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- #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 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 DLL_EXPORT CGObjectInstance
- {
- public:
- 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;
- std::string hoverName;
- 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
- 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 DLL_EXPORT CArmedInstance: public CGObjectInstance
- {
- public:
- CCreatureSet army; //army
- };
- class DLL_EXPORT CGHeroInstance : public CArmedInstance
- {
- public:
- mutable int moveDir; //format: 123
- // 8 4
- // 765
- mutable bool isStanding;
- CHero * type;
- ui32 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<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
- 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<int> 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
- ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
- void setArtAtPos(ui16 pos, int art);
- const CArtifact * getArt(int pos);
- CGHeroInstance();
- virtual ~CGHeroInstance();
- };
- 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;
- 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;
- CGTownInstance();
- virtual ~CGTownInstance();
- };
- 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
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