#ifndef COBJECTHANDLER_H #define COBJECTHANDLER_H #include #include #include #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 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 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 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 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 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 spells; //hero's spells int attack, defence, power, knowledge; //main hero's attributes unsigned int experience; //hero's experience points std::vector abilities; //hero's abilities std::vector 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 m5arts; //for mission 6 std::vector m6cre; std::vector 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 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 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; //for mission 6 std::vector m6cre; std::vector 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 ;]) - 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 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::vector 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(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 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 int identifier; int income; struct StrInfo { public: std::map creatures; //level - available amount } strInfo; std::set forbiddenBuildings, builtBuildings, h3mbuildings; const CGHeroInstance * garrisonHero, *visitingHero; std::vector possibleSpells, obligatorySpells, availableSpells; 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 objInstances; //vector with objects on map 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