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- #ifndef COBJECTHANDLER_H
- #define COBJECTHANDLER_H
- #include <string>
- #include <vector>
- #include <set>
- #include "CCreatureHandler.h"
- #include "CArtHandler.h"
- #include "CAbilityHandler.h"
- #include "CSpellHandler.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 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<CAbility *> abilities; //gained abilities
- std::vector<int> abilityLevels; //levels of gained abilities
- std::vector<CArtifact *> artifacts; //gained artifacts
- std::vector<CSpell *> 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 CHeroObjInfo : public CSpecObjInfo
- {
- public:
- unsigned char bytes[4]; //mysterius bytes identifying hero in a strange way
- int player;
- CHero * type;
- std::string name; //if nonstandard
- bool standardGarrison; //true if hero has standard garrison
- CCreatureSet garrison; //hero's army
- std::vector<CArtifact *> artifacts; //hero's artifacts from bag
- //CArtifact * artHead, * artLRing, * artRRing, * artLHand, * artRhand, * artFeet, * artSpellBook, * artMach1, * artMach2, * artMach3, * artMach4, * artMisc1, * artMisc2, * artMisc3, * artMisc4, * artMisc5, * artTorso, * artNeck, * artShoulders; //working artifactsstd::vector<CArtifact *> artifWorn; // 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::vector<CArtifact *> artifWorn; // 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
- bool isGuarding;
- int guardRange; //range of hero's guard
- std::string biography; //if nonstandard
- bool sex; //if true, reverse hero's sex
- std::vector<CSpell *> spells; //hero's spells
- int attack, defence, power, knowledge; //main hero's attributes
- unsigned int experience; //hero's experience points
- std::vector<CAbility *> abilities; //hero's abilities
- std::vector<int> abilityLevels; //hero ability levels
- bool defaultMainStats; //if true attack, defence, power and knowledge are typical
- CGHeroInstance * myInstance; //pointer to appropriate hero instance
- };
- class CCreatureObjInfo : public CSpecObjInfo
- {
- public:
- unsigned char bytes[4]; //mysterious bytes identifying creature
- unsigned int number; //number of units (0 - random)
- unsigned char character; //chracter of this set of creatures (0 - the most friendly, 4 - the most hostile)
- std::string message; //message printed for attacking hero
- int wood, mercury, ore, sulfur, crytal, gems, gold; //resources gained to hero that has won with monsters
- CArtifact * gainedArtifact; //artifact gained to hero
- bool neverFlees; //if true, the troops will never flee
- bool notGrowingTeam; //if true, number of units won't grow
- };
- class CSignObjInfo : public CSpecObjInfo
- {
- public:
- std::string message; //message
- };
- class CSeerHutObjInfo : public CSpecObjInfo
- {
- public:
- 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
- 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<CArtifact *> m5arts;
- //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
- CHero * m8hero;
- //for mission 9
- int m9player; //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
- CAbility * r7ability;
- unsigned char r7level; //1 - basic, 2 - advanced, 3 - expert
- //for reward 8
- CArtifact * r8art;
- //for reward 9
- CSpell * r9spell;
- //for reward 10
- CCreature * r10creature;
- int r10amount;
- };
- class CWitchHutObjInfo : public CSpecObjInfo
- {
- public:
- std::vector<CAbility *> allowedAbilities;
- };
- class CScholarObjInfo : public CSpecObjInfo
- {
- public:
- unsigned char bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
- unsigned char r0type;
- CAbility * r1;
- CSpell * r2;
- };
- 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;
- CSpell * 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<CAbility *> abilities;
- std::vector<int> abilityLevels;
- std::vector<CArtifact *> artifacts;
- std::vector<CSpell *> 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<CArtifact *> m5arts;
- //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
- CHero * m8hero;
- //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 ;])
- int id;//number of object in CObjectHandler's vector
- CGDefInfo * defInfo;
- CCPPObjectScript * state;
- CSpecObjInfo * info;
- 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 CGHeroInstance : public CGObjectInstance
- {
- public:
- int moveDir;
- 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
- CCreatureSet army; //army
- int mana; // remaining spell points
- std::vector<int> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
- std::vector<std::pair<int,int> > secSkills; //first - ID of skill, second - level of skill (0 - basic, 1 - adv., 2 - expert)
- int movement; //remaining movement points
- bool inTownGarrison; // if hero is in town garrison
- std::vector<CArtifact *> artifacts; //hero's artifacts from bag
- //CArtifact * artHead, * artLRing, * artRRing, * artLHand,
- // * artRhand, * artFeet, * artSpellBook, * artMach1,
- // * artMach2, * artMach3, * artMach4, * artMisc1, * artMisc2,
- // * artMisc3, * artMisc4, * artMisc5, * artTorso, * artNeck,
- // * artShoulders; //working artifacts
- std::vector<CArtifact *> artifWorn; // 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
- virtual bool isHero() const;
- unsigned int getTileCost(EterrainType & ttype, Eroad & rdtype, Eriver & rvtype);
- unsigned int getLowestCreatureSpeed();
- unsigned int getAdditiveMoveBonus();
- float getMultiplicativeMoveBonus();
- 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;
- CGHeroInstance();
- virtual ~CGHeroInstance();
- };
- class CGTownInstance : public CGObjectInstance
- {
- public:
- CTown * town;
- std::string name; // name of town
- CCreatureSet garrison;
- int builded; //how many buildings has been built this turn
- int destroyed; //how many buildings has been destroyed this turn
- int identifier;
- int income;
-
- //TODO:
- std::set<int> possibleBuildings, builtBuildings, h3mbuildings;
- std::vector<int> creatureIncome; //vector by level - that valueis addedto thebasic growth
- std::vector<int> creaturesLeft; //that can be recruited
- const CGHeroInstance * garrisonHero, *visitingHero;
- std::vector<CSpell *> possibleSpells, obligatorySpells, availableSpells;
- int getSightDistance() const; //returns sight distance
- bool hasFort() const;
- bool hasCapitol() const;
- int dailyIncome() const;
- CGTownInstance();
- virtual ~CGTownInstance();
- };
- class CObjectHandler
- {
- public:
- std::vector<CObject> objects; //vector of objects; i-th object in vector has subnumber i
- std::vector<CGObjectInstance*> objInstances; //vector with objects on map
- std::vector<int> cregens; //type 17. dwelling subid -> creature ID
- void loadObjects();
- 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
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