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							- #ifndef COBJECTHANDLER_H
 
- #define COBJECTHANDLER_H
 
- #include <string>
 
- #include <vector>
 
- #include <set>
 
- #include <map>
 
- #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<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 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 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
 
- 	int gainedArtifact; //ID of 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
 
- 	int m1level; //for mission 1	
 
- 	int m2attack, m2defence, m2power, m2knowledge;//for mission 2
 
- 	unsigned char m3bytes[4];//for mission 3
 
- 	unsigned char m4bytes[4];//for mission 4
 
- 	std::vector<int> m5arts;//for mission 5 - artifact ID
 
- 	std::vector<CCreature *> m6cre;//for mission 6
 
- 	std::vector<int> 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<int> 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<int> abilities;
 
- 	std::vector<int> abilityLevels;
 
- 	std::vector<int> artifacts;
 
- 	std::vector<int> 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<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 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<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 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<int> artifacts; //hero's artifacts from bag
 
- 	std::map<int,int> 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
 
- 	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<int> forbiddenBuildings, builtBuildings;
 
- 	std::vector<int> possibleSpells, obligatorySpells, availableSpells;
 
- 	struct StrInfo
 
- 	{
 
- 		std::map<int,int> creatures; //level - available amount
 
- 	} 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
 
- 	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<CObject> objects; //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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