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429 lines
15 KiB
C++
429 lines
15 KiB
C++
#ifndef COBJECTHANDLER_H
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#define COBJECTHANDLER_H
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#include <string>
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#include <vector>
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#include <set>
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#include <map>
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#include "CCreatureHandler.h"
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//#include "CHeroHandler.h"
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using boost::logic::tribool;
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class CCPPObjectScript;
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class CGObjectInstance;
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class CScript;
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class CObjectScript;
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class CGHeroInstance;
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class CTown;
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class CHero;
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class CBuilding;
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class CSpell;
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class CGTownInstance;
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class CArtifact;
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class CSpecObjInfo //class with object - specific info (eg. different information for creatures and heroes); use inheritance to make object - specific classes
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{
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};
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class CEventObjInfo : public CSpecObjInfo
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{
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public:
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bool areGuarders; //true if there are
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CCreatureSet guarders;
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bool isMessage; //true if there is a message
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std::string message;
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unsigned int gainedExp;
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int manaDiff; //amount of gained / lost mana
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int moraleDiff; //morale modifier
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int luckDiff; //luck modifier
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int wood, mercury, ore, sulfur, crystal, gems, gold; //gained / lost resources
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unsigned int attack; //added attack points
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unsigned int defence; //added defence points
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unsigned int power; //added power points
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unsigned int knowledge; //added knowledge points
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std::vector<int> abilities; //gained abilities
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std::vector<int> abilityLevels; //levels of gained abilities
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std::vector<int> artifacts; //gained artifacts
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std::vector<int> spells; //gained spells
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CCreatureSet creatures; //gained creatures
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unsigned char availableFor; //players whom this event is available for
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bool computerActivate; //true if computre player can activate this event
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bool humanActivate; //true if human player can activate this event
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};
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//class CHeroObjInfo : public CSpecObjInfo
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//{
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//public:
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// unsigned char bytes[4]; //mysterius bytes identifying hero in a strange way
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// int player;
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// CHero * type;
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// std::string name; //if nonstandard
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// bool standardGarrison; //true if hero has standard garrison
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// CCreatureSet garrison; //hero's army
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// std::vector<int> artifacts; //hero's artifacts from bag
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// //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
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// std::map<int,int> artifWorn; // keys: 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
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// bool isGuarding;
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// int guardRange; //range of hero's guard
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// std::string biography; //if nonstandard
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// bool sex; //if true, reverse hero's sex
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// std::vector<int> spells; //hero's spells
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// int attack, defence, power, knowledge; //main hero's attributes
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// unsigned int experience; //hero's experience points
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// std::vector<int> abilities; //hero's abilities
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// std::vector<int> abilityLevels; //hero ability levels
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// bool defaultMainStats; //if true attack, defence, power and knowledge are typical
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// CGHeroInstance * myInstance; //pointer to appropriate hero instance
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//};
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class CCreatureObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char bytes[4]; //mysterious bytes identifying creature
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unsigned int number; //number of units (0 - random)
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unsigned char character; //chracter of this set of creatures (0 - the most friendly, 4 - the most hostile)
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std::string message; //message printed for attacking hero
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int wood, mercury, ore, sulfur, crytal, gems, gold; //resources gained to hero that has won with monsters
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int gainedArtifact; //ID of artifact gained to hero
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bool neverFlees; //if true, the troops will never flee
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bool notGrowingTeam; //if true, number of units won't grow
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};
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class CSignObjInfo : public CSpecObjInfo
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{
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public:
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std::string message; //message
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};
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class CSeerHutObjInfo : public CSpecObjInfo
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{
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public:
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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
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bool isDayLimit; //if true, there is a day limit
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int lastDay; //after this day (first day is 0) mission cannot be completed
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int m1level; //for mission 1
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int m2attack, m2defence, m2power, m2knowledge;//for mission 2
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unsigned char m3bytes[4];//for mission 3
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unsigned char m4bytes[4];//for mission 4
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std::vector<int> m5arts;//for mission 5 - artifact ID
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std::vector<CCreature *> m6cre;//for mission 6
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std::vector<int> m6number;
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int m7wood, m7mercury, m7ore, m7sulfur, m7crystal, m7gems, m7gold; //for mission 7
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CHero * m8hero;//for mission 8
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int m9player; //for mission 9 - number; from 0 to 7
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std::string firstVisitText, nextVisitText, completedText;
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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
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//for reward 1
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int r1exp;
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//for reward 2
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int r2mana;
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//for reward 3
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int r3morale;
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//for reward 4
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int r4luck;
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//for reward 5
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unsigned char r5type; //0 - wood, 1 - mercury, 2 - ore, 3 - sulfur, 4 - crystal, 5 - gems, 6 - gold
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int r5amount;
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//for reward 6
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unsigned char r6type; //0 - attack, 1 - defence, 2 - power, 3 - knowledge
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int r6amount;
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//for reward 7
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int r7ability; //ability id
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unsigned char r7level; //1 - basic, 2 - advanced, 3 - expert
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//for reward 8
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int r8art;//artifact id
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//for reward 9
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int r9spell;//spell id
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//for reward 10
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int r10creature; //creature id
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int r10amount;
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};
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class CWitchHutObjInfo : public CSpecObjInfo
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{
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public:
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std::vector<int> allowedAbilities;
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};
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class CScholarObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
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unsigned char r0type;
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int r1; //Ability ID
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int r2; //Spell ID
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};
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class CGarrisonObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char player; //255 - nobody; 0 - 7 - players
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CCreatureSet units;
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bool movableUnits; //if true, units can be moved
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};
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class CArtifactObjInfo : public CSpecObjInfo
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{
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public:
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bool areGuards;
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std::string message;
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CCreatureSet guards;
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};
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class CResourceObjInfo : public CSpecObjInfo
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{
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public:
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bool randomAmount;
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int amount; //if not random
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bool areGuards;
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CCreatureSet guards;
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std::string message;
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};
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class CPlayerOnlyObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char player; //FF - nobody, 0 - 7
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};
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class CShrineObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char spell; //number of spell or 255
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};
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class CSpellScrollObjinfo : public CSpecObjInfo
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{
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public:
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std::string message;
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int spell;
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bool areGuarders;
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CCreatureSet guarders;
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};
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class CPandorasBoxObjInfo : public CSpecObjInfo
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{
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public:
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std::string message;
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bool areGuarders;
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CCreatureSet guarders;
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//gained things:
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unsigned int gainedExp;
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int manaDiff;
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int moraleDiff;
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int luckDiff;
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int wood, mercury, ore, sulfur, crystal, gems, gold;
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int attack, defence, power, knowledge;
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std::vector<int> abilities;
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std::vector<int> abilityLevels;
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std::vector<int> artifacts;
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std::vector<int> spells;
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CCreatureSet creatures;
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};
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class CGrailObjInfo : public CSpecObjInfo
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{
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public:
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int radius; //place grail at the distance lesser or equal radius from this place
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};
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class CCreGenObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char player; //owner
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bool asCastle;
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int identifier;
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unsigned char castles[2]; //allowed castles
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};
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class CCreGen2ObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char player; //owner
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bool asCastle;
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int identifier;
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unsigned char castles[2]; //allowed castles
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unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
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};
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class CCreGen3ObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char player; //owner
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unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
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};
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class CBorderGuardObjInfo : public CSpecObjInfo //copied form seer huts, seems to be similar
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{
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public:
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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
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bool isDayLimit; //if true, there is a day limit
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int lastDay; //after this day (first day is 0) mission cannot be completed
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//for mission 1
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int m1level;
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//for mission 2
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int m2attack, m2defence, m2power, m2knowledge;
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//for mission 3
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unsigned char m3bytes[4];
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//for mission 4
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unsigned char m4bytes[4];
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//for mission 5
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std::vector<int> m5arts; //artifacts id
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//for mission 6
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std::vector<CCreature *> m6cre;
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std::vector<int> m6number;
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//for mission 7
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int m7wood, m7mercury, m7ore, m7sulfur, m7crystal, m7gems, m7gold;
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//for mission 8
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CHero * m8hero;
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//for mission 9
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int m9player; //number; from 0 to 7
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std::string firstVisitText, nextVisitText, completedText;
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};
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class CObject //typical object that can be encountered on a map
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{
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public:
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std::string name; //object's name
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};
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class CGDefInfo;
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class CGObjectInstance
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{
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public:
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int3 pos; //h3m pos
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int ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
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int id;//number of object in CObjectHandler's vector
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CGDefInfo * defInfo;
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CCPPObjectScript * state;
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CSpecObjInfo * info;
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unsigned char animPhaseShift;
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int tempOwner; //uzywane dla szybkosci, skrypt ma obowiazek aktualizowac te zmienna
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bool blockVisit;
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virtual bool isHero() const;
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int getOwner() const;
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void setOwner(int ow);
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int getWidth() const; //returns width of object graphic in tiles
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int getHeight() const; //returns height of object graphic in tiles
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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)
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bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
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CGObjectInstance();
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virtual ~CGObjectInstance();
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CGObjectInstance(const CGObjectInstance & right);
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CGObjectInstance& operator=(const CGObjectInstance & right);
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};
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class CArmedInstance: public CGObjectInstance
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{
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public:
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CCreatureSet army; //army
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};
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class CGHeroInstance : public CArmedInstance
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{
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public:
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int moveDir; //format: 123
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// 8 4
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// 765
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bool isStanding;
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bool flagPrinted;
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CHero * type;
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int exp; //experience point
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int level; //current level of hero
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std::string name; //may be custom
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std::string biography; //may be custom
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int portrait; //may be custom
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int mana; // remaining spell points
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std::vector<int> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
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std::vector<std::pair<int,int> > secSkills; //first - ID of skill, second - level of skill (0 - basic, 1 - adv., 2 - expert)
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int movement; //remaining movement points
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int identifier; //from the map file
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int patrolRadious; //-1 - no patrol
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bool sex;
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bool inTownGarrison; // if hero is in town garrison
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CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
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std::vector<int> artifacts; //hero's artifacts from bag
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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
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std::set<int> spells; //known spells (spell IDs)
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virtual bool isHero() const;
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unsigned int getTileCost(const EterrainType & ttype, const Eroad & rdtype, const Eriver & rvtype) const;
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unsigned int getLowestCreatureSpeed();
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unsigned int getAdditiveMoveBonus() const;
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float getMultiplicativeMoveBonus() const;
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static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
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int3 getPosition(bool h3m) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
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int getSightDistance() const; //returns sight distance of this hero
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void setPosition(int3 Pos, bool h3m); //as above, but sets position
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bool canWalkOnSea() const;
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int getCurrentLuck() const;
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int getCurrentMorale() const;
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int getSecSkillLevel(const int & ID) const; //-1 - no skill
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const CArtifact * getArt(int pos);
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CGHeroInstance();
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virtual ~CGHeroInstance();
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};
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class CGTownInstance : public CArmedInstance
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{
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public:
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CTown * town;
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std::string name; // name of town
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int builded; //how many buildings has been built this turn
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int destroyed; //how many buildings has been destroyed this turn
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int identifier; //special identifier from h3m (only > RoE maps)
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int alignment;
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struct StrInfo
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{
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std::map<int,int> creatures; //level - available amount
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} strInfo;
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std::set<int> forbiddenBuildings, builtBuildings, h3mbuildings;
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const CGHeroInstance * garrisonHero, *visitingHero;
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std::vector<int> possibleSpells, obligatorySpells, availableSpells;
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int getSightDistance() const; //returns sight distance
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int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
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int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
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bool creatureDwelling(const int & level, bool upgraded=false) const;
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int getHordeLevel(const int & HID) const; //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
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int creatureGrowth(const int & level) const;
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bool hasFort() const;
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bool hasCapitol() const;
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int dailyIncome() const;
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CGTownInstance();
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virtual ~CGTownInstance();
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};
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class CObjectHandler
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{
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public:
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std::vector<CObject> objects; //vector of objects; i-th object in vector has subnumber i
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std::vector<CGObjectInstance*> objInstances; //vector with objects on map
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std::vector<int> cregens; //type 17. dwelling subid -> creature ID
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void loadObjects();
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std::vector<std::string> creGens; //names of creatures' generators
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std::vector<std::string> advobtxt;
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std::vector<std::string> xtrainfo;
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std::vector<std::string> restypes;
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std::vector<std::pair<std::string,std::string> > mines; //first - name; second - event description
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};
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#endif //COBJECTHANDLER_H
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