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vcmi/lib/CObjectHandler.h
Michał W. Urbańczyk d092eaf9d1 Artifact Merchant: selling artifacts. Messy, but completes H3 town structures functionalities.
BTW updating screen after closing marketplace is broken.
2011-04-22 21:51:10 +00:00

1341 lines
47 KiB
C++

#ifndef __COBJECTHANDLER_H__
#define __COBJECTHANDLER_H__
#include "../global.h"
#include <string>
#include <vector>
#include <set>
#include <map>
#include <list>
#ifndef _MSC_VER
#include "CHeroHandler.h"
#include "CTownHandler.h"
#include "../lib/VCMI_Lib.h"
#endif
#include "../lib/CCreatureSet.h"
#include "../lib/ConstTransitivePtr.h"
#include <boost/unordered_set.hpp>
/*
* CObjectHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CGameState;
class CArtifactInstance;
struct MetaString;
struct BattleInfo;
class IGameCallback;
struct BattleResult;
class CCPPObjectScript;
class CGObjectInstance;
class CScript;
class CObjectScript;
class CGHeroInstance;
class CTown;
class CHero;
class CBuilding;
class CSpell;
class CGTownInstance;
class CGTownBuilding;
class CArtifact;
class CGDefInfo;
class CSpecObjInfo;
class CCastleEvent;
struct TerrainTile;
struct InfoWindow;
struct Component;
struct BankConfig;
struct UpdateHeroSpeciality;
struct NewArtifact;
class CGBoat;
class DLL_EXPORT CQuest
{
public:
enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9};
ui8 missionType, progress;
si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
ui32 m13489val;
std::vector<ui32> m2stats;
std::vector<ui16> m5arts; //artifacts id
std::vector<CStackBasicDescriptor> m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
std::vector<ui32> m7resources;
std::string firstVisitText, nextVisitText, completedText;
bool isCustom;
bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
virtual void completeQuest (const CGHeroInstance * h) const {};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
& firstVisitText & nextVisitText & completedText & isCustom;
}
};
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
static void preInit(); //called before objs receive their initObj
static void postInit();//caleed after objs receive their initObj
};
class DLL_EXPORT IBoatGenerator
{
public:
const CGObjectInstance *o;
IBoatGenerator(const CGObjectInstance *O);
virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
int3 bestLocation() const; //returns location when the boat should be placed
int state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
void getProblemText(MetaString &out, const CGHeroInstance *visitor = NULL) const;
};
class DLL_EXPORT IShipyard : public IBoatGenerator
{
public:
IShipyard(const CGObjectInstance *O);
virtual void getBoatCost(std::vector<si32> &cost) const;
static const IShipyard *castFrom(const CGObjectInstance *obj);
static IShipyard *castFrom(CGObjectInstance *obj);
};
class DLL_EXPORT IMarket
{
virtual int getMarketEfficiency() const =0;
public:
const CGObjectInstance *o;
IMarket(const CGObjectInstance *O);
virtual bool allowsTrade(EMarketMode mode) const;
virtual int availableUnits(EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
virtual std::vector<int> availableItemsIds(EMarketMode mode) const;
bool getOffer(int id1, int id2, int &val1, int &val2, EMarketMode mode) const; //val1 - how many units of id1 player has to give to receive val2 units
std::vector<EMarketMode> availableModes() const;
static const IMarket *castFrom(const CGObjectInstance *obj);
};
class DLL_EXPORT CGObjectInstance : public IObjectInterface
{
protected:
void getNameVis(std::string &hname) const;
void giveDummyBonus(int heroID, ui8 duration = Bonus::ONE_DAY) const;
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;
ui8 animPhaseShift;
ui8 tempOwner;
ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
virtual ui8 getPassableness() const; //bitmap - if the bit is set the corresponding player can pass through the visitable tiles of object, even if it's blockvis; if not set - default properties from definfo are used
virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
void getSightTiles(boost::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
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)
int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
int3 visitablePos() const;
bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) form left top tile of image (x, y in tiles)
bool coveringAt(int x, int y) const; //returns true if object covers with picture location (x, y) form left top tile of maximal possible image (8 x 6 tiles) (x, y in tiles)
bool hasShadowAt(int x, int y) const;//returns true if object covers with shadow location (x, y) form left top tile of maximal possible image (8 x 6 tiles) (x, y in tiles)
std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
bool isVisitable() const; //returns true if object is visitable
bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
void hideTiles(int ourplayer, int radius) const;
CGObjectInstance();
virtual ~CGObjectInstance();
//CGObjectInstance(const CGObjectInstance & right);
//CGObjectInstance& operator=(const CGObjectInstance & right);
virtual const std::string & getHoverText() const;
//////////////////////////////////////////////////////////////////////////
void initObj();
void onHeroVisit(const CGHeroInstance * h) const;
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;
//definfo is handled by map serializer
}
};
class CGHeroPlaceholder : public CGObjectInstance
{
public:
//subID stores id of hero type. If it's 0xff then following field is used
ui8 power;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & power;
}
};
class DLL_EXPORT CPlayersVisited: public CGObjectInstance
{
public:
std::set<ui8> players; //players that visited this object
bool hasVisited(ui8 player) const;
virtual void setPropertyDer( ui8 what, ui32 val );
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & players;
}
};
class DLL_EXPORT CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet
{
public:
BattleInfo *battle; //set to the current battle, if engaged
void randomizeArmy(int type);
void updateMoraleBonusFromArmy();
void armyChanged() OVERRIDE;
//////////////////////////////////////////////////////////////////////////
int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface ???
virtual CBonusSystemNode *whereShouldBeAttached(CGameState *gs);
virtual CBonusSystemNode *whatShouldBeAttached();
//////////////////////////////////////////////////////////////////////////
CArmedInstance();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & static_cast<CBonusSystemNode&>(*this);
h & static_cast<CCreatureSet&>(*this);
}
};
struct DLL_EXPORT ArtSlotInfo
{
ConstTransitivePtr<CArtifactInstance> artifact;
ui8 locked; //if locked, then artifact points to the combined artifact
ArtSlotInfo()
{
locked = false;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & artifact & locked;
}
};
class DLL_EXPORT CArtifactSet
{
public:
std::vector<ArtSlotInfo> artifactsInBackpack; //hero's artifacts from bag
bmap<ui16, ArtSlotInfo> artifactsWorn; //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
ArtSlotInfo &retreiveNewArtSlot(ui16 slot);
void setNewArtSlot(ui16 slot, CArtifactInstance *art, bool locked);
void eraseArtSlot(ui16 slot);
const ArtSlotInfo *getSlot(ui16 pos) const;
const CArtifactInstance* getArt(ui16 pos, bool excludeLocked = true) const; //NULL - no artifact
CArtifactInstance* getArt(ui16 pos, bool excludeLocked = true); //NULL - no artifact
si32 getArtPos(int aid, bool onlyWorn = true) 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)
si32 getArtPos(const CArtifactInstance *art) const;
const CArtifactInstance *getArtByInstanceId(int artInstId) const;
bool hasArt(ui32 aid, bool onlyWorn = false) const; //checks if hero possess artifact of given id (either in backack or worn)
bool isPositionFree(ui16 pos, bool onlyLockCheck = false) const;
si32 getArtTypeId(ui16 pos) const;
virtual ~CArtifactSet();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & artifactsInBackpack & artifactsWorn;
}
};
class DLL_EXPORT CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
{
public:
enum SecondarySkill
{
PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,
LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,
SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,
FIRST_AID
};
//////////////////////////////////////////////////////////////////////////
ui8 moveDir; //format: 123
// 8 4
// 765
mutable ui8 isStanding, tacticFormationEnabled;
//////////////////////////////////////////////////////////////////////////
ConstTransitivePtr<CHero> type;
ui64 exp; //experience points
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<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
ui8 sex;
ui8 inTownGarrison; // if hero is in town garrison
ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
const CGBoat *boat; //set to CGBoat when sailing
//std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
//std::map<ui16, const CArtifact*> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
std::set<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;
struct DLL_EXPORT HeroSpecial : CBonusSystemNode
{
bool growthsWithLevel;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBonusSystemNode&>(*this);
h & growthsWithLevel;
}
} speciality;
//BonusList bonuses;
//////////////////////////////////////////////////////////////////////////
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & static_cast<CArtifactSet&>(*this);
h & exp & level & name & biography & portrait & mana & secSkills & movement
& sex & inTownGarrison & /*artifacts & artifWorn & */spells & patrol & moveDir;
h & type & speciality;
BONUS_TREE_DESERIALIZATION_FIX
//visitied town pointer will be restored by map serialization method
}
//////////////////////////////////////////////////////////////////////////
// void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
// void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
//////////////////////////////////////////////////////////////////////////
int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
int getSightRadious() const; //sight distance (should be used if player-owned structure)
//////////////////////////////////////////////////////////////////////////
int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
//////////////////////////////////////////////////////////////////////////
bool hasSpellbook() const;
EAlignment getAlignment() const;
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 = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
bool canWalkOnSea() const;
int getCurrentLuck(int stack=-1, bool town=false) const;
int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
int maxMovePoints(bool onLand) const;
// const CArtifact* getArtAtPos(ui16 pos) const; //NULL - 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)
// bool hasArt(ui32 aid) const; //checks if hero possess artifact of given id (either in backack or worn)
//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;
expType calculateXp(expType exp) const; //apply learning skill
ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = NULL) const; //returns level on which given spell would be cast by this hero (0 - none, 1 - basic etc); optionally returns number of selected school by arg - 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic,
bool canCastThisSpell(const CSpell * spell) const; //determines if this hero can cast given spell; takes into account existing spell in spellbook, existing spellbook and artifact bonuses
CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
void showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const;
//////////////////////////////////////////////////////////////////////////
void initHero();
void initHero(int SUBID);
void putArtifact(ui16 pos, CArtifactInstance *art);
void putInBackpack(CArtifactInstance *art);
void initExp();
void initArmy(IArmyDescriptor *dst = NULL);
void giveArtifact (ui32 aid);
void initHeroDefInfo();
void pushPrimSkill(int which, int val);
void UpdateSpeciality();
void updateSkill(int which, int val);
CGHeroInstance();
virtual ~CGHeroInstance();
//////////////////////////////////////////////////////////////////////////
virtual CBonusSystemNode *whereShouldBeAttached(CGameState *gs) OVERRIDE;
virtual std::string nodeName() const OVERRIDE;
void deserializationFix();
void setPropertyDer(ui8 what, ui32 val);//synchr
void initObj();
void onHeroVisit(const CGHeroInstance * h) const;
};
class DLL_EXPORT CSpecObjInfo
{
public:
virtual ~CSpecObjInfo(){};
};
class DLL_EXPORT CCreGenObjInfo : public CSpecObjInfo
{
public:
unsigned char player; //owner
bool asCastle;
ui32 identifier;
unsigned char castles[2]; //allowed castles
};
class DLL_EXPORT CCreGen2ObjInfo : public CSpecObjInfo
{
public:
unsigned char player; //owner
bool asCastle;
ui32 identifier;
unsigned char castles[2]; //allowed castles
unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
};
class DLL_EXPORT CCreGen3ObjInfo : public CSpecObjInfo
{
public:
unsigned char player; //owner
unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
};
class DLL_EXPORT CGDwelling : public CArmedInstance
{
public:
CSpecObjInfo * info; //h3m info about dewlling
std::vector<std::pair<ui32, std::vector<ui32> > > creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this) & creatures;
}
void initObj();
void setProperty(ui8 what, ui32 val);
void onHeroVisit(const CGHeroInstance * h) const;
void newTurn() const;
void heroAcceptsCreatures(const CGHeroInstance *h, ui32 answer) const;
void fightOver(const CGHeroInstance *h, BattleResult *result) const;
void wantsFight(const CGHeroInstance *h, ui32 answer) const;
};
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, expType 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 CGTownBuilding : public IObjectInterface
{
///basic class for town structures handled as map objects
public:
si32 ID; //from buildig list
si32 id; //identifies its index on towns vector
CGTownInstance *town;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID & id;
}
};
class DLL_EXPORT COPWBonus : public CGTownBuilding
{///used for OPW bonusing structures
public:
std::set<si32> visitors;
void setProperty(ui8 what, ui32 val);
void onHeroVisit (const CGHeroInstance * h) const;
COPWBonus (int index, CGTownInstance *TOWN);
COPWBonus (){ID = 0; town = NULL;};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGTownBuilding&>(*this);
h & visitors;
}
};
class DLL_EXPORT CTownBonus : public CGTownBuilding
{
///used for one-time bonusing structures
///feel free to merge inheritance tree
public:
std::set<si32> visitors;
void setProperty(ui8 what, ui32 val);
void onHeroVisit (const CGHeroInstance * h) const;
CTownBonus (int index, CGTownInstance *TOWN);
CTownBonus (){ID = 0; town = NULL;};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGTownBuilding&>(*this);
h & visitors;
}
};
class DLL_EXPORT CTownAndVisitingHero : public CBonusSystemNode
{
};
class DLL_EXPORT CGTownInstance : public CGDwelling, public IShipyard, public IMarket
{
public:
CTownAndVisitingHero townAndVis;
CTown * town;
std::string name; // name of town
si32 builded; //how many buildings has been built this turn
si32 destroyed; //how many buildings has been destroyed this turn
ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
ui32 identifier; //special identifier from h3m (only > RoE maps)
si32 alignment;
std::set<si32> forbiddenBuildings, builtBuildings;
std::vector<CGTownBuilding*> bonusingBuildings;
std::vector<ui32> possibleSpells, obligatorySpells;
std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
std::list<CCastleEvent*> events;
std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
//////////////////////////////////////////////////////////////////////////
static std::vector<const CArtifact *> merchantArtifacts; //vector of artifacts available at Artifact merchant, NULLs possible (for making empty space when artifact is bought)
static std::vector<int> universitySkills;//skills for university of magic
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGDwelling&>(*this);
h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings & bonusValue
& possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
(*i)->town = this;
h & town & townAndVis;
BONUS_TREE_DESERIALIZATION_FIX
//garrison/visiting hero pointers will be restored in the map serialization
}
//////////////////////////////////////////////////////////////////////////
virtual CBonusSystemNode *whatShouldBeAttached() OVERRIDE;
std::string nodeName() const OVERRIDE;
void deserializationFix();
void recreateBuildingsBonuses();
bool addBonusIfBuilt(int building, int type, int val, IPropagator *prop, int subtype = -1); //returns true if building is built and bonus has been added
bool addBonusIfBuilt(int building, int 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
// void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
// void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
//////////////////////////////////////////////////////////////////////////
ui8 getPassableness() const; //bitmap - if the bit is set the corresponding player can pass through the visitable tiles of object, even if it's blockvis; if not set - default properties from definfo are used
int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
int getSightRadious() const; //returns sight distance
int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
int getMarketEfficiency() const; //=market count
bool allowsTrade(EMarketMode mode) const;
std::vector<int> availableItemsIds(EMarketMode mode) const;
void setPropertyDer(ui8 what, ui32 val);
void newTurn() const;
//////////////////////////////////////////////////////////////////////////
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)
void removeCapitols (ui8 owner) const;
bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
CGTownInstance();
virtual ~CGTownInstance();
//////////////////////////////////////////////////////////////////////////
void fightOver(const CGHeroInstance *h, BattleResult *result) const;
void onHeroVisit(const CGHeroInstance * h) const;
void onHeroLeave(const CGHeroInstance * h) const;
void initObj();
};
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
void initObj();
void onHeroVisit(const CGHeroInstance * h) const;
void open (const CGHeroInstance * h, ui32 accept) 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 negative, int positive, const CGHeroInstance * h ) const;
void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
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 CGEvent : public CGPandoraBox //event objects
{
public:
ui8 removeAfterVisit; //true if event is removed after occurring
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
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGPandoraBox &>(*this);
h & removeAfterVisit & availableFor & computerActivate & humanActivate;
}
void onHeroVisit(const CGHeroInstance * h) const;
void activated(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
ui64 temppower; //used to handle fractional stack growth for tiny stacks
void fight(const CGHeroInstance *h) const;
void onHeroVisit(const CGHeroInstance * h) const;
const std::string & getHoverText() 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();
void newTurn() const;
void setPropertyDer(ui8 what, ui32 val);
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)
struct DLL_EXPORT RestoredCreature // info about merging stacks after battle back into one
{
si32 basicType;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & basicType;
}
} restore;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & identifier & character & message & resources & gainedArtifact & neverFlees & notGrowingTeam & temppower & restore;
}
};
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 CArmedInstance, public CQuest //army is used when giving reward
{
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
ui8 textOption; //store randomized mission write-ups rather than entire string (?)
std::string seerName;
//following field are used only for kill creature/hero missions, the original objects became inaccessible after their removal, so we need to store info needed for messages / hover text
//TODO? organize
CStackBasicDescriptor stackToKill;
ui8 stackDirection;
std::string heroName; //backup of hero name
si32 heroPortrait;
void initObj();
const std::string & getHoverText() const;
void setPropertyDer (ui8 what, ui32 val);
int checkDirection() const; //calculates the region of map where monster is placed
void newTurn() const;
void onHeroVisit (const CGHeroInstance * h) const;
void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
void completeQuest (const CGHeroInstance * h) const;
const CGHeroInstance *getHeroToKill(bool allowNull = false) const;
const CGCreature *getCreatureToKill(bool allowNull = false) const;
void addReplacements(MetaString &out, const std::string &base) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this) & static_cast<CQuest&>(*this);
h & rewardType & rID & rVal & textOption & seerName;
h & stackToKill & stackDirection & heroName & heroPortrait;
}
};
class DLL_EXPORT CGQuestGuard : public CGSeerHut
{
public:
void initObj();
void completeQuest (const CGHeroInstance * h) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGSeerHut&>(*this);
}
};
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<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;
ui8 getPassableness() const;
void onHeroVisit (const CGHeroInstance *h) const;
void fightOver (const CGHeroInstance *h, BattleResult *result) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & removableUnits;
}
};
class DLL_EXPORT CGArtifact : public CArmedInstance
{
public:
CArtifactInstance *storedArtifact;
std::string message;
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 & storedArtifact;
}
};
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, Flotsam, Shipwreck Survivor, Sea 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<CPlayersVisited&>(*this);;
h & spell;
}
};
class DLL_EXPORT CGMine : public CArmedInstance
{
public:
ui8 producedResource;
ui32 producedQuantity;
void offerLeavingGuards(const CGHeroInstance *h) const;
void endBattle(BattleResult *result, ui8 attackingPlayer) const;
void fight(ui32 agreed, const CGHeroInstance *h) const;
void onHeroVisit(const CGHeroInstance * h) const;
void flagMine(ui8 player) const;
void newTurn() const;
void initObj();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & producedResource & producedQuantity;
}
ui32 defaultResProduction();
};
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; //teleports: map[ID][subID] => vector of ids
static std::vector<std::pair<int, int> > gates; //subterranean gates: pairs of ids
void onHeroVisit(const CGHeroInstance * h) const;
void initObj();
static void postInit();
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;
void initObj();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
}
};
class DLL_EXPORT CGMagicSpring : public CGVisitableOPW
{///unfortunatelly, this one is quite different than others
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);
h & visited;
}
};
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 CGSirens : public CGObjectInstance
{
public:
void onHeroVisit(const CGHeroInstance * h) const;
const std::string & getHoverText() const;
void initObj();
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 CGKeys : public CGObjectInstance //Base class for Keymaster and guards
{
public:
static std::map <ui8, std::set <ui8> > playerKeyMap; //[players][keysowned]
//SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
void setPropertyDer (ui8 what, ui32 val);
bool wasMyColorVisited (int player) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
}
};
class DLL_EXPORT CGKeymasterTent : public CGKeys
{
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 CGBorderGuard : public CGKeys
{
public:
void initObj();
const std::string & getHoverText() const;
void onHeroVisit(const CGHeroInstance * h) const;
void openGate(const CGHeroInstance *h, ui32 accept) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & blockVisit;
}
};
class DLL_EXPORT CGBorderGate : public CGBorderGuard //not fully imlemented, waiting for garrison
{
public:
void onHeroVisit(const CGHeroInstance * h) const;
ui8 getPassableness() const;
};
class DLL_EXPORT CGBoat : public CGObjectInstance
{
public:
ui8 direction;
const CGHeroInstance *hero; //hero on board
void initObj();
CGBoat()
{
hero = NULL;
direction = 4;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this) & direction;
}
};
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<CPlayersVisited&>(*this);;
h & artOrRes & bonusType & bonusVal;
}
};
class DLL_EXPORT CBank : public CArmedInstance
{
public:
int index; //banks have unusal numbering - see ZCRBANK.txt and initObj()
BankConfig *bc;
float multiplier; //for improved banks script
std::vector<ui32> artifacts; //fixed and deterministic
ui32 daycounter;
void initObj();
const std::string & getHoverText() const;
void setPropertyDer (ui8 what, ui32 val);
void initialize() const;
void reset(ui16 var1);
void newTurn() const;
virtual void onHeroVisit (const CGHeroInstance * h) const;
virtual void fightGuards (const CGHeroInstance *h, ui32 accept) const;
virtual void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & index & multiplier & artifacts & daycounter & bc;
}
};
class DLL_EXPORT CGPyramid : public CBank
{
public:
ui16 spell;
void initObj();
const std::string & getHoverText() const;
void newTurn() const {}; //empty, no reset
void onHeroVisit (const CGHeroInstance * h) const;
void endBattle (const CGHeroInstance *h, const BattleResult *result) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBank&>(*this);
h & spell;
}
};
class CGShipyard : public CGObjectInstance, public IShipyard
{
public:
void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
CGShipyard();
void onHeroVisit(const CGHeroInstance * h) const;
};
class DLL_EXPORT CGMagi : public CGObjectInstance
{
public:
static std::map <si32, std::vector<si32> > eyelist; //[subID][id], supports multiple sets as in H5
void initObj();
void onHeroVisit(const CGHeroInstance * h) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
}
};
class DLL_EXPORT CCartographer : public CPlayersVisited
{
///behaviour varies depending on surface and floor
public:
void onHeroVisit( const CGHeroInstance * h ) const;
void buyMap (const CGHeroInstance *h, ui32 accept) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPlayersVisited&>(*this);
}
};
class DLL_EXPORT CGDenOfthieves : public CGObjectInstance
{
void onHeroVisit (const CGHeroInstance * h) const;
};
class DLL_EXPORT CGObelisk : public CPlayersVisited
{
public:
static ui8 obeliskCount; //how many obelisks are on map
static std::map<ui8, ui8> visited; //map: team_id => how many obelisks has been visited
void setPropertyDer (ui8 what, ui32 val);
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<CPlayersVisited&>(*this);
}
};
class DLL_EXPORT CGLighthouse : public CGObjectInstance
{
public:
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);
}
void giveBonusTo( ui8 player ) const;
};
class DLL_EXPORT CGMarket : public CGObjectInstance, public IMarket
{
public:
CGMarket();
void onHeroVisit(const CGHeroInstance * h) const; //open trading window
int getMarketEfficiency() const;
bool allowsTrade(EMarketMode mode) const;
int availableUnits(EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
std::vector<int> availableItemsIds(EMarketMode mode) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
}
};
class DLL_EXPORT CGBlackMarket : public CGMarket
{
public:
std::vector<const CArtifact *> artifacts; //available artifacts
void newTurn() const; //reset artifacts for black market every month
std::vector<int> availableItemsIds(EMarketMode mode) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGMarket&>(*this);
h & artifacts;
}
};
class DLL_EXPORT CGUniversity : public CGMarket
{
public:
std::vector<int> skills; //available skills
std::vector<int> availableItemsIds(EMarketMode mode) const;
void initObj();//set skills for trade
void onHeroVisit(const CGHeroInstance * h) const; //open window
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGMarket&>(*this);
h & skills;
}
};
struct BankConfig
{
BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
ui8 level; //1 - 4, how hard the battle will be
ui8 chance; //chance for this level being chosen
ui8 upgradeChance; //chance for creatures to be in upgraded versions
std::vector< std::pair <ui16, ui32> > guards; //creature ID, amount
ui32 combatValue; //how hard are guards of this level
std::vector<si32> resources; //resources given in case of victory
std::vector< std::pair <ui16, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
ui32 value; //overall value of given things
ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
ui16 easiest; //?!?
template <typename Handler> void serialize(Handler &h, const int version)
{
h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
}
};
class DLL_EXPORT CObjectHandler
{
public:
std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
std::vector<ui32> resVals; //default values of resources in gold
void loadObjects();
void readConfigLine(std::ifstream &istr, int g);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & cregens & banksInfo & creBanksNames & resVals;
}
};
#endif // __COBJECTHANDLER_H__