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vcmi/hch/CObjectHandler.h
Michał W. Urbańczyk cff70406f1 * enter can be used to open window with selected hero/town
* fixed slider behavior when showing less maps/games than available slots
* added a few missing sounds for creatures
* fixed problems with artifacts info caused by bug in serialization
* fixed bug in Scholar's serializetion
* all stacks features will be serialized (should fix problems with missing premies from artifacts)
* proper serialization of HeroBonus, fixes some problems/crashes
* resource silos won't give resources on the first day
* fixed problems with removing artifacts when all visiblebackpack slots are full
2009-05-30 16:00:26 +00:00

752 lines
26 KiB
C++

#ifndef __COBJECTHANDLER_H__
#define __COBJECTHANDLER_H__
#include "../global.h"
#include <string>
#include <vector>
#include <set>
#include <map>
#include <list>
#include "CCreatureHandler.h"
#include "../lib/HeroBonus.h"
#ifndef _MSC_VER
#include "CHeroHandler.h"
#include "CTownHandler.h"
#include "../lib/VCMI_Lib.h"
#endif
/*
* 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
*
*/
using boost::logic::tribool;
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 CArtifact;
class CGDefInfo;
class CSpecObjInfo;
struct TerrainTile;
struct InfoWindow;
class DLL_EXPORT CCastleEvent
{
public:
std::string name, message;
std::vector<si32> resources; //gain / loss of resources
ui8 players; //players for whom this event can be applied
ui8 forHuman, forComputer;
ui32 firstShow; //postpone of first encounter time in days
ui32 forEvery; //every n days this event will occure
ui8 bytes[6]; //build specific buildings (raw format, similar to town's)
si32 gen[7]; //additional creatures in i-th level dwelling
bool operator<(const CCastleEvent &drugie) const
{
return firstShow<drugie.firstShow;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & message & resources & players & forHuman & forComputer & firstShow
& forEvery & bytes & gen;
}
};
class CQuest
{
public:
ui8 missionType; //type of mission: 0 - no mission; 1 - reach level; 2 - reach main statistics values; 3 - win with a certain hero; 4 - win with a certain creature; 5 - collect some atifacts; 6 - have certain troops in army; 7 - collect resources; 8 - be a certain hero; 9 - be a certain playe
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<std::pair<ui32, ui32> > m6creatures; //pair[cre id, cre count]
std::vector<ui32> m7resources;
std::string firstVisitText, nextVisitText, completedText;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & missionType & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
& firstVisitText & nextVisitText & completedText;
}
};
class DLL_EXPORT 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
};
class DLL_EXPORT CGObjectInstance : protected IObjectInterface
{
protected:
public:
mutable std::string hoverName;
int3 pos; //h3m pos
si32 ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
si32 id;//number of object in CObjectHandler's vector
CGDefInfo * defInfo;
CSpecObjInfo * info;
ui8 animPhaseShift;
ui8 tempOwner;
ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
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)
int getOwner() const;
void setOwner(int 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)
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 operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
CGObjectInstance();
virtual ~CGObjectInstance();
//CGObjectInstance(const CGObjectInstance & right);
//CGObjectInstance& operator=(const CGObjectInstance & right);
virtual const std::string & getHoverText() const;
//////////////////////////////////////////////////////////////////////////
void initObj();
void setProperty(ui8 what, ui32 val);//synchr
virtual void setPropertyDer(ui8 what, ui32 val);//synchr
friend class CGameHandler;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit;
//definfo is handled by map serializer
}
};
class DLL_EXPORT CPlayersVisited: public CGObjectInstance
{
public:
std::set<ui8> players; //players that visited this object
bool hasVisited(ui8 player) const;
void setPropertyDer(ui8 what, ui32 val);//synchr
template <typename Handler> void serialize(Handler &h, const int version)
{
h & players;
}
};
class DLL_EXPORT CArmedInstance: public CGObjectInstance
{
public:
CCreatureSet army; //army
virtual bool needsLastStack() const; //true if last stack cannot be taken
int getArmyStrength() const; //sum of AI values of creatures
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & army;
}
};
class DLL_EXPORT CGHeroInstance : public CArmedInstance
{
public:
//////////////////////////////////////////////////////////////////////////
mutable int moveDir; //format: 123
// 8 4
// 765
mutable ui8 isStanding, tacticFormationEnabled;
//////////////////////////////////////////////////////////////////////////
CHero * type;
ui32 exp; //experience point
si32 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<si32> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
std::vector<std::pair<ui8,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
si32 movement; //remaining movement points
si32 identifier; //from the map file
ui8 sex;
ui8 inTownGarrison; // if hero is in town garrison
CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
std::vector<ui32> artifacts; //hero's artifacts from bag
std::map<ui16,ui32> 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<ui32> spells; //known spells (spell IDs)
struct DLL_EXPORT Patrol
{
Patrol(){patrolling=false;patrolRadious=-1;};
ui8 patrolling;
si32 patrolRadious;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & patrolling & patrolRadious;
}
} patrol;
std::list<HeroBonus> bonuses;
//////////////////////////////////////////////////////////////////////////
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & exp & level & name & biography & portrait & mana & primSkills & secSkills & movement
& identifier & sex & inTownGarrison & artifacts & artifWorn & spells & patrol & bonuses;
ui8 standardType = (VLC->heroh->heroes[subID] == type);
h & standardType;
if(!standardType)
h & type;
else if(!h.saving)
type = VLC->heroh->heroes[subID];
//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)
//////////////////////////////////////////////////////////////////////////
const HeroBonus *getBonus(int from, int id) const;
int valOfBonuses(HeroBonus::BonusType type, int subtype = -1) const; //subtype -> subtype of bonus, if -1 then any
bool hasBonusOfType(HeroBonus::BonusType type, int subtype = -1) const; //determines if hero has a bonus of given type (and optionally subtype)
const std::string &getBiography() const;
bool needsLastStack()const;
unsigned int 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
unsigned int getLowestCreatureSpeed() const;
int3 getPosition(bool h3m) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
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;
std::vector<std::pair<int,std::string> > getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
int getCurrentMorale(int stack=-1, bool town=false) const; //if stack - position of creature, if -1 then morale for hero is calculated; town - if bonuses from town (tavern) should be considered
std::vector<std::pair<int,std::string> > getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
int getPrimSkillLevel(int id) const;
ui8 getSecSkillLevel(const int & ID) const; //0 - no skill
int maxMovePoints(bool onLand) const;
ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
const CArtifact * getArt(int pos) const;
si32 getArtPos(int aid) const; //looks for equipped artifact with given ID and returns its slot ID or -1 if none(if more than one such artifact lower ID is returned)
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;
int getTotalStrength() const;
ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be cast by this hero
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
//////////////////////////////////////////////////////////////////////////
void initHero();
void initHero(int SUBID);
void initHeroDefInfo();
CGHeroInstance();
virtual ~CGHeroInstance();
//////////////////////////////////////////////////////////////////////////
void setPropertyDer(ui8 what, ui32 val);//synchr
void initObj();
void onHeroVisit(const CGHeroInstance * h) const;
};
class DLL_EXPORT CGTownInstance : public CArmedInstance
{
public:
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
const CGHeroInstance * garrisonHero, *visitingHero;
ui32 identifier; //special identifier from h3m (only > RoE maps)
si32 alignment;
std::set<si32> forbiddenBuildings, builtBuildings;
std::vector<ui32> possibleSpells, obligatorySpells;
std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
struct StrInfo
{
std::map<si32,ui32> creatures; //level - available amount
template <typename Handler> void serialize(Handler &h, const int version)
{
h & creatures;
}
} strInfo;
std::set<CCastleEvent> events;
//////////////////////////////////////////////////////////////////////////
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings
& possibleSpells & obligatorySpells & spells & strInfo & events;
ui8 standardType = (&VLC->townh->towns[subID] == town);
h & standardType;
if(!standardType)
h & town;
else if(!h.saving)
town = &VLC->townh->towns[subID];
//garrison/visiting hero pointers will be restored in the map serialization
}
//////////////////////////////////////////////////////////////////////////
int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
int getSightRadious() const; //returns sight distance
//////////////////////////////////////////////////////////////////////////
bool needsLastStack() const;
int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
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
bool creatureDwelling(const int & level, bool upgraded=false) 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;
bool hasFort() const;
bool hasCapitol() const;
int dailyIncome() const; //calculates daily income of this town
int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
CGTownInstance();
virtual ~CGTownInstance();
//////////////////////////////////////////////////////////////////////////
void onHeroVisit(const CGHeroInstance * h) const;
void onHeroLeave(const CGHeroInstance * h) const;
void initObj();
};
class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
{
public:
std::set<si32> visitors; //ids of heroes who have visited this obj
si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
const std::string & getHoverText() const;
void setPropertyDer(ui8 what, ui32 val);//synchr
void onHeroVisit(const CGHeroInstance * h) const;
void onNAHeroVisit(int heroID, bool alreadyVisited) const;
void initObj();
void treeSelected(int heroID, int resType, int resVal, int expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
void schoolSelected(int heroID, ui32 which) const;
void arenaSelected(int heroID, int primSkill) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & visitors & ttype;
}
};
class DLL_EXPORT CGEvent : public CArmedInstance //event objects
{
public:
std::string message;
ui32 gainedExp;
si32 manaDiff; //amount of gained / lost mana
si32 moraleDiff; //morale modifier
si32 luckDiff; //luck modifier
std::vector<si32> resources;//gained / lost resources
std::vector<si32> primskills;//gained / lost resources
std::vector<si32> abilities; //gained abilities
std::vector<si32> abilityLevels; //levels of gained abilities
std::vector<si32> artifacts; //gained artifacts
std::vector<si32> spells; //gained spells
CCreatureSet creatures; //gained creatures
ui8 availableFor; //players whom this event is available for
ui8 computerActivate; //true if computre player can activate this event
ui8 humanActivate; //true if human player can activate this event
ui8 removeAfterVisit; //true if event is removed after occurring
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
& abilities & abilityLevels & artifacts & spells & creatures & availableFor
& computerActivate & humanActivate;
}
void activated(const CGHeroInstance * h) const;
void onHeroVisit(const CGHeroInstance * h) const;
void endBattle(const CGHeroInstance *h, BattleResult *result) const;
void giveContents(const CGHeroInstance *h, bool afterBattle) const;
void getText( InfoWindow &iw, bool &afterBattle, int val, int positive, int negative, const CGHeroInstance * h ) const;
void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
};
class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
{
public:
ui32 identifier; //unique code for this monster (used in missions)
si8 character; //chracter of this set of creatures (0 - the most friendly, 4 - the most hostile) => on init changed to 0 (compliant) - 10 value (savage)
std::string message; //message printed for attacking hero
std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
ui8 neverFlees; //if true, the troops will never flee
ui8 notGrowingTeam; //if true, number of units won't grow
void fight(const CGHeroInstance *h) const;
void onHeroVisit(const CGHeroInstance * h) const;
void flee( const CGHeroInstance * h ) const;
void endBattle(BattleResult *result) const;
void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
void initObj();
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)
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam;
}
};
class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
{
public:
std::string message;
void onHeroVisit(const CGHeroInstance * h) const;
void initObj();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & message;
}
};
class DLL_EXPORT CGSeerHut : public CGObjectInstance, public CQuest
{
public:
ui8 rewardType; //type of reward: 0 - no reward; 1 - experience; 2 - mana points; 3 - morale bonus; 4 - luck bonus; 5 - resources; 6 - main ability bonus (attak, defence etd.); 7 - secondary ability gain; 8 - artifact; 9 - spell; 10 - creature
si32 rID; //reward ID
si32 rVal; //reward value
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
h & rewardType & rID & rVal;
}
};
class DLL_EXPORT CGWitchHut : public CPlayersVisited
{
public:
std::vector<si32> allowedAbilities;
ui32 ability;
const std::string & getHoverText() const;
void onHeroVisit(const CGHeroInstance * h) const;
void initObj();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
h & allowedAbilities & ability;
}
};
class DLL_EXPORT CGScholar : public CGObjectInstance
{
public:
ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
ui16 bonusID; //ID of skill/spell
void giveAnyBonus(const CGHeroInstance * h) const;
void onHeroVisit(const CGHeroInstance * h) const;
void initObj();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & bonusType & bonusID;
}
};
class DLL_EXPORT CGGarrison : public CArmedInstance
{
public:
ui8 removableUnits;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & removableUnits;
}
};
class DLL_EXPORT CGArtifact : public CArmedInstance
{
public:
std::string message;
ui32 spell; //if it's spell scroll
void onHeroVisit(const CGHeroInstance * h) const;
void fightForArt(ui32 agreed, const CGHeroInstance *h) const;
void endBattle(BattleResult *result, const CGHeroInstance *h) const;
void pick( const CGHeroInstance * h ) const;
void initObj();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & message & spell;
}
};
class DLL_EXPORT CGResource : public CArmedInstance
{
public:
ui32 amount; //0 if random
std::string message;
void onHeroVisit(const CGHeroInstance * h) const;
void collectRes(int player) const;
void initObj();
void fightForRes(ui32 agreed, const CGHeroInstance *h) const;
void endBattle(BattleResult *result, const CGHeroInstance *h) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & amount & message;
}
};
class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest
{
public:
ui32 type, val1, val2;
void onHeroVisit(const CGHeroInstance * h) const;
void initObj();
void chosen(int which, int heroID) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & type & val1 & val2;
}
};
class DLL_EXPORT CGShrine : public CPlayersVisited
{
public:
ui8 spell; //number of spell or 255 if random
void onHeroVisit(const CGHeroInstance * h) const;
void initObj();
const std::string & getHoverText() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
h & spell;
}
};
class DLL_EXPORT CGPandoraBox : public CArmedInstance
{
public:
std::string message;
//gained things:
ui32 gainedExp;
si32 manaDiff; //amount of gained / lost mana
si32 moraleDiff; //morale modifier
si32 luckDiff; //luck modifier
std::vector<si32> resources;//gained / lost resources
std::vector<si32> primskills;//gained / lost resources
std::vector<si32> abilities; //gained abilities
std::vector<si32> abilityLevels; //levels of gained abilities
std::vector<si32> artifacts; //gained artifacts
std::vector<si32> spells; //gained spells
CCreatureSet creatures; //gained creatures
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
& abilities & abilityLevels & artifacts & spells & creatures;
}
};
class DLL_EXPORT CGQuestGuard : public CGObjectInstance, public CQuest
{
public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CQuest&>(*this) & static_cast<CGObjectInstance&>(*this);
}
};
class DLL_EXPORT CGMine : public CArmedInstance
{
public:
void offerLeavingGuards(const CGHeroInstance *h) const;
void onHeroVisit(const CGHeroInstance * h) const;
void newTurn() const;
void initObj();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
}
};
class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
{
public:
ui8 visited; //true if object has been visited this week
void setPropertyDer(ui8 what, ui32 val);//synchr
void onHeroVisit(const CGHeroInstance * h) const;
void newTurn() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & visited;
}
};
class DLL_EXPORT CGTeleport : public CGObjectInstance //teleports and subterranean gates
{
public:
static std::map<int,std::map<int, std::vector<int> > > objs; //map[ID][subID] => vector of ids
void onHeroVisit(const CGHeroInstance * h) const;
void initObj();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
}
};
class DLL_EXPORT CGDwelling : public CGObjectInstance //teleports and subterranean gates
{
public:
static std::map<int,std::map<int, std::vector<int> > > objs; //map[ID][subID] => vector of ids
void onHeroVisit(const CGHeroInstance * h) const;
void initObj();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
}
};
class DLL_EXPORT CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
{
public:
void onHeroVisit(const CGHeroInstance * h) const;
const std::string & getHoverText() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
}
};
class DLL_EXPORT CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
{
public:
void onHeroVisit(const CGHeroInstance * h) const;
const std::string & getHoverText() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
}
};
class DLL_EXPORT CGObservatory : public CGObjectInstance //Redwood observatory
{
public:
void onHeroVisit(const CGHeroInstance * h) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
}
};
class DLL_EXPORT 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;
const std::string & getHoverText() const;
void initObj();
void searchTomb(const CGHeroInstance *h, ui32 accept) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this) & static_cast<CPlayersVisited&>(*this);;
h & bonusType & bonusVal;
}
};
class DLL_EXPORT CObjectHandler
{
public:
std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
void loadObjects();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & cregens;
}
};
#endif // __COBJECTHANDLER_H__