#ifndef COBJECTHANDLER_H #define COBJECTHANDLER_H #include #include #include #include #include "CCreatureHandler.h" //#include "CHeroHandler.h" using boost::logic::tribool; class CCPPObjectScript; class CGObjectInstance; class CScript; class CObjectScript; class CGHeroInstance; class CTown; class CHero; class CBuilding; class CSpell; class CGTownInstance; class CArtifact; class CSpecObjInfo //class with object - specific info (eg. different information for creatures and heroes); use inheritance to make object - specific classes { }; class CEventObjInfo : public CSpecObjInfo { 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 abilities; //gained abilities std::vector abilityLevels; //levels of gained abilities std::vector artifacts; //gained artifacts std::vector 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 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 m5arts;//for mission 5 - artifact ID std::vector m6cre;//for mission 6 std::vector m6number; int m7wood, m7mercury, m7ore, m7sulfur, m7crystal, m7gems, m7gold; //for mission 7 int m8hero;//for mission 8 - hero ID int m9player; //for mission 9 - number; from 0 to 7 std::string firstVisitText, nextVisitText, completedText; 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 int r10creature; //creature id int r10amount; }; class CWitchHutObjInfo : public CSpecObjInfo { public: std::vector allowedAbilities; }; class CScholarObjInfo : public CSpecObjInfo { public: unsigned char bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell unsigned char r0type; int r1; //Ability ID int r2; //Spell ID }; class CGarrisonObjInfo : public CSpecObjInfo { public: unsigned char player; //255 - nobody; 0 - 7 - players CCreatureSet units; bool movableUnits; //if true, units can be moved }; class CArtifactObjInfo : public CSpecObjInfo { public: bool areGuards; std::string message; CCreatureSet guards; }; class CResourceObjInfo : public CSpecObjInfo { public: bool randomAmount; int amount; //if not random bool areGuards; CCreatureSet guards; std::string message; }; class CPlayerOnlyObjInfo : public CSpecObjInfo { public: unsigned char player; //FF - nobody, 0 - 7 }; class CShrineObjInfo : public CSpecObjInfo { public: unsigned char spell; //number of spell or 255 }; class CSpellScrollObjinfo : public CSpecObjInfo { public: std::string message; int spell; bool areGuarders; CCreatureSet guarders; }; class CPandorasBoxObjInfo : public CSpecObjInfo { public: std::string message; bool areGuarders; CCreatureSet guarders; //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 abilities; std::vector abilityLevels; std::vector artifacts; std::vector spells; CCreatureSet creatures; }; class CGrailObjInfo : public CSpecObjInfo { public: int radius; //place grail at the distance lesser or equal radius from this place }; class CCreGenObjInfo : public CSpecObjInfo { public: unsigned char player; //owner bool asCastle; int identifier; unsigned char castles[2]; //allowed castles }; class CCreGen2ObjInfo : public CSpecObjInfo { public: unsigned char player; //owner bool asCastle; int identifier; unsigned char castles[2]; //allowed castles unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6> }; class CCreGen3ObjInfo : public CSpecObjInfo { public: unsigned char player; //owner unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6> }; class CBorderGuardObjInfo : public CSpecObjInfo //copied form seer huts, seems to be similar { 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 m5arts; //artifacts id //for mission 6 std::vector m6cre; std::vector 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 CObject //typical object that can be encountered on a map { public: std::string name; //object's name }; class CGDefInfo; class CGObjectInstance { public: int3 pos; //h3m pos int ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34 int id;//number of object in CObjectHandler's vector CGDefInfo * defInfo; CCPPObjectScript * state; CSpecObjInfo * info; unsigned char animPhaseShift; int tempOwner; //uzywane dla szybkosci, skrypt ma obowiazek aktualizowac te zmienna bool blockVisit; virtual bool isHero() const; 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 ibject is visitable at 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); }; class CArmedInstance: public CGObjectInstance { public: CCreatureSet army; //army }; class CGHeroInstance : public CArmedInstance { public: int moveDir; //format: 123 // 8 4 // 765 bool isStanding; bool flagPrinted; CHero * type; int exp; //experience point int level; //current level of hero std::string name; //may be custom std::string biography; //may be custom int portrait; //may be custom int mana; // remaining spell points std::vector primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge std::vector > secSkills; //first - ID of skill, second - level of skill (0 - basic, 1 - adv., 2 - expert) int movement; //remaining movement points int identifier; //from the map file bool sex; struct 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 artifacts; //hero's artifacts from bag std::map artifWorn; //map; 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 spells; //known spells (spell IDs) virtual bool isHero() const; unsigned int getTileCost(const EterrainType & ttype, const Eroad & rdtype, const Eriver & rvtype) const; unsigned int getLowestCreatureSpeed(); unsigned int getAdditiveMoveBonus() const; float getMultiplicativeMoveBonus() const; static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest 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 void setPosition(int3 Pos, bool h3m); //as above, but sets position bool canWalkOnSea() const; int getCurrentLuck() const; int getCurrentMorale() const; int getSecSkillLevel(const int & ID) const; //-1 - no skill const CArtifact * getArt(int pos); CGHeroInstance(); virtual ~CGHeroInstance(); }; class 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 forbiddenBuildings, builtBuildings; std::vector possibleSpells, obligatorySpells, availableSpells; struct StrInfo { std::map creatures; //level - available amount } strInfo; std::set events; 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 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; CGTownInstance(); virtual ~CGTownInstance(); }; class CObjectHandler { public: std::vector objects; //vector of objects; i-th object in vector has subnumber i std::vector cregens; //type 17. dwelling subid -> creature ID void loadObjects(); std::vector creGens; //names of creatures' generators std::vector advobtxt; std::vector xtrainfo; std::vector restypes; std::vector > mines; //first - name; second - event description }; #endif //COBJECTHANDLER_H