
 | |
| 	ui32 gainedExp;
 | |
| 	si32 manaDiff; //amount of gained / lost mana
 | |
| 	si32 moraleDiff; //morale modifier
 | |
| 	si32 luckDiff; //luck modifier
 | |
| 	TResources resources;//gained / lost resources
 | |
| 	std::vector<si32> primskills;//gained / lost prim skills
 | |
| 	std::vector<SecondarySkill> abilities; //gained abilities
 | |
| 	std::vector<si32> abilityLevels; //levels of gained abilities
 | |
| 	std::vector<ArtifactID> artifacts; //gained artifacts
 | |
| 	std::vector<SpellID> spells; //gained spells
 | |
| 	CCreatureSet creatures; //gained creatures
 | |
| 
 | |
| 	void initObj() override;
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CArmedInstance&>(*this);
 | |
| 		h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
 | |
| 			& abilities & abilityLevels & artifacts & spells & creatures;
 | |
| 	}
 | |
| protected:
 | |
| 	void endBattle(const CGHeroInstance *h, BattleResult *result) const;
 | |
| 	void giveContents(const CGHeroInstance *h, bool afterBattle) const;
 | |
| private:
 | |
| 	void open (const CGHeroInstance * h, ui32 accept) const;
 | |
| 	void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
 | |
| 	void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CGEvent : public CGPandoraBox  //event objects
 | |
| {
 | |
| public:
 | |
| 	bool removeAfterVisit; //true if event is removed after occurring
 | |
| 	ui8 availableFor; //players whom this event is available for
 | |
| 	bool computerActivate; //true if computer player can activate this event
 | |
| 	bool humanActivate; //true if human player can activate this event
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CGPandoraBox &>(*this);
 | |
| 		h & removeAfterVisit & availableFor & computerActivate & humanActivate;
 | |
| 	}
 | |
| 
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| private:
 | |
| 	void activated(const CGHeroInstance * h) const;
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map
 | |
| {
 | |
| public:
 | |
| 	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
 | |
| 
 | |
| 
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 	const std::string & getHoverText() const override;
 | |
| 	void initObj() override;
 | |
| 	void newTurn() const override;
 | |
| 
 | |
| 
 | |
| 	struct DLL_LINKAGE RestoredCreature // info about merging stacks after battle back into one
 | |
| 	{
 | |
| 		si32 basicType;
 | |
| 		template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 		{
 | |
| 			h & basicType;
 | |
| 		}
 | |
| 	} restore;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CArmedInstance&>(*this);
 | |
| 		h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower & restore;
 | |
| 	}
 | |
| protected:
 | |
| 	void setPropertyDer(ui8 what, ui32 val) override;
 | |
| private:
 | |
| 
 | |
| 	void fight(const CGHeroInstance *h) const;
 | |
| 	void flee( const CGHeroInstance * h ) const;
 | |
| 	void endBattle(BattleResult *result) 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 IQuestObject
 | |
| {
 | |
| public:
 | |
| 	CQuest * quest;
 | |
| 
 | |
| 	IQuestObject(){quest = new CQuest;};
 | |
| 	virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = NULL) const;
 | |
| 	virtual bool checkQuest (const CGHeroInstance * h) const;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & quest;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CGSeerHut : public CArmedInstance, public IQuestObject //army is used when giving reward
 | |
| {
 | |
| public:
 | |
| 	enum ERewardType {NOTHING, EXPERIENCE, MANA_POINTS, MORALE_BONUS, LUCK_BONUS, RESOURCES, PRIMARY_SKILL, SECONDARY_SKILL, ARTIFACT, SPELL, CREATURE};
 | |
| 	ERewardType rewardType;
 | |
| 	si32 rID; //reward ID
 | |
| 	si32 rVal; //reward value
 | |
| 	std::string seerName;
 | |
| 
 | |
| 	CGSeerHut() : IQuestObject(){};
 | |
| 	void initObj() override;
 | |
| 	const std::string & getHoverText() const override;
 | |
| 	void newTurn() const override;
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 
 | |
| 	int checkDirection() const; //calculates the region of map where monster is placed
 | |
| 	void setObjToKill(); //remember creatures / heroes to kill after they are initialized
 | |
| 	const CGHeroInstance *getHeroToKill(bool allowNull = false) const;
 | |
| 	const CGCreature *getCreatureToKill(bool allowNull = false) const;
 | |
| 	void getRolloverText (MetaString &text, bool onHover) const;
 | |
| 	void getCompletionText(MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = NULL) const;
 | |
| 	void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
 | |
| 	void completeQuest (const CGHeroInstance * h) const;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CArmedInstance&>(*this) & static_cast<IQuestObject&>(*this);
 | |
| 		h & rewardType & rID & rVal & seerName;
 | |
| 	}
 | |
| protected:
 | |
| 	void setPropertyDer(ui8 what, ui32 val) override;
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CGQuestGuard : public CGSeerHut
 | |
| {
 | |
| public:
 | |
| 	CGQuestGuard() : CGSeerHut(){};
 | |
| 	void initObj() override;
 | |
| 	void completeQuest (const CGHeroInstance * h) const;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CGSeerHut&>(*this);
 | |
| 	}
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CGWitchHut : public CPlayersVisited
 | |
| {
 | |
| public:
 | |
| 	std::vector<si32> allowedAbilities;
 | |
| 	ui32 ability;
 | |
| 
 | |
| 	const std::string & getHoverText() 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
 | |
| 	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;
 | |
| 
 | |
| 	ui8 getPassableness() const;
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 	void fightOver (const CGHeroInstance *h, BattleResult *result) const;
 | |
| 
 | |
| 	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;
 | |
| 
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 	void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
 | |
| 	void endBattle(BattleResult *result, const CGHeroInstance *h) const;
 | |
| 	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;
 | |
| 
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 	void initObj() override;
 | |
| 
 | |
| 	void collectRes(PlayerColor player) const;
 | |
| 	void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
 | |
| 	void endBattle(BattleResult *result, const CGHeroInstance *h) const;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CArmedInstance&>(*this);
 | |
| 		h & amount & message;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
 | |
| {
 | |
| public:
 | |
| 	ui32 type, val1, val2;
 | |
| 
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 	void initObj() override;
 | |
| 	void chosen(int which, ObjectInstanceID heroID) const;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CGObjectInstance&>(*this);
 | |
| 		h & type & val1 & val2;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| 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;
 | |
| 	const std::string & getHoverText() 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 offerLeavingGuards(const CGHeroInstance *h) const;
 | |
| 	void endBattle(BattleResult *result, PlayerColor attackingPlayer) const;
 | |
| 	void fight(ui32 agreed, const CGHeroInstance *h) const;
 | |
| 
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 
 | |
| 	void flagMine(PlayerColor player) const;
 | |
| 	void newTurn() const override;
 | |
| 	void initObj() override;
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CArmedInstance&>(*this);
 | |
| 		h & producedResource & producedQuantity;
 | |
| 	}
 | |
| 	ui32 defaultResProduction();
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CGVisitableOPW : public CGObjectInstance //objects visitable OPW
 | |
| {
 | |
| public:
 | |
| 	ui8 visited; //true if object has been visited this week
 | |
| 
 | |
| 	bool wasVisited(PlayerColor player) const;
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 	void newTurn() const override;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CGObjectInstance&>(*this);
 | |
| 		h & visited;
 | |
| 	}
 | |
| protected:
 | |
| 	void setPropertyDer(ui8 what, ui32 val) override;
 | |
| };
 | |
| 
 | |
| 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 CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
 | |
| {
 | |
| public:
 | |
| 	bool wasVisited (const CGHeroInstance * h) const;
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 	const std::string & getHoverText() const override;
 | |
| 	void initObj() override;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CGObjectInstance&>(*this);
 | |
| 	}
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CGMagicSpring : public CGVisitableOPW
 | |
| {///unfortunately, this one is quite different than others
 | |
| public:
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 	const std::string & getHoverText() const override;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CGObjectInstance&>(*this);
 | |
| 		h & visited;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
 | |
| {
 | |
| public:
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 	const std::string & getHoverText() 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;
 | |
| 	const std::string & getHoverText() 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 CGKeys : public CGObjectInstance //Base class for Keymaster and guards
 | |
| {
 | |
| public:
 | |
| 	static std::map <PlayerColor, std::set <ui8> > playerKeyMap; //[players][keysowned]
 | |
| 	//SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
 | |
| 
 | |
| 	const std::string getName() const; //depending on color
 | |
| 	bool wasMyColorVisited (PlayerColor player) const;
 | |
| 
 | |
| 	const std::string & getHoverText() const override;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CGObjectInstance&>(*this);
 | |
| 	}
 | |
| protected:
 | |
| 	void setPropertyDer(ui8 what, ui32 val) override;
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CGKeymasterTent : public CGKeys
 | |
| {
 | |
| public:
 | |
| 	bool wasVisited (PlayerColor player) const;
 | |
| 	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 CGBorderGuard : public CGKeys, public IQuestObject
 | |
| {
 | |
| public:
 | |
| 	CGBorderGuard() : IQuestObject(){};
 | |
| 	void initObj() override;
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 
 | |
| 	void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = NULL) const;
 | |
| 	void getRolloverText (MetaString &text, bool onHover) const;
 | |
| 	bool checkQuest (const CGHeroInstance * h) const;
 | |
| 
 | |
| 	void openGate(const CGHeroInstance *h, ui32 accept) const;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<IQuestObject&>(*this);
 | |
| 		h & static_cast<CGObjectInstance&>(*this);
 | |
| 		h & blockVisit;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CGBorderGate : public CGBorderGuard
 | |
| {
 | |
| public:
 | |
| 	CGBorderGate() : CGBorderGuard(){};
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 
 | |
| 	ui8 getPassableness() const override;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CGBorderGuard&>(*this); //need to serialize or object will be empty
 | |
| 	}
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CGBoat : public CGObjectInstance
 | |
| {
 | |
| public:
 | |
| 	ui8 direction;
 | |
| 	const CGHeroInstance *hero;  //hero on board
 | |
| 
 | |
| 	void initObj() override;
 | |
| 
 | |
| 	CGBoat()
 | |
| 	{
 | |
| 		hero = NULL;
 | |
| 		direction = 4;
 | |
| 	}
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CGObjectInstance&>(*this) & direction;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CGOnceVisitable : public CPlayersVisited
 | |
| ///wagon, corpse, lean to, warriors tomb
 | |
| {
 | |
| public:
 | |
| 	ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
 | |
| 	ui32 bonusType, //id of res or artifact
 | |
| 		bonusVal; //resource amount (or not used)
 | |
| 
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 	const std::string & getHoverText() const override;
 | |
| 	void initObj() override;
 | |
| 
 | |
| 	void searchTomb(const CGHeroInstance *h, ui32 accept) const;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CPlayersVisited&>(*this);;
 | |
| 		h & artOrRes & bonusType & bonusVal;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CBank : public CArmedInstance
 | |
| {
 | |
| 	public:
 | |
| 	int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
 | |
| 	BankConfig *bc;
 | |
| 	double multiplier; //for improved banks script
 | |
| 	std::vector<ui32> artifacts; //fixed and deterministic
 | |
| 	ui32 daycounter;
 | |
| 
 | |
| 	void initObj() override;
 | |
| 	const std::string & getHoverText() const override;
 | |
| 	void initialize() const;
 | |
| 	void reset(ui16 var1);
 | |
| 	void newTurn() const override;
 | |
| 	bool wasVisited (PlayerColor player) const override;
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 
 | |
| 	virtual void fightGuards (const CGHeroInstance *h, ui32 accept) const;
 | |
| 	virtual void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CArmedInstance&>(*this);
 | |
| 		h & index & multiplier & artifacts & daycounter & bc;
 | |
| 	}
 | |
| protected:
 | |
| 	void setPropertyDer(ui8 what, ui32 val) override;
 | |
| };
 | |
| class DLL_LINKAGE CGPyramid : public CBank
 | |
| {
 | |
| public:
 | |
| 	ui16 spell;
 | |
| 
 | |
| 	void initObj() override;
 | |
| 	const std::string & getHoverText() const override;
 | |
| 	void newTurn() const override {}; //empty, no reset
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override;
 | |
| 
 | |
| 	void endBattle (const CGHeroInstance *h, const BattleResult *result) const override;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CBank&>(*this);
 | |
| 		h & spell;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| 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;
 | |
| };
 | |
| 
 | |
| 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 buyMap (const CGHeroInstance *h, ui32 accept) const;
 | |
| 
 | |
| 	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;
 | |
| 	const std::string & getHoverText() 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;
 | |
| 	const std::string & getHoverText() const override;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CGObjectInstance&>(*this);
 | |
| 	}
 | |
| 	void giveBonusTo( PlayerColor player ) const;
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CGMarket : public CGObjectInstance, public IMarket
 | |
| {
 | |
| public:
 | |
| 	CGMarket();
 | |
| 	///IObjectIntercae
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override; //open trading window
 | |
| 
 | |
| 	///IMarket
 | |
| 	int getMarketEfficiency() const override;
 | |
| 	bool allowsTrade(EMarketMode::EMarketMode mode) const override;
 | |
| 	int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const override; //-1 if unlimited
 | |
| 	std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CGObjectInstance&>(*this);
 | |
| 	}
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CGBlackMarket : public CGMarket
 | |
| {
 | |
| public:
 | |
| 	std::vector<const CArtifact *> artifacts; //available artifacts
 | |
| 
 | |
| 	void newTurn() const override; //reset artifacts for black market every month
 | |
| 	std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CGMarket&>(*this);
 | |
| 		h & artifacts;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| class DLL_LINKAGE CGUniversity : public CGMarket
 | |
| {
 | |
| public:
 | |
| 	std::vector<int> skills; //available skills
 | |
| 
 | |
| 	std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
 | |
| 	void initObj() override;//set skills for trade
 | |
| 	void onHeroVisit(const CGHeroInstance * h) const override; //open window
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & static_cast<CGMarket&>(*this);
 | |
| 		h & skills;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BankConfig
 | |
| {
 | |
| 	BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
 | |
| 	ui8 level; //1 - 4, how hard the battle will be
 | |
| 	ui8 chance; //chance for this level being chosen
 | |
| 	ui8 upgradeChance; //chance for creatures to be in upgraded versions
 | |
| 	std::vector< std::pair <CreatureID, ui32> > guards; //creature ID, amount
 | |
| 	ui32 combatValue; //how hard are guards of this level
 | |
| 	std::vector<si32> resources; //resources given in case of victory
 | |
| 	std::vector< std::pair <CreatureID, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
 | |
| 	std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
 | |
| 	ui32 value; //overall value of given things
 | |
| 	ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
 | |
| 	ui16 easiest; //?!?
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
 | |
| 	}
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| };
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| 
 | |
| class DLL_LINKAGE CObjectHandler
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| {
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| public:
 | |
| 	std::map<si32, CreatureID> cregens; //type 17. dwelling subid -> creature ID
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| 	std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
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| 	std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
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| 	std::vector<ui32> resVals; //default values of resources in gold
 | |
| 
 | |
| 	void load();
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| 	int bankObjToIndex (const CGObjectInstance * obj);
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| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & cregens & banksInfo & creBanksNames & resVals;
 | |
| 	}
 | |
| };
 |