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0c07384293
- Removed 'version' field from serialize() method - Handler classes - Binary(De)Serializer now have 'version' field - Serialization versioning now uses named enum Save compatibility with 1.4.X saves should be intact
238 lines
8.5 KiB
C++
238 lines
8.5 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 "IMarket.h"
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#include "CGDwelling.h"
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#include "CGTownBuilding.h"
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#include "../CTownHandler.h" // For CTown
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VCMI_LIB_NAMESPACE_BEGIN
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class CCastleEvent;
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struct DamageRange;
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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, const BuildingID & building, int _count);
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Entry(int _count, 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, public INativeTerrainProvider, public ICreatureUpgrader
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{
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std::string nameTextId; // name of town
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public:
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using CGDwelling::getPosition;
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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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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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PlayerColor alignmentToPlayer; // if set to non-neutral, random town will have same faction as specified player
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std::set<BuildingID> forbiddenBuildings;
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std::set<BuildingID> builtBuildings;
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std::set<BuildingID> overriddenBuildings; ///buildings which bonuses are overridden and should not be applied
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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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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGDwelling&>(*this);
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h & nameTextId;
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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 & alignmentToPlayer;
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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(auto * bonusingBuilding : bonusingBuildings)
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bonusingBuilding->town = this;
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if (h.saving)
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{
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CFaction * faction = town ? town->faction : nullptr;
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h & faction;
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}
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else
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{
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CFaction * faction = nullptr;
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h & faction;
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town = faction ? faction->town : nullptr;
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}
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h & townAndVis;
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BONUS_TREE_DESERIALIZATION_FIX
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if(town)
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{
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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", nameTextId, 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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h & overriddenBuildings;
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if(!h.saving)
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this->setNodeType(CBonusSystemNode::TOWN);
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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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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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std::string getNameTranslated() const;
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std::string getNameTextID() const;
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void setNameTextId(const std::string & newName);
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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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BoatId 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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EGeneratorState shipyardStatus() const override;
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const IObjectInterface * getObject() const override;
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int getMarketEfficiency() const override; //=market count
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bool allowsTrade(EMarketMode mode) const override;
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std::vector<TradeItemBuy> availableItemsIds(EMarketMode mode) const 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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std::vector<const CGTownBuilding *> getBonusingBuildings(BuildingSubID::EBuildingSubID subId) const;
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bool hasBuiltSomeTradeBuilding() const;
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//checks if special building with type buildingID is constructed
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bool hasBuilt(BuildingSubID::EBuildingSubID buildingID) const;
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//checks if building is constructed and town has same subID
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bool hasBuilt(const BuildingID & buildingID) const;
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bool hasBuilt(const BuildingID & buildingID, FactionID townID) const;
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TResources getBuildingCost(const BuildingID & buildingID) 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(const 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(const PlayerColor & owner) const;
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void clearArmy() const;
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void addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID) const; //hero must be visiting or garrisoned in town
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void deleteTownBonus(BuildingID bid);
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/// Returns damage range for secondary towers of this town
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DamageRange getTowerDamageRange() const;
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/// Returns damage range for central tower(keep) of this town
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DamageRange getKeepDamageRange() const;
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const CTown * getTown() const;
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/// INativeTerrainProvider
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FactionID getFaction() const override;
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TerrainId getNativeTerrain() const override;
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CGTownInstance(IGameCallback *cb);
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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 pickRandomObject(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 fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
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void afterAddToMap(CMap * map) override;
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void afterRemoveFromMap(CMap * map) override;
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inline bool isBattleOutsideTown(const CGHeroInstance * defendingHero) const
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{
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return defendingHero && garrisonHero && defendingHero != garrisonHero;
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}
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protected:
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void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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private:
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FactionID randomizeFaction(CRandomGenerator & rand);
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void setOwner(const PlayerColor & owner) const;
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void onTownCaptured(const PlayerColor & winner) const;
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int getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<ConstTransitivePtr<CGDwelling> >& dwellings) const;
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bool townEnvisagesBuilding(BuildingSubID::EBuildingSubID bid) const;
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bool isBonusingBuildingAdded(BuildingID bid) const;
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void initOverriddenBids();
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void addTownBonuses(CRandomGenerator & rand);
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};
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VCMI_LIB_NAMESPACE_END
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