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vcmi/lib/CObjectHandler.h
Ivan Savenko 2b45e13c5c c++03 -> c++11 switch:
- use std versions of function, bind and ref
- OVERRIDE -> override
- NULL -> nullptr
- use std versions of random distributions

NOTE: this may be last revision that supports gcc-4.5
2013-06-26 11:18:27 +00:00

1421 lines
51 KiB
C++

#pragma once
#include "../lib/CCreatureSet.h"
#include "CArtHandler.h"
#include "../lib/ConstTransitivePtr.h"
#include "int3.h"
#include "GameConstants.h"
#include "ResourceSet.h"
/*
* CObjectHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CGameState;
class CArtifactInstance;
struct MetaString;
struct BattleInfo;
struct QuestInfo;
class IGameCallback;
struct BattleResult;
class CCPPObjectScript;
class CGObjectInstance;
class CScript;
class CObjectScript;
class CGHeroInstance;
class CTown;
class CHero;
class CBuilding;
class CSpell;
class CGTownInstance;
class CGTownBuilding;
class CArtifact;
class CGDefInfo;
class CSpecObjInfo;
class CCastleEvent;
struct TerrainTile;
struct InfoWindow;
struct Component;
struct BankConfig;
struct UpdateHerospecialty;
struct NewArtifact;
class CGBoat;
class CArtifactSet;
class CCommanderInstance;
class DLL_LINKAGE CQuest
{
public:
enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9, MISSION_KEYMASTER = 10};
enum Eprogress {NOT_ACTIVE, IN_PROGRESS, COMPLETE};
si32 qid; //unique quest id for serialization / identification
Emission missionType;
Eprogress progress;
si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
ui32 m13489val;
std::vector<ui32> m2stats;
std::vector<ui16> m5arts; //artifacts id
std::vector<CStackBasicDescriptor> m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
std::vector<ui32> m7resources; //TODO: use resourceset?
//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
ui8 textOption;
CStackBasicDescriptor stackToKill;
ui8 stackDirection;
std::string heroName; //backup of hero name
si32 heroPortrait;
std::string firstVisitText, nextVisitText, completedText;
bool isCustomFirst, isCustomNext, isCustomComplete;
CQuest(){missionType = MISSION_NONE;}; //default constructor
virtual bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
virtual void getCompletionText (MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = nullptr) const;
virtual void getRolloverText (MetaString &text, bool onHover) const; //hover or quest log entry
virtual void completeQuest (const CGHeroInstance * h) const {};
virtual void addReplacements(MetaString &out, const std::string &base) const;
bool operator== (const CQuest & quest) const
{
return (quest.qid == qid);
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & qid & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
& textOption & stackToKill & stackDirection & heroName & heroPortrait
& firstVisitText & nextVisitText & completedText & isCustomFirst & isCustomNext & isCustomComplete;
}
};
class DLL_LINKAGE IObjectInterface
{
public:
static IGameCallback *cb;
IObjectInterface();
virtual ~IObjectInterface();
virtual void onHeroVisit(const CGHeroInstance * h) const;
virtual void onHeroLeave(const CGHeroInstance * h) const;
virtual void newTurn() const;
virtual void initObj(); //synchr
virtual void setProperty(ui8 what, ui32 val);//synchr
//Called when queries created DURING HERO VISIT are resolved
//First parameter is always hero that visited object and triggered the query
virtual void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const;
virtual void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const;
virtual void garrisonDialogClosed(const CGHeroInstance *hero) const;
virtual void heroLevelUpDone(const CGHeroInstance *hero) const;
//unified interface, AI helpers
virtual bool wasVisited (PlayerColor player) const;
virtual bool wasVisited (const CGHeroInstance * h) const;
static void preInit(); //called before objs receive their initObj
static void postInit();//called after objs receive their initObj
};
class DLL_LINKAGE IBoatGenerator
{
public:
const CGObjectInstance *o;
IBoatGenerator(const CGObjectInstance *O);
virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
int3 bestLocation() const; //returns location when the boat should be placed
enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER};
EGeneratorState state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
};
class DLL_LINKAGE IShipyard : public IBoatGenerator
{
public:
IShipyard(const CGObjectInstance *O);
virtual void getBoatCost(std::vector<si32> &cost) const;
static const IShipyard *castFrom(const CGObjectInstance *obj);
static IShipyard *castFrom(CGObjectInstance *obj);
};
class DLL_LINKAGE IMarket
{
public:
const CGObjectInstance *o;
IMarket(const CGObjectInstance *O);
virtual int getMarketEfficiency() const =0;
virtual bool allowsTrade(EMarketMode::EMarketMode mode) const;
virtual int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
virtual std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
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
std::vector<EMarketMode::EMarketMode> availableModes() const;
static const IMarket *castFrom(const CGObjectInstance *obj, bool verbose = true);
};
class DLL_LINKAGE CGObjectInstance : public IObjectInterface
{
public:
mutable std::string hoverName;
int3 pos; //h3m pos
Obj ID;
si32 subID; //normal subID (this one from OH3 maps ;])
ObjectInstanceID id;//number of object in map's vector
CGDefInfo * defInfo;
PlayerColor tempOwner;
bool blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
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
virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
bool passableFor(PlayerColor color) const;
void getSightTiles(boost::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
PlayerColor getOwner() const;
void setOwner(PlayerColor ow);
int getWidth() const; //returns width of object graphic in tiles
int getHeight() const; //returns height of object graphic in tiles
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)
int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
int3 visitablePos() const;
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)
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)
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)
std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
bool isVisitable() const; //returns true if object is visitable
bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
void hideTiles(PlayerColor ourplayer, int radius) const;
CGObjectInstance();
virtual ~CGObjectInstance();
//CGObjectInstance(const CGObjectInstance & right);
//CGObjectInstance& operator=(const CGObjectInstance & right);
virtual const std::string & getHoverText() const;
///IObjectInterface
void initObj() override;
void onHeroVisit(const CGHeroInstance * h) const override;
void setProperty(ui8 what, ui32 val) override;//synchr
friend class CGameHandler;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hoverName & pos & ID & subID & id & tempOwner & blockVisit & defInfo;
//definfo is handled by map serializer
}
protected:
virtual void setPropertyDer(ui8 what, ui32 val);//synchr
void getNameVis(std::string &hname) const;
void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
};
class CGHeroPlaceholder : public CGObjectInstance
{
public:
//subID stores id of hero type. If it's 0xff then following field is used
ui8 power;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & power;
}
};
class DLL_LINKAGE CPlayersVisited: public CGObjectInstance
{
public:
std::set<PlayerColor> players; //players that visited this object
bool wasVisited(PlayerColor player) const;
bool wasVisited(TeamID team) const;
void setPropertyDer(ui8 what, ui32 val) override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & players;
}
};
class DLL_LINKAGE CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet
{
public:
BattleInfo *battle; //set to the current battle, if engaged
void randomizeArmy(int type);
virtual void updateMoraleBonusFromArmy();
void armyChanged() override;
//////////////////////////////////////////////////////////////////////////
// int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface ???
virtual CBonusSystemNode *whereShouldBeAttached(CGameState *gs);
virtual CBonusSystemNode *whatShouldBeAttached();
//////////////////////////////////////////////////////////////////////////
CArmedInstance();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & static_cast<CBonusSystemNode&>(*this);
h & static_cast<CCreatureSet&>(*this);
}
};
class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
{
public:
enum ECanDig
{
CAN_DIG, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED
};
//////////////////////////////////////////////////////////////////////////
ui8 moveDir; //format: 123
// 8 4
// 765
mutable ui8 isStanding, tacticFormationEnabled;
//////////////////////////////////////////////////////////////////////////
ConstTransitivePtr<CHero> type;
TExpType exp; //experience points
ui32 level; //current level of hero
std::string name; //may be custom
std::string biography; //if custom
si32 portrait; //may be custom
si32 mana; // remaining spell points
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
ui32 movement; //remaining movement points
ui8 sex;
bool inTownGarrison; // if hero is in town garrison
ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
ConstTransitivePtr<CCommanderInstance> commander;
const CGBoat *boat; //set to CGBoat when sailing
//std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
//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
std::set<SpellID> spells; //known spells (spell IDs)
struct DLL_LINKAGE Patrol
{
Patrol(){patrolling=false;patrolRadious=-1;};
bool patrolling;
ui32 patrolRadious;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & patrolling & patrolRadious;
}
} patrol;
struct DLL_LINKAGE HeroSpecial : CBonusSystemNode
{
bool growsWithLevel;
HeroSpecial(){growsWithLevel = false;};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBonusSystemNode&>(*this);
h & growsWithLevel;
}
};
std::vector<HeroSpecial*> specialty;
//BonusList bonuses;
//////////////////////////////////////////////////////////////////////////
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & static_cast<CArtifactSet&>(*this);
h & exp & level & name & biography & portrait & mana & secSkills & movement
& sex & inTownGarrison & spells & patrol & moveDir;
h & visitedTown & boat;
h & type & specialty & commander;
BONUS_TREE_DESERIALIZATION_FIX
//visitied town pointer will be restored by map serialization method
}
//////////////////////////////////////////////////////////////////////////
int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
int getSightRadious() const; //sight distance (should be used if player-owned structure)
//////////////////////////////////////////////////////////////////////////
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
//////////////////////////////////////////////////////////////////////////
bool hasSpellbook() const;
EAlignment::EAlignment getAlignment() const;
const std::string &getBiography() const;
bool needsLastStack()const;
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
ui32 getLowestCreatureSpeed() const;
int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
bool canWalkOnSea() const;
int getCurrentLuck(int stack=-1, bool town=false) const;
int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
bool canLearnSkill() const; ///true if hero has free secondary skill slot
int maxMovePoints(bool onLand) const;
int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false) const;
//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
static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
double getHeroStrength() const;
ui64 getTotalStrength() const;
TExpType calculateXp(TExpType exp) const; //apply learning skill
ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) 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
CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
ECanDig diggingStatus() const; //0 - can dig; 1 - lack of movement; 2 -
std::vector<SecondarySkill> levelUpProposedSkills() const;
bool gainsLevel() const; //true if hero has lower level than should upon his experience
//////////////////////////////////////////////////////////////////////////
void initHero();
void initHero(HeroTypeID SUBID);
void putArtifact(ArtifactPosition pos, CArtifactInstance *art);
void putInBackpack(CArtifactInstance *art);
void initExp();
void initArmy(IArmyDescriptor *dst = nullptr);
//void giveArtifact (ui32 aid);
void initHeroDefInfo();
void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
void Updatespecialty();
void updateSkill(SecondarySkill which, int val);
CGHeroInstance();
virtual ~CGHeroInstance();
//////////////////////////////////////////////////////////////////////////
//
ArtBearer::ArtBearer bearerType() const override;
//////////////////////////////////////////////////////////////////////////
CBonusSystemNode *whereShouldBeAttached(CGameState *gs) override;
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;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
private:
void heroAcceptsCreatures(const CGHeroInstance *h) const;
};
class DLL_LINKAGE CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
{
public:
std::set<ObjectInstanceID> visitors; //ids of heroes who have visited this obj
TResources treePrice; //used only by trees of knowledge: empty, 2000 gold, 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;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & visitors & treePrice;
}
protected:
void setPropertyDer(ui8 what, ui32 val) override;//synchr
private:
void onNAHeroVisit(const CGHeroInstance * h, bool alreadyVisited) const;
///dialog callbacks
void treeSelected(const CGHeroInstance * h, ui32 result) const;
void schoolSelected(const CGHeroInstance * h, ui32 which) const;
void arenaSelected(const CGHeroInstance * h, 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 = nullptr;};
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 = nullptr;};
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;
h & garrisonHero & visitingHero;
h & 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
}
//////////////////////////////////////////////////////////////////////////
CBonusSystemNode *whatShouldBeAttached() override;
std::string nodeName() const override;
void updateMoraleBonusFromArmy() override;
void deserializationFix();
void recreateBuildingsBonuses();
bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr &prop, int subtype = -1); //returns true if building is built and bonus has been added
bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype = -1); //convienence version of above
void setVisitingHero(CGHeroInstance *h);
void setGarrisonedHero(CGHeroInstance *h);
const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
//////////////////////////////////////////////////////////////////////////
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;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
protected:
void setPropertyDer(ui8 what, ui32 val) override;
};
class DLL_LINKAGE CGPandoraBox : public CArmedInstance
{
public:
std::string message;
bool hasGuardians; //helper - after battle even though we have no stacks, allows us to know that there was battle
//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;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
void heroLevelUpDone(const CGHeroInstance *hero) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & message & hasGuardians & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
& abilities & abilityLevels & artifacts & spells & creatures;
}
protected:
void giveContentsUpToExp(const CGHeroInstance *h) const;
void giveContentsAfterExp(const CGHeroInstance *h) const;
private:
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
{
enum Action {
FIGHT = -2, FLEE = -1, JOIN_FOR_FREE = 0 //values > 0 mean gold price
};
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
bool refusedJoining;
void onHeroVisit(const CGHeroInstance * h) const override;
const std::string & getHoverText() const override;
void initObj() override;
void newTurn() const override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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;
h & refusedJoining & restore;
}
protected:
void setPropertyDer(ui8 what, ui32 val) override;
private:
void fight(const CGHeroInstance *h) const;
void flee( const CGHeroInstance * h ) const;
void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
int takenAction(const CGHeroInstance *h, bool allowJoin=true) const; //action on confrontation: -2 - fight, -1 - flee, >=0 - will join for given value of gold (may be 0)
};
class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
{
public:
std::string message;
void onHeroVisit(const CGHeroInstance * h) const override;
void initObj() override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & message;
}
};
class DLL_LINKAGE IQuestObject
{
public:
CQuest * quest;
IQuestObject(){quest = new CQuest;};
virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) 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;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) 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 = nullptr) 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 battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & removableUnits;
}
};
class DLL_LINKAGE CGArtifact : public CArmedInstance
{
public:
CArtifactInstance *storedArtifact;
std::string message;
void onHeroVisit(const CGHeroInstance * h) const override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
void 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 battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
void collectRes(PlayerColor player) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & amount & message;
}
};
class DLL_LINKAGE 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 blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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 onHeroVisit(const CGHeroInstance * h) const override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
void flagMine(PlayerColor player) const;
void newTurn() const override;
void initObj() override;
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 blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
void getRolloverText (MetaString &text, bool onHover) const;
bool checkQuest (const CGHeroInstance * h) 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 = nullptr;
direction = 4;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this) & direction & hero;
}
};
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 blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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 battleFinished(const CGHeroInstance *hero, 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 blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPlayersVisited&>(*this);
}
};
class DLL_LINKAGE CGDenOfthieves : public CGObjectInstance
{
void onHeroVisit(const CGHeroInstance * h) const override;
};
class DLL_LINKAGE CGObelisk : public CPlayersVisited
{
public:
static ui8 obeliskCount; //how many obelisks are on map
static std::map<TeamID, ui8> visited; //map: team_id => how many obelisks has been visited
void onHeroVisit(const CGHeroInstance * h) const override;
void initObj() override;
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;
}
};
class DLL_LINKAGE CObjectHandler
{
public:
std::map<si32, CreatureID> cregens; //type 17. dwelling subid -> creature ID
std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
std::vector<ui32> resVals; //default values of resources in gold
CObjectHandler();
~CObjectHandler();
int bankObjToIndex (const CGObjectInstance * obj);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & cregens & banksInfo & creBanksNames & resVals;
}
};