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@@ -1,439 +1,453 @@
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-#ifndef __COBJECTHANDLER_H__
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-#define __COBJECTHANDLER_H__
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-#include "../global.h"
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-#include <string>
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-#include <vector>
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-#include <set>
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-#include <map>
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-#include "CCreatureHandler.h"
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-
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-using boost::logic::tribool;
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-class IGameCallback;
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-struct BattleResult;
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-class CCPPObjectScript;
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-class CGObjectInstance;
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-class CScript;
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-class CObjectScript;
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-class CGHeroInstance;
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-class CTown;
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-class CHero;
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-class CBuilding;
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-class CSpell;
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-class CGTownInstance;
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-class CArtifact;
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-class CGDefInfo;
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-class CSpecObjInfo;
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-
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-class DLL_EXPORT CCastleEvent
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-{
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-public:
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- std::string name, message;
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- int wood, mercury, ore, sulfur, crystal, gems, gold; //gain / loss of resources
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- unsigned char players; //players for whom this event can be applied
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- bool forHuman, forComputer;
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- int firstShow; //postpone of first encounter time in days
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- int forEvery; //every n days this event will occure
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-
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- unsigned char bytes[6]; //build specific buildings (raw format, similar to town's)
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-
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- int gen[7]; //additional creatures in i-th level dwelling
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-
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- bool operator<(const CCastleEvent &drugie) const
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- {
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- return firstShow<drugie.firstShow;
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- }
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-};
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-
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-class DLL_EXPORT IObjectInterface
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-{
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-public:
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- static IGameCallback *cb;
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-
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- IObjectInterface();
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- virtual ~IObjectInterface();
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-
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- virtual void onHeroVisit(const CGHeroInstance * h);
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- virtual void onHeroLeave(const CGHeroInstance * h);
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- virtual void newTurn();
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- virtual void initObj();
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-};
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-
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-class DLL_EXPORT CGObjectInstance : protected IObjectInterface
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-{
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-protected:
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-public:
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- mutable std::string hoverName;
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- int3 pos; //h3m pos
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- int ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
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- si32 id;//number of object in CObjectHandler's vector
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- CGDefInfo * defInfo;
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- CCPPObjectScript * state;
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- CSpecObjInfo * info;
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- unsigned char animPhaseShift;
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-
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- ui8 tempOwner; //uzywane dla szybkosci, skrypt ma obowiazek aktualizowac te zmienna
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- ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
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-
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- int getOwner() const;
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- void setOwner(int ow);
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- int getWidth() const; //returns width of object graphic in tiles
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- int getHeight() const; //returns height of object graphic in tiles
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- 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)
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- 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)
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- bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
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- CGObjectInstance();
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- virtual ~CGObjectInstance();
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- CGObjectInstance(const CGObjectInstance & right);
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- CGObjectInstance& operator=(const CGObjectInstance & right);
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- virtual const std::string & getHoverText() const;
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- //////////////////////////////////////////////////////////////////////////
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- void initObj();
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-
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- friend class CGameHandler;
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-};
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-
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-class DLL_EXPORT CArmedInstance: public CGObjectInstance
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-{
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-public:
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- CCreatureSet army; //army
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- virtual bool needsLastStack() const; //true if last stack cannot be taken
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-};
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-
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-class DLL_EXPORT CGHeroInstance : public CArmedInstance
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-{
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-public:
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- //////////////////////////////////////////////////////////////////////////
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-
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- mutable int moveDir; //format: 123
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- // 8 4
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- // 765
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- mutable ui8 isStanding, tacticFormationEnabled;
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-
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- //////////////////////////////////////////////////////////////////////////
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-
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- CHero * type;
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- ui32 exp; //experience point
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- int level; //current level of hero
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- std::string name; //may be custom
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- std::string biography; //if custom
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- int portrait; //may be custom
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- int mana; // remaining spell points
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- std::vector<int> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
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- 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
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- int movement; //remaining movement points
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- int identifier; //from the map file
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- bool sex;
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- struct DLL_EXPORT Patrol
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- {
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- Patrol(){patrolling=false;patrolRadious=-1;};
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- bool patrolling;
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- int patrolRadious;
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- } patrol;
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- bool inTownGarrison; // if hero is in town garrison
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- CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
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- std::vector<ui32> artifacts; //hero's artifacts from bag
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- 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
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- std::set<ui32> spells; //known spells (spell IDs)
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-
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- //////////////////////////////////////////////////////////////////////////
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-
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- const std::string &getBiography() const;
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- bool needsLastStack()const;
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- unsigned int getTileCost(const EterrainType & ttype, const Eroad & rdtype, const Eriver & rvtype) const;
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- unsigned int getLowestCreatureSpeed() const;
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- unsigned int getAdditiveMoveBonus() const;
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- float getMultiplicativeMoveBonus() const;
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- int3 getPosition(bool h3m) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
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- int getSightDistance() const; //returns sight distance of this hero
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- int manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
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- bool canWalkOnSea() const;
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- int getCurrentLuck() const;
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- int getCurrentMorale() const;
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- int getPrimSkillLevel(int id) const;
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- int getSecSkillLevel(const int & ID) const; //0 - no skill
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- int maxMovePoints(bool onLand) const;
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- ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
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- void setArtAtPos(ui16 pos, int art);
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- const CArtifact * getArt(int pos) const;
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- 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
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- static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
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-
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- //////////////////////////////////////////////////////////////////////////
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-
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- void initHero();
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- void initHero(int SUBID);
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- CGHeroInstance();
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- virtual ~CGHeroInstance();
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-
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- //////////////////////////////////////////////////////////////////////////
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- void initObj();
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- void onHeroVisit(const CGHeroInstance * h);
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-};
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-
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-class DLL_EXPORT CGTownInstance : public CArmedInstance
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-{
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-public:
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- CTown * town;
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- std::string name; // name of town
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- int builded; //how many buildings has been built this turn
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- int destroyed; //how many buildings has been destroyed this turn
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- const CGHeroInstance * garrisonHero, *visitingHero;
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- int identifier; //special identifier from h3m (only > RoE maps)
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- int alignment;
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- std::set<si32> forbiddenBuildings, builtBuildings;
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- std::vector<int> possibleSpells, obligatorySpells;
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- std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
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-
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- struct StrInfo
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- {
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- std::map<si32,ui32> creatures; //level - available amount
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-
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- template <typename Handler> void serialize(Handler &h, const int version)
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- {
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- h & creatures;
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- }
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- } strInfo;
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- std::set<CCastleEvent> events;
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-
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-
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- bool needsLastStack() const;
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- int getSightDistance() const; //returns sight distance
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- int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
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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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- bool creatureDwelling(const int & level, bool upgraded=false) const;
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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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- bool hasFort() const;
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- bool hasCapitol() const;
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- int dailyIncome() const;
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- int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
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-
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- CGTownInstance();
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- virtual ~CGTownInstance();
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-
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- //////////////////////////////////////////////////////////////////////////
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-
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-
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- void onHeroVisit(const CGHeroInstance * h);
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- void onHeroLeave(const CGHeroInstance * h);
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- void initObj();
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-};
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-
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-class DLL_EXPORT CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
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-{
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-public:
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- std::set<si32> visitors; //ids of heroes who have visited this obj
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- si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
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- const std::string & getHoverText() const;
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-
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- void onHeroVisit(const CGHeroInstance * h);
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- void onNAHeroVisit(int heroID, bool alreadyVisited);
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- void initObj();
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- void treeSelected(int heroID, int resType, int resVal, int expVal, ui32 result); //handle player's anwer to the Tree of Knowledge dialog
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-};
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-
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-class DLL_EXPORT CGEvent : public CGObjectInstance //event objects
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-{
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-public:
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- bool areGuarders; //true if there are
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- CCreatureSet guarders;
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- bool isMessage; //true if there is a message
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- std::string message;
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- unsigned int gainedExp;
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- int manaDiff; //amount of gained / lost mana
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- int moraleDiff; //morale modifier
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- int luckDiff; //luck modifier
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- int wood, mercury, ore, sulfur, crystal, gems, gold; //gained / lost resources
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- unsigned int attack; //added attack points
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- unsigned int defence; //added defence points
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- unsigned int power; //added power points
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- unsigned int knowledge; //added knowledge points
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- std::vector<int> abilities; //gained abilities
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- std::vector<int> abilityLevels; //levels of gained abilities
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- std::vector<int> artifacts; //gained artifacts
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- std::vector<int> spells; //gained spells
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- CCreatureSet creatures; //gained creatures
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- unsigned char availableFor; //players whom this event is available for
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- bool computerActivate; //true if computre player can activate this event
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- bool humanActivate; //true if human player can activate this event
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-};
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-
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-class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
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-{
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-public:
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- ui32 identifier; //unique code for this monster (used in missions)
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- ui8 character; //chracter of this set of creatures (0 - the most friendly, 4 - the most hostile)
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- std::string message; //message printed for attacking hero
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- std::vector<ui32> resources; //[res_id], resources given to hero that has won with monsters
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- si32 gainedArtifact; //ID of artifact gained to hero, -1 if none
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- ui8 neverFlees; //if true, the troops will never flee
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- ui8 notGrowingTeam; //if true, number of units won't grow
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-
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- void onHeroVisit(const CGHeroInstance * h);
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- void endBattle(BattleResult *result);
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- void initObj();
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-};
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-
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-
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-class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
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-{
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- //TODO: generate default message if sign is 'empty'
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-public:
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- std::string message;
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-};
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-
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-class DLL_EXPORT CGSeerHut : public CGObjectInstance
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-{
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-public:
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- unsigned char 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 player
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- bool isDayLimit; //if true, there is a day limit
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- int lastDay; //after this day (first day is 0) mission cannot be completed
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- int m1level; //for mission 1
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- int m2attack, m2defence, m2power, m2knowledge;//for mission 2
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- unsigned char m3bytes[4];//for mission 3
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- unsigned char m4bytes[4];//for mission 4
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- std::vector<int> m5arts;//for mission 5 - artifact ID
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- std::vector<CCreature *> m6cre;//for mission 6
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- std::vector<int> m6number;
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- int m7wood, m7mercury, m7ore, m7sulfur, m7crystal, m7gems, m7gold; //for mission 7
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- int m8hero;//for mission 8 - hero ID
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- int m9player; //for mission 9 - number; from 0 to 7
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-
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- std::string firstVisitText, nextVisitText, completedText;
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-
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- char 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
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- //for reward 1
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- int r1exp;
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- //for reward 2
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- int r2mana;
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- //for reward 3
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- int r3morale;
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- //for reward 4
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- int r4luck;
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- //for reward 5
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- unsigned char r5type; //0 - wood, 1 - mercury, 2 - ore, 3 - sulfur, 4 - crystal, 5 - gems, 6 - gold
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- int r5amount;
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- //for reward 6
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- unsigned char r6type; //0 - attack, 1 - defence, 2 - power, 3 - knowledge
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- int r6amount;
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- //for reward 7
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- int r7ability; //ability id
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- unsigned char r7level; //1 - basic, 2 - advanced, 3 - expert
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- //for reward 8
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- int r8art;//artifact id
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- //for reward 9
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- int r9spell;//spell id
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- //for reward 10
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- int r10creature; //creature id
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- int r10amount;
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-};
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-
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-class DLL_EXPORT CGWitchHut : public CGObjectInstance
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-{
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-public:
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- std::vector<int> allowedAbilities;
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-};
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-
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-
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-class DLL_EXPORT CGScholar : public CGObjectInstance
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-{
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-public:
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- ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
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-
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- ui8 r0type;
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- ui32 r1; //Ability ID
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- ui32 r2; //Spell ID
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-};
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-
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-class DLL_EXPORT CGGarrison : public CArmedInstance
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-{
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-public:
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- bool removableUnits;
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-};
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-
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-class DLL_EXPORT CGArtifact : public CArmedInstance
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-{
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-public:
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- std::string message;
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- ui32 spell; //if it's spell scroll
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-};
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-
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-class DLL_EXPORT CGResource : public CArmedInstance
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-{
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-public:
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- int amount; //0 if random
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- std::string message;
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-};
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-
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-class DLL_EXPORT CGShrine : public CGObjectInstance
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-{
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-public:
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- unsigned char spell; //number of spell or 255 if random
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-};
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-
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-class DLL_EXPORT CGPandoraBox : public CArmedInstance
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-{
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-public:
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- std::string message;
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-
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- //gained things:
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- unsigned int gainedExp;
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- int manaDiff;
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- int moraleDiff;
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- int luckDiff;
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- int wood, mercury, ore, sulfur, crystal, gems, gold;
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- int attack, defence, power, knowledge;
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- std::vector<int> abilities;
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- std::vector<int> abilityLevels;
|
|
|
- std::vector<int> artifacts;
|
|
|
- std::vector<int> spells;
|
|
|
- CCreatureSet creatures;
|
|
|
-};
|
|
|
-
|
|
|
-class DLL_EXPORT CGQuestGuard : public CArmedInstance
|
|
|
-{
|
|
|
-public:
|
|
|
- char 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 player
|
|
|
- bool isDayLimit; //if true, there is a day limit
|
|
|
- int lastDay; //after this day (first day is 0) mission cannot be completed
|
|
|
- //for mission 1
|
|
|
- int m1level;
|
|
|
- //for mission 2
|
|
|
- int m2attack, m2defence, m2power, m2knowledge;
|
|
|
- //for mission 3
|
|
|
- unsigned char m3bytes[4];
|
|
|
- //for mission 4
|
|
|
- unsigned char m4bytes[4];
|
|
|
- //for mission 5
|
|
|
- std::vector<int> m5arts; //artifacts id
|
|
|
- //for mission 6
|
|
|
- std::vector<CCreature *> m6cre;
|
|
|
- std::vector<int> m6number;
|
|
|
- //for mission 7
|
|
|
- int m7wood, m7mercury, m7ore, m7sulfur, m7crystal, m7gems, m7gold;
|
|
|
- //for mission 8
|
|
|
- int m8hero; //hero id
|
|
|
- //for mission 9
|
|
|
- int m9player; //number; from 0 to 7
|
|
|
-
|
|
|
- std::string firstVisitText, nextVisitText, completedText;
|
|
|
-};
|
|
|
-
|
|
|
-class DLL_EXPORT CObjectHandler
|
|
|
-{
|
|
|
-public:
|
|
|
- std::vector<std::string> names; //vector of objects; i-th object in vector has subnumber i
|
|
|
- std::vector<int> cregens; //type 17. dwelling subid -> creature ID
|
|
|
- void loadObjects();
|
|
|
-
|
|
|
- std::vector<std::string> creGens; //names of creatures' generators
|
|
|
- std::vector<std::string> advobtxt;
|
|
|
- std::vector<std::string> xtrainfo;
|
|
|
- std::vector<std::string> restypes;
|
|
|
- std::vector<std::pair<std::string,std::string> > mines; //first - name; second - event description
|
|
|
-};
|
|
|
-
|
|
|
-
|
|
|
-
|
|
|
-#endif // __COBJECTHANDLER_H__
|
|
|
+#ifndef __COBJECTHANDLER_H__
|
|
|
+#define __COBJECTHANDLER_H__
|
|
|
+#include "../global.h"
|
|
|
+#include <string>
|
|
|
+#include <vector>
|
|
|
+#include <set>
|
|
|
+#include <map>
|
|
|
+#include "CCreatureHandler.h"
|
|
|
+
|
|
|
+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;
|
|
|
+
|
|
|
+class DLL_EXPORT CCastleEvent
|
|
|
+{
|
|
|
+public:
|
|
|
+ std::string name, message;
|
|
|
+ int wood, mercury, ore, sulfur, crystal, gems, gold; //gain / loss of resources
|
|
|
+ unsigned char players; //players for whom this event can be applied
|
|
|
+ bool forHuman, forComputer;
|
|
|
+ int firstShow; //postpone of first encounter time in days
|
|
|
+ int forEvery; //every n days this event will occure
|
|
|
+
|
|
|
+ unsigned char bytes[6]; //build specific buildings (raw format, similar to town's)
|
|
|
+
|
|
|
+ int gen[7]; //additional creatures in i-th level dwelling
|
|
|
+
|
|
|
+ bool operator<(const CCastleEvent &drugie) const
|
|
|
+ {
|
|
|
+ return firstShow<drugie.firstShow;
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+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;
|
|
|
+};
|
|
|
+
|
|
|
+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();
|
|
|
+};
|
|
|
+
|
|
|
+class DLL_EXPORT CGObjectInstance : protected IObjectInterface
|
|
|
+{
|
|
|
+protected:
|
|
|
+public:
|
|
|
+ mutable std::string hoverName;
|
|
|
+ int3 pos; //h3m pos
|
|
|
+ int 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;
|
|
|
+ CCPPObjectScript * state;
|
|
|
+ CSpecObjInfo * info;
|
|
|
+ unsigned char animPhaseShift;
|
|
|
+
|
|
|
+ ui8 tempOwner; //uzywane dla szybkosci, skrypt ma obowiazek aktualizowac te zmienna
|
|
|
+ ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
|
|
|
+
|
|
|
+ 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();
|
|
|
+
|
|
|
+ friend class CGameHandler;
|
|
|
+};
|
|
|
+
|
|
|
+class DLL_EXPORT CArmedInstance: public CGObjectInstance
|
|
|
+{
|
|
|
+public:
|
|
|
+ CCreatureSet army; //army
|
|
|
+ virtual bool needsLastStack() const; //true if last stack cannot be taken
|
|
|
+};
|
|
|
+
|
|
|
+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
|
|
|
+ int level; //current level of hero
|
|
|
+ std::string name; //may be custom
|
|
|
+ std::string biography; //if custom
|
|
|
+ int portrait; //may be custom
|
|
|
+ int mana; // remaining spell points
|
|
|
+ std::vector<int> 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
|
|
|
+ int movement; //remaining movement points
|
|
|
+ int identifier; //from the map file
|
|
|
+ bool sex;
|
|
|
+ struct DLL_EXPORT Patrol
|
|
|
+ {
|
|
|
+ Patrol(){patrolling=false;patrolRadious=-1;};
|
|
|
+ bool patrolling;
|
|
|
+ int patrolRadious;
|
|
|
+ } patrol;
|
|
|
+ bool 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)
|
|
|
+
|
|
|
+ //////////////////////////////////////////////////////////////////////////
|
|
|
+
|
|
|
+ const std::string &getBiography() const;
|
|
|
+ bool needsLastStack()const;
|
|
|
+ unsigned int getTileCost(const EterrainType & ttype, const Eroad & rdtype, const Eriver & rvtype) const;
|
|
|
+ unsigned int getLowestCreatureSpeed() const;
|
|
|
+ unsigned int getAdditiveMoveBonus() const;
|
|
|
+ float getMultiplicativeMoveBonus() const;
|
|
|
+ int3 getPosition(bool h3m) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
|
|
|
+ int getSightDistance() const; //returns sight distance of this hero
|
|
|
+ int manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
|
|
|
+ bool canWalkOnSea() const;
|
|
|
+ int getCurrentLuck() const;
|
|
|
+ int getCurrentMorale() const;
|
|
|
+ int getPrimSkillLevel(int id) const;
|
|
|
+ int getSecSkillLevel(const int & ID) const; //0 - no skill
|
|
|
+ int maxMovePoints(bool onLand) const;
|
|
|
+ ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
|
|
|
+ void setArtAtPos(ui16 pos, int art);
|
|
|
+ const CArtifact * getArt(int pos) const;
|
|
|
+ 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
|
|
|
+
|
|
|
+ //////////////////////////////////////////////////////////////////////////
|
|
|
+
|
|
|
+ void initHero();
|
|
|
+ void initHero(int SUBID);
|
|
|
+ CGHeroInstance();
|
|
|
+ virtual ~CGHeroInstance();
|
|
|
+
|
|
|
+ //////////////////////////////////////////////////////////////////////////
|
|
|
+ void initObj();
|
|
|
+ void onHeroVisit(const CGHeroInstance * h) const;
|
|
|
+};
|
|
|
+
|
|
|
+class DLL_EXPORT CGTownInstance : public CArmedInstance
|
|
|
+{
|
|
|
+public:
|
|
|
+ CTown * town;
|
|
|
+ std::string name; // name of town
|
|
|
+ int builded; //how many buildings has been built this turn
|
|
|
+ int destroyed; //how many buildings has been destroyed this turn
|
|
|
+ const CGHeroInstance * garrisonHero, *visitingHero;
|
|
|
+ int identifier; //special identifier from h3m (only > RoE maps)
|
|
|
+ int alignment;
|
|
|
+ std::set<si32> forbiddenBuildings, builtBuildings;
|
|
|
+ std::vector<int> 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;
|
|
|
+
|
|
|
+
|
|
|
+ bool needsLastStack() const;
|
|
|
+ int getSightDistance() const; //returns sight distance
|
|
|
+ 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;
|
|
|
+ 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 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
|
|
|
+};
|
|
|
+
|
|
|
+class DLL_EXPORT CGEvent : public CGObjectInstance //event objects
|
|
|
+{
|
|
|
+public:
|
|
|
+ bool areGuarders; //true if there are
|
|
|
+ CCreatureSet guarders;
|
|
|
+ bool isMessage; //true if there is a message
|
|
|
+ std::string message;
|
|
|
+ unsigned int gainedExp;
|
|
|
+ int manaDiff; //amount of gained / lost mana
|
|
|
+ int moraleDiff; //morale modifier
|
|
|
+ int luckDiff; //luck modifier
|
|
|
+ int wood, mercury, ore, sulfur, crystal, gems, gold; //gained / lost resources
|
|
|
+ unsigned int attack; //added attack points
|
|
|
+ unsigned int defence; //added defence points
|
|
|
+ unsigned int power; //added power points
|
|
|
+ unsigned int knowledge; //added knowledge points
|
|
|
+ std::vector<int> abilities; //gained abilities
|
|
|
+ std::vector<int> abilityLevels; //levels of gained abilities
|
|
|
+ std::vector<int> artifacts; //gained artifacts
|
|
|
+ std::vector<int> spells; //gained spells
|
|
|
+ CCreatureSet creatures; //gained creatures
|
|
|
+ unsigned char availableFor; //players whom this event is available for
|
|
|
+ bool computerActivate; //true if computre player can activate this event
|
|
|
+ bool humanActivate; //true if human player can activate this event
|
|
|
+};
|
|
|
+
|
|
|
+class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
|
|
|
+{
|
|
|
+public:
|
|
|
+ ui32 identifier; //unique code for this monster (used in missions)
|
|
|
+ ui8 character; //chracter of this set of creatures (0 - the most friendly, 4 - the most hostile)
|
|
|
+ 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 onHeroVisit(const CGHeroInstance * h) const;
|
|
|
+ void endBattle(BattleResult *result) const;
|
|
|
+ void initObj();
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+class DLL_EXPORT CGSignBottle : public CGObjectInstance //signs and ocean bottles
|
|
|
+{
|
|
|
+ //TODO: generate default message if sign is 'empty'
|
|
|
+public:
|
|
|
+ std::string message;
|
|
|
+};
|
|
|
+
|
|
|
+class DLL_EXPORT CGSeerHut : public CGObjectInstance, public CQuest
|
|
|
+{
|
|
|
+public:
|
|
|
+ char 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
|
|
|
+ //for reward 1
|
|
|
+ int r1exp;
|
|
|
+ //for reward 2
|
|
|
+ int r2mana;
|
|
|
+ //for reward 3
|
|
|
+ int r3morale;
|
|
|
+ //for reward 4
|
|
|
+ int r4luck;
|
|
|
+ //for reward 5
|
|
|
+ unsigned char r5type; //0 - wood, 1 - mercury, 2 - ore, 3 - sulfur, 4 - crystal, 5 - gems, 6 - gold
|
|
|
+ int r5amount;
|
|
|
+ //for reward 6
|
|
|
+ unsigned char r6type; //0 - attack, 1 - defence, 2 - power, 3 - knowledge
|
|
|
+ int r6amount;
|
|
|
+ //for reward 7
|
|
|
+ int r7ability; //ability id
|
|
|
+ unsigned char r7level; //1 - basic, 2 - advanced, 3 - expert
|
|
|
+ //for reward 8
|
|
|
+ int r8art;//artifact id
|
|
|
+ //for reward 9
|
|
|
+ int r9spell;//spell id
|
|
|
+ //for reward 10
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|
|
+ int r10creature; //creature id
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|
|
+ int r10amount;
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|
|
+};
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|
|
+
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|
|
+class DLL_EXPORT CGWitchHut : public CGObjectInstance
|
|
|
+{
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|
|
+public:
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|
|
+ std::vector<int> allowedAbilities;
|
|
|
+};
|
|
|
+
|
|
|
+
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|
|
+class DLL_EXPORT CGScholar : public CGObjectInstance
|
|
|
+{
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|
|
+public:
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|
|
+ ui8 bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
|
|
|
+
|
|
|
+ ui8 r0type;
|
|
|
+ ui32 r1; //Ability ID
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|
|
+ ui32 r2; //Spell ID
|
|
|
+};
|
|
|
+
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|
|
+class DLL_EXPORT CGGarrison : public CArmedInstance
|
|
|
+{
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|
|
+public:
|
|
|
+ bool removableUnits;
|
|
|
+};
|
|
|
+
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|
|
+class DLL_EXPORT CGArtifact : public CArmedInstance
|
|
|
+{
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|
|
+public:
|
|
|
+ std::string message;
|
|
|
+ ui32 spell; //if it's spell scroll
|
|
|
+ void onHeroVisit(const CGHeroInstance * h) const;
|
|
|
+ void initObj();
|
|
|
+};
|
|
|
+
|
|
|
+class DLL_EXPORT CGResource : public CArmedInstance
|
|
|
+{
|
|
|
+public:
|
|
|
+ int amount; //0 if random
|
|
|
+ std::string message;
|
|
|
+
|
|
|
+ void onHeroVisit(const CGHeroInstance * h) const;
|
|
|
+ void initObj();
|
|
|
+};
|
|
|
+
|
|
|
+class DLL_EXPORT CGPickable : public CGObjectInstance //campfire, treasure chest
|
|
|
+{
|
|
|
+ ui32 type, val1, val2;
|
|
|
+
|
|
|
+ void onHeroVisit(const CGHeroInstance * h) const;
|
|
|
+ void initObj();
|
|
|
+ void chosen(int which, int heroID) const;
|
|
|
+};
|
|
|
+
|
|
|
+class DLL_EXPORT CGShrine : public CGObjectInstance
|
|
|
+{
|
|
|
+public:
|
|
|
+ unsigned char spell; //number of spell or 255 if random
|
|
|
+};
|
|
|
+
|
|
|
+class DLL_EXPORT CGPandoraBox : public CArmedInstance
|
|
|
+{
|
|
|
+public:
|
|
|
+ std::string message;
|
|
|
+
|
|
|
+ //gained things:
|
|
|
+ unsigned int gainedExp;
|
|
|
+ int manaDiff;
|
|
|
+ int moraleDiff;
|
|
|
+ int luckDiff;
|
|
|
+ int wood, mercury, ore, sulfur, crystal, gems, gold;
|
|
|
+ int attack, defence, power, knowledge;
|
|
|
+ std::vector<int> abilities;
|
|
|
+ std::vector<int> abilityLevels;
|
|
|
+ std::vector<int> artifacts;
|
|
|
+ std::vector<int> spells;
|
|
|
+ CCreatureSet creatures;
|
|
|
+};
|
|
|
+
|
|
|
+class DLL_EXPORT CGQuestGuard : public CGObjectInstance, public CQuest
|
|
|
+{
|
|
|
+public:
|
|
|
+};
|
|
|
+
|
|
|
+class DLL_EXPORT CGMine : public CArmedInstance
|
|
|
+{
|
|
|
+public:
|
|
|
+ void onHeroVisit(const CGHeroInstance * h) const;
|
|
|
+ void newTurn() const;
|
|
|
+ void initObj();
|
|
|
+};
|
|
|
+
|
|
|
+class DLL_EXPORT CGVisitableOPW : public CGObjectInstance //objects visitable OPW
|
|
|
+{
|
|
|
+public:
|
|
|
+ ui8 visited; //true if object has been visited this week
|
|
|
+
|
|
|
+ void onHeroVisit(const CGHeroInstance * h) const;
|
|
|
+ void newTurn() const;
|
|
|
+};
|
|
|
+
|
|
|
+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();
|
|
|
+};
|
|
|
+
|
|
|
+class DLL_EXPORT CObjectHandler
|
|
|
+{
|
|
|
+public:
|
|
|
+ std::vector<std::string> names; //vector of objects; i-th object in vector has subnumber i
|
|
|
+ std::vector<int> cregens; //type 17. dwelling subid -> creature ID
|
|
|
+ void loadObjects();
|
|
|
+
|
|
|
+ std::vector<std::string> creGens; //names of creatures' generators
|
|
|
+ std::vector<std::string> advobtxt;
|
|
|
+ std::vector<std::string> xtrainfo;
|
|
|
+ std::vector<std::string> restypes;
|
|
|
+ std::vector<std::pair<std::string,std::string> > mines; //first - name; second - event description
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+#endif // __COBJECTHANDLER_H__
|