mirror of
https://github.com/vcmi/vcmi.git
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552 lines
16 KiB
C++
552 lines
16 KiB
C++
/*
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* MiscObjects.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "CObjectHandler.h"
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#include "CArmedInstance.h"
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#include "../ResourceSet.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CMap;
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/// Legacy class, use CRewardableObject instead
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class DLL_LINKAGE CTeamVisited: public CGObjectInstance
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{
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public:
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std::set<PlayerColor> players; //players that visited this object
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bool wasVisited (const CGHeroInstance * h) const override;
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bool wasVisited(PlayerColor player) const override;
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bool wasVisited(const TeamID & team) const;
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void setPropertyDer(ui8 what, ui32 val) override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & players;
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}
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static constexpr int OBJPROP_VISITED = 10;
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};
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class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map
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{
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public:
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enum Action {
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FIGHT = -2, FLEE = -1, JOIN_FOR_FREE = 0 //values > 0 mean gold price
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};
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enum Character {
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COMPLIANT = 0, FRIENDLY = 1, AGRESSIVE = 2, HOSTILE = 3, SAVAGE = 4
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};
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ui32 identifier; //unique code for this monster (used in missions)
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si8 character; //character of this set of creatures (0 - the most friendly, 4 - the most hostile) => on init changed to -4 (compliant) ... 10 value (savage)
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std::string message; //message printed for attacking hero
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TResources resources; // resources given to hero that has won with monsters
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ArtifactID gainedArtifact; //ID of artifact gained to hero, -1 if none
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bool neverFlees; //if true, the troops will never flee
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bool notGrowingTeam; //if true, number of units won't grow
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ui64 temppower; //used to handle fractional stack growth for tiny stacks
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bool refusedJoining;
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void onHeroVisit(const CGHeroInstance * h) const override;
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std::string getHoverText(PlayerColor player) const override;
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std::string getHoverText(const CGHeroInstance * hero) const override;
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void initObj(CRandomGenerator & rand) override;
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void newTurn(CRandomGenerator & rand) const override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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//stack formation depends on position,
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bool containsUpgradedStack() const;
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int getNumberOfStacks(const CGHeroInstance *hero) const;
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struct DLL_LINKAGE formationInfo // info about merging stacks after battle back into one
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{
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si32 basicType;
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ui8 upgrade; //random seed used to determine number of stacks and is there's upgraded stack
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & basicType;
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h & upgrade;
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}
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} formation;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & identifier;
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h & character;
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h & message;
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h & resources;
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h & gainedArtifact;
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h & neverFlees;
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h & notGrowingTeam;
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h & temppower;
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h & refusedJoining;
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h & formation;
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}
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protected:
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void setPropertyDer(ui8 what, ui32 val) override;
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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private:
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void fight(const CGHeroInstance *h) const;
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void flee( const CGHeroInstance * h ) const;
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void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
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void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
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int takenAction(const CGHeroInstance *h, bool allowJoin=true) const; //action on confrontation: -2 - fight, -1 - flee, >=0 - will join for given value of gold (may be 0)
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void giveReward(const CGHeroInstance * h) const;
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};
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class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
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{
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public:
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std::string message;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj(CRandomGenerator & rand) override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & message;
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}
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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};
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class DLL_LINKAGE CGWitchHut : public CTeamVisited
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{
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public:
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std::set<si32> allowedAbilities;
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ui32 ability;
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std::string getHoverText(PlayerColor player) const override;
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std::string getHoverText(const CGHeroInstance * hero) const override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj(CRandomGenerator & rand) override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CTeamVisited&>(*this);
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h & allowedAbilities;
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h & ability;
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}
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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};
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class DLL_LINKAGE CGScholar : public CGObjectInstance
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{
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public:
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enum EBonusType {PRIM_SKILL, SECONDARY_SKILL, SPELL, RANDOM = 255};
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EBonusType bonusType;
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ui16 bonusID; //ID of skill/spell
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CGScholar() : bonusType(EBonusType::RANDOM),bonusID(0){};
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj(CRandomGenerator & rand) override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & bonusType;
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h & bonusID;
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}
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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};
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class DLL_LINKAGE CGGarrison : public CArmedInstance
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{
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public:
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bool removableUnits;
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bool passableFor(PlayerColor color) const override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & removableUnits;
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}
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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};
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class DLL_LINKAGE CGArtifact : public CArmedInstance
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{
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public:
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CArtifactInstance *storedArtifact;
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std::string message;
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CGArtifact() : CArmedInstance() {storedArtifact = nullptr;};
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void onHeroVisit(const CGHeroInstance * h) const override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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std::string getObjectName() const override;
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void pick( const CGHeroInstance * h ) const;
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void initObj(CRandomGenerator & rand) override;
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void afterAddToMap(CMap * map) override;
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BattleField getBattlefield() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & message;
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h & storedArtifact;
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}
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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};
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class DLL_LINKAGE CGResource : public CArmedInstance
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{
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public:
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static constexpr ui32 RANDOM_AMOUNT = 0;
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ui32 amount = RANDOM_AMOUNT; //0 if random
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std::string message;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj(CRandomGenerator & rand) override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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std::string getHoverText(PlayerColor player) const override;
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void collectRes(const PlayerColor & player) const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & amount;
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h & message;
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}
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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};
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class DLL_LINKAGE CGShrine : public CTeamVisited
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{
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public:
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SpellID spell; //id of spell or NONE if random
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj(CRandomGenerator & rand) override;
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std::string getHoverText(PlayerColor player) const override;
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std::string getHoverText(const CGHeroInstance * hero) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CTeamVisited&>(*this);;
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h & spell;
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}
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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};
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class DLL_LINKAGE CGMine : public CArmedInstance
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{
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public:
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GameResID producedResource;
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ui32 producedQuantity;
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std::set<GameResID> abandonedMineResources;
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private:
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void onHeroVisit(const CGHeroInstance * h) const override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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void flagMine(const PlayerColor & player) const;
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void newTurn(CRandomGenerator & rand) const override;
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void initObj(CRandomGenerator & rand) override;
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std::string getObjectName() const override;
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std::string getHoverText(PlayerColor player) const override;
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bool isAbandoned() const;
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public:
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & producedResource;
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h & producedQuantity;
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h & abandonedMineResources;
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}
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ui32 defaultResProduction() const;
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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};
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struct DLL_LINKAGE TeleportChannel
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{
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enum EPassability {UNKNOWN, IMPASSABLE, PASSABLE};
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std::vector<ObjectInstanceID> entrances;
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std::vector<ObjectInstanceID> exits;
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EPassability passability = EPassability::UNKNOWN;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & entrances;
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h & exits;
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h & passability;
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}
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};
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class DLL_LINKAGE CGTeleport : public CGObjectInstance
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{
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bool isChannelEntrance(const ObjectInstanceID & id) const;
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bool isChannelExit(const ObjectInstanceID & id) const;
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std::vector<ObjectInstanceID> getAllEntrances(bool excludeCurrent = false) const;
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protected:
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enum EType {UNKNOWN, ENTRANCE, EXIT, BOTH};
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EType type = EType::UNKNOWN;
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ObjectInstanceID getRandomExit(const CGHeroInstance * h) const;
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std::vector<ObjectInstanceID> getAllExits(bool excludeCurrent = false) const;
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public:
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TeleportChannelID channel;
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bool isEntrance() const;
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bool isExit() const;
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virtual void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const = 0;
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static bool isTeleport(const CGObjectInstance * dst);
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static bool isConnected(const CGTeleport * src, const CGTeleport * dst);
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static bool isConnected(const CGObjectInstance * src, const CGObjectInstance * dst);
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static void addToChannel(std::map<TeleportChannelID, std::shared_ptr<TeleportChannel> > &channelsList, const CGTeleport * obj);
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static std::vector<ObjectInstanceID> getPassableExits(CGameState * gs, const CGHeroInstance * h, std::vector<ObjectInstanceID> exits);
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static bool isExitPassable(CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & type;
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h & channel;
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h & static_cast<CGObjectInstance&>(*this);
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}
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};
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class DLL_LINKAGE CGMonolith : public CGTeleport
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{
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TeleportChannelID findMeChannel(const std::vector<Obj> & IDs, int SubID) const;
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protected:
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void onHeroVisit(const CGHeroInstance * h) const override;
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void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const override;
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void initObj(CRandomGenerator & rand) override;
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public:
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGTeleport&>(*this);
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}
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};
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class DLL_LINKAGE CGSubterraneanGate : public CGMonolith
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{
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj(CRandomGenerator & rand) override;
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public:
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static void postInit();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGMonolith&>(*this);
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}
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};
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class DLL_LINKAGE CGWhirlpool : public CGMonolith
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{
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void onHeroVisit(const CGHeroInstance * h) const override;
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void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const override;
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static bool isProtected( const CGHeroInstance * h );
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public:
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGMonolith&>(*this);
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}
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};
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class DLL_LINKAGE CGSirens : public CGObjectInstance
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{
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public:
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void onHeroVisit(const CGHeroInstance * h) const override;
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std::string getHoverText(const CGHeroInstance * hero) const override;
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void initObj(CRandomGenerator & rand) override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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}
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};
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class DLL_LINKAGE CGObservatory : public CGObjectInstance //Redwood observatory
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{
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public:
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void onHeroVisit(const CGHeroInstance * h) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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}
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};
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class DLL_LINKAGE CGBoat : public CGObjectInstance, public CBonusSystemNode
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{
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public:
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ui8 direction;
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const CGHeroInstance *hero; //hero on board
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bool onboardAssaultAllowed; //if true, hero can attack units from transport
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bool onboardVisitAllowed; //if true, hero can visit objects from transport
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EPathfindingLayer::EEPathfindingLayer layer;
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//animation filenames. If empty - animations won't be used
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std::string actualAnimation; //for OH3 boats those have actual animations
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std::string overlayAnimation; //waves animations
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std::array<std::string, PlayerColor::PLAYER_LIMIT_I> flagAnimations;
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void initObj(CRandomGenerator & rand) override;
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CGBoat()
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{
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hero = nullptr;
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direction = 4;
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layer = EPathfindingLayer::EEPathfindingLayer::SAIL;
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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 & direction;
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h & hero;
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h & layer;
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h & onboardAssaultAllowed;
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h & onboardVisitAllowed;
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h & actualAnimation;
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h & overlayAnimation;
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h & flagAnimations;
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}
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};
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class DLL_LINKAGE CGShipyard : public CGObjectInstance, public IShipyard
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{
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public:
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void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
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CGShipyard();
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void onHeroVisit(const CGHeroInstance * h) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & static_cast<IShipyard&>(*this);
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}
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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};
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class DLL_LINKAGE CGMagi : public CGObjectInstance
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{
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public:
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static std::map <si32, std::vector<ObjectInstanceID> > eyelist; //[subID][id], supports multiple sets as in H5
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static void reset();
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void initObj(CRandomGenerator & rand) override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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}
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};
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class DLL_LINKAGE CCartographer : public CTeamVisited
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{
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///behaviour varies depending on surface and floor
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public:
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void onHeroVisit(const CGHeroInstance * h) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CTeamVisited&>(*this);
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}
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};
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class DLL_LINKAGE CGDenOfthieves : public CGObjectInstance
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{
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void onHeroVisit(const CGHeroInstance * h) const override;
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};
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class DLL_LINKAGE CGObelisk : public CTeamVisited
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{
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public:
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static constexpr int OBJPROP_INC = 20;
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static ui8 obeliskCount; //how many obelisks are on map
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static std::map<TeamID, ui8> visited; //map: team_id => how many obelisks has been visited
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj(CRandomGenerator & rand) override;
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std::string getHoverText(PlayerColor player) const override;
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static void reset();
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CTeamVisited&>(*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(CRandomGenerator & rand) override;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CGObjectInstance&>(*this);
|
|
}
|
|
void giveBonusTo(const PlayerColor & player, bool onInit = false) const;
|
|
|
|
protected:
|
|
void serializeJsonOptions(JsonSerializeFormat & handler) override;
|
|
};
|
|
|
|
class DLL_LINKAGE CGTerrainPatch : public CGObjectInstance
|
|
{
|
|
public:
|
|
CGTerrainPatch() = default;
|
|
|
|
virtual bool isTile2Terrain() const override
|
|
{
|
|
return true;
|
|
}
|
|
};
|
|
|
|
VCMI_LIB_NAMESPACE_END
|