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vcmi/hch/CObjectHandler.h

471 lines
15 KiB
C++

#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 artifacts
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;
unsigned char bytes[4]; //castle identifier
unsigned char castles[2]; //allowed castles
};
class CCreGen2ObjInfo : public CSpecObjInfo
{
public:
unsigned char player; //owner
bool asCastle;
unsigned char bytes[4]; //castle 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 CObjectInstance //instance of object
{
public:
int defNumber; //specifies number of def file with animation of this object
int defObjInfoNumber; //number of this object's def's additional informations in CDefObjInfo's vector
int id; //number of object in CObjectHandler's vector //TODO: absolutnie wywalic i zastapic czyms sensownym
int3 pos; // position
CSpecObjInfo * info; //pointer to something with additional information
bool isHero; //true if this is a hero
unsigned char moveDir; //direction of hero movement (0 - default; 1 - lt; 2 - t; 3 - tr; 4 - r; 5 - br; 6 - b; 7 - bl; 8 - l)
bool isStanding; //true if is standing, flase if is moving
unsigned char flagPrinted; //true if flag has been printed //number of print hits
unsigned char owner; //if 254, object cannot have owner; if it has, it equal to owner's ID (or 255, when no owner)
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 CObjectInstance & cmp) const; //screen printing priority comparing
};
class CGDefInfo
{
public:
std::string name;
unsigned char visitMap[6];
unsigned char blockMap[6];
int id, subid; //of object described by this defInfo
int terrainAllowed, //on which terrain it is possible to place object
terrainMenu; //in which menus in map editor object will be showed
int type; //(0- ground, 1- towns, 2-creatures, 3- heroes, 4-artifacts, 5- resources)
CDefHandler * handler;
int printPriority;
bool isOnDefList;
bool isVisitable();
};
//class CObjectType
//{
//public:
// CGObjectInstance * ourObj;
// int type;
// int owner; //254 - can't be flagged; 255 - neutral
////};
//class IVisitable
//{
// virtual void newObject(CGObjectInstance *os);
// virtual void onHeroVisit(CGObjectInstance *os, int heroID);
// virtual void getRightText(tribool visited);
// virtual void getHoverText(tribool visited);
//};
//
//class CVisitableOPH //object visitable once per hero
//{
// virtual void newObject(CGObjectInstance *os);
// virtual void onHeroVisit(CGObjectInstance *os, int heroID);
// virtual void getRightText(tribool visited);
// virtual void getHoverText(tribool visited);
//};
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 defObjInfoNumber;
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
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;
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 income;
//TODO:
std::set<int> possibleBuildings, builtBuildings, h3mbuildings;
std::vector<int> creatureIncome; //vector by level
std::vector<int> creaturesLeft; //that can be recruited
CGHeroInstance * garrisonHero;
std::vector<CSpell *> possibleSpells, obligatorySpells, availableSpells;
int getSightDistance() const; //returns sight distance
bool hasFort() 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
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