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ac66fc7f42
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
301 lines
10 KiB
C++
301 lines
10 KiB
C++
/*
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* CGTownInstance.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 "CGMarket.h" // For IMarket interface
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#include "CArmedInstance.h"
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#include "../CTownHandler.h" // For CTown
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class CCastleEvent;
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class CGTownInstance;
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class CGDwelling;
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class DLL_LINKAGE CSpecObjInfo
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{
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public:
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CSpecObjInfo();
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virtual ~CSpecObjInfo() = default;
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virtual void serializeJson(JsonSerializeFormat & handler) = 0;
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const CGDwelling * owner;
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};
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class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo
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{
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public:
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CCreGenAsCastleInfo();
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bool asCastle;
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ui32 identifier;//h3m internal identifier
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std::vector<bool> allowedFactions;
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std::string instanceId;//vcmi map instance identifier
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void serializeJson(JsonSerializeFormat & handler) override;
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};
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class DLL_LINKAGE CCreGenLeveledInfo : public virtual CSpecObjInfo
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{
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public:
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CCreGenLeveledInfo();
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ui8 minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <1, 7>
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void serializeJson(JsonSerializeFormat & handler) override;
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};
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class DLL_LINKAGE CCreGenLeveledCastleInfo : public CCreGenAsCastleInfo, public CCreGenLeveledInfo
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{
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public:
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CCreGenLeveledCastleInfo() = default;
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void serializeJson(JsonSerializeFormat & handler) override;
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};
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class DLL_LINKAGE CGDwelling : public CArmedInstance
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{
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public:
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typedef std::vector<std::pair<ui32, std::vector<CreatureID> > > TCreaturesSet;
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CSpecObjInfo * info; //random dwelling options; not serialized
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TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
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CGDwelling();
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virtual ~CGDwelling();
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void initRandomObjectInfo();
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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private:
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void initObj(CRandomGenerator & rand) override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void newTurn(CRandomGenerator & rand) const override;
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void setPropertyDer(ui8 what, ui32 val) 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 updateGuards() const;
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void heroAcceptsCreatures(const CGHeroInstance *h) 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 & creatures;
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}
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};
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class DLL_LINKAGE CGTownBuilding : public IObjectInterface
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{
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///basic class for town structures handled as map objects
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public:
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BuildingID ID; //from buildig list
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si32 id; //identifies its index on towns vector
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CGTownInstance *town;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & ID;
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h & id;
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}
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};
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class DLL_LINKAGE COPWBonus : public CGTownBuilding
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{///used for OPW bonusing structures
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public:
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std::set<si32> visitors;
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void setProperty(ui8 what, ui32 val) override;
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void onHeroVisit (const CGHeroInstance * h) const override;
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COPWBonus (BuildingID index, CGTownInstance *TOWN);
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COPWBonus (){ID = BuildingID::NONE; town = nullptr;};
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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<CGTownBuilding&>(*this);
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h & visitors;
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}
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};
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class DLL_LINKAGE CTownBonus : public CGTownBuilding
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{
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///used for one-time bonusing structures
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///feel free to merge inheritance tree
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public:
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std::set<ObjectInstanceID> visitors;
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void setProperty(ui8 what, ui32 val) override;
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void onHeroVisit (const CGHeroInstance * h) const override;
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CTownBonus (BuildingID index, CGTownInstance *TOWN);
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CTownBonus (){ID = BuildingID::NONE; town = nullptr;};
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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<CGTownBuilding&>(*this);
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h & visitors;
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}
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};
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class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode
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{
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public:
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CTownAndVisitingHero();
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};
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struct DLL_LINKAGE GrowthInfo
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{
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struct Entry
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{
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int count;
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std::string description;
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Entry(const std::string &format, int _count);
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Entry(int subID, BuildingID building, int _count);
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Entry(int _count, const std::string &fullDescription);
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};
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std::vector<Entry> entries;
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int totalGrowth() const;
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};
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class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket
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{
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public:
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enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
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CTownAndVisitingHero townAndVis;
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const CTown * town;
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std::string name; // name of town
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si32 builded; //how many buildings has been built this turn
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si32 destroyed; //how many buildings has been destroyed this turn
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ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
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ui32 identifier; //special identifier from h3m (only > RoE maps)
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si32 alignment;
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std::set<BuildingID> forbiddenBuildings, builtBuildings;
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std::vector<CGTownBuilding*> bonusingBuildings;
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std::vector<SpellID> possibleSpells, obligatorySpells;
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std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
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std::list<CCastleEvent> events;
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std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
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//////////////////////////////////////////////////////////////////////////
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static std::vector<const CArtifact *> merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought)
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static std::vector<int> universitySkills;//skills for university of magic
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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<CGDwelling&>(*this);
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h & static_cast<IShipyard&>(*this);
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h & static_cast<IMarket&>(*this);
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h & name;
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h & builded;
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h & destroyed;
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h & identifier;
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h & garrisonHero;
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h & visitingHero;
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h & alignment;
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h & forbiddenBuildings;
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h & builtBuildings;
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h & bonusValue;
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h & possibleSpells;
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h & obligatorySpells;
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h & spells;
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h & events;
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h & bonusingBuildings;
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for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
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(*i)->town = this;
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h & town;
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h & townAndVis;
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BONUS_TREE_DESERIALIZATION_FIX
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vstd::erase_if(builtBuildings, [this](BuildingID building) -> bool
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{
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if(!town->buildings.count(building) || !town->buildings.at(building))
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{
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logGlobal->error("#1444-like issue in CGTownInstance::serialize. From town %s at %s removing the bogus builtBuildings item %s", name, pos.toString(), building);
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return true;
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}
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return false;
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});
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}
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//////////////////////////////////////////////////////////////////////////
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CBonusSystemNode *whatShouldBeAttached() override;
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std::string nodeName() const override;
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void updateMoraleBonusFromArmy() override;
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void deserializationFix();
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void recreateBuildingsBonuses();
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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
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bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype = -1); //convienence version of above
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void setVisitingHero(CGHeroInstance *h);
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void setGarrisonedHero(CGHeroInstance *h);
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const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
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//////////////////////////////////////////////////////////////////////////
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bool passableFor(PlayerColor color) const override;
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//int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
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int getSightRadius() const override; //returns sight distance
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int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
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void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed. Parameter will be cleared
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int getMarketEfficiency() const override; //=market count
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bool allowsTrade(EMarketMode::EMarketMode mode) const override;
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std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
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void setType(si32 ID, si32 subID) override;
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void updateAppearance();
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//////////////////////////////////////////////////////////////////////////
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bool needsLastStack() const override;
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CGTownInstance::EFortLevel fortLevel() const;
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int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
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int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
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int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
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int creatureGrowth(const int & level) const;
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GrowthInfo getGrowthInfo(int level) const;
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bool hasFort() const;
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bool hasCapitol() const;
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//checks if building is constructed and town has same subID
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bool hasBuilt(BuildingID buildingID) const;
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bool hasBuilt(BuildingID buildingID, int townID) const;
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TResources dailyIncome() const; //calculates daily income of this town
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int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
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bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
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int getTownLevel() const;
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CBuilding::TRequired genBuildingRequirements(BuildingID build, bool deep = false) const;
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void mergeGarrisonOnSiege() const; // merge garrison into army of visiting hero
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void removeCapitols (PlayerColor owner) const;
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void clearArmy() const;
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void addHeroToStructureVisitors(const CGHeroInstance *h, si32 structureInstanceID) const; //hero must be visiting or garrisoned in town
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const CTown * getTown() const ;
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CGTownInstance();
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virtual ~CGTownInstance();
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///IObjectInterface overrides
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void newTurn(CRandomGenerator & rand) const override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void onHeroLeave(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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std::string getObjectName() const override;
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void afterAddToMap(CMap * map) override;
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static void reset();
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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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int getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<ConstTransitivePtr<CGDwelling> >& dwellings) const;
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};
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