1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/lib/mapObjects/CGTownInstance.h
Arseniy Shestakov ac66fc7f42 Full rework of pre-game interface and networking
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.
2018-04-04 14:24:26 +07:00

301 lines
10 KiB
C++

/*
* CGTownInstance.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
*
*/
#pragma once
#include "CObjectHandler.h"
#include "CGMarket.h" // For IMarket interface
#include "CArmedInstance.h"
#include "../CTownHandler.h" // For CTown
class CCastleEvent;
class CGTownInstance;
class CGDwelling;
class DLL_LINKAGE CSpecObjInfo
{
public:
CSpecObjInfo();
virtual ~CSpecObjInfo() = default;
virtual void serializeJson(JsonSerializeFormat & handler) = 0;
const CGDwelling * owner;
};
class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo
{
public:
CCreGenAsCastleInfo();
bool asCastle;
ui32 identifier;//h3m internal identifier
std::vector<bool> allowedFactions;
std::string instanceId;//vcmi map instance identifier
void serializeJson(JsonSerializeFormat & handler) override;
};
class DLL_LINKAGE CCreGenLeveledInfo : public virtual CSpecObjInfo
{
public:
CCreGenLeveledInfo();
ui8 minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <1, 7>
void serializeJson(JsonSerializeFormat & handler) override;
};
class DLL_LINKAGE CCreGenLeveledCastleInfo : public CCreGenAsCastleInfo, public CCreGenLeveledInfo
{
public:
CCreGenLeveledCastleInfo() = default;
void serializeJson(JsonSerializeFormat & handler) override;
};
class DLL_LINKAGE CGDwelling : public CArmedInstance
{
public:
typedef std::vector<std::pair<ui32, std::vector<CreatureID> > > TCreaturesSet;
CSpecObjInfo * info; //random dwelling options; not serialized
TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
CGDwelling();
virtual ~CGDwelling();
void initRandomObjectInfo();
protected:
void serializeJsonOptions(JsonSerializeFormat & handler) override;
private:
void initObj(CRandomGenerator & rand) override;
void onHeroVisit(const CGHeroInstance * h) const override;
void newTurn(CRandomGenerator & rand) const override;
void setPropertyDer(ui8 what, ui32 val) override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
void updateGuards() const;
void heroAcceptsCreatures(const CGHeroInstance *h) const;
public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & creatures;
}
};
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;
h & 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);
Entry(int _count, const std::string &fullDescription);
};
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;
const 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 & static_cast<IShipyard&>(*this);
h & static_cast<IMarket&>(*this);
h & name;
h & builded;
h & destroyed;
h & identifier;
h & garrisonHero;
h & visitingHero;
h & alignment;
h & forbiddenBuildings;
h & builtBuildings;
h & bonusValue;
h & possibleSpells;
h & obligatorySpells;
h & spells;
h & events;
h & bonusingBuildings;
for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
(*i)->town = this;
h & town;
h & townAndVis;
BONUS_TREE_DESERIALIZATION_FIX
vstd::erase_if(builtBuildings, [this](BuildingID building) -> bool
{
if(!town->buildings.count(building) || !town->buildings.at(building))
{
logGlobal->error("#1444-like issue in CGTownInstance::serialize. From town %s at %s removing the bogus builtBuildings item %s", name, pos.toString(), building);
return true;
}
return false;
});
}
//////////////////////////////////////////////////////////////////////////
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
//////////////////////////////////////////////////////////////////////////
bool passableFor(PlayerColor color) const override;
//int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
int getSightRadius() const override; //returns sight distance
int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed. Parameter will be cleared
int getMarketEfficiency() const override; //=market count
bool allowsTrade(EMarketMode::EMarketMode mode) const override;
std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
void setType(si32 ID, si32 subID) override;
void updateAppearance();
//////////////////////////////////////////////////////////////////////////
bool needsLastStack() const override;
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 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;
TResources 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
int getTownLevel() const;
CBuilding::TRequired genBuildingRequirements(BuildingID build, bool deep = false) const;
void mergeGarrisonOnSiege() const; // merge garrison into army of visiting hero
void removeCapitols (PlayerColor owner) const;
void clearArmy() const;
void addHeroToStructureVisitors(const CGHeroInstance *h, si32 structureInstanceID) const; //hero must be visiting or garrisoned in town
const CTown * getTown() const ;
CGTownInstance();
virtual ~CGTownInstance();
///IObjectInterface overrides
void newTurn(CRandomGenerator & rand) const override;
void onHeroVisit(const CGHeroInstance * h) const override;
void onHeroLeave(const CGHeroInstance * h) const override;
void initObj(CRandomGenerator & rand) override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
std::string getObjectName() const override;
void afterAddToMap(CMap * map) override;
static void reset();
protected:
void setPropertyDer(ui8 what, ui32 val) override;
void serializeJsonOptions(JsonSerializeFormat & handler) override;
private:
int getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<ConstTransitivePtr<CGDwelling> >& dwellings) const;
};