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vcmi/hch/CObjectHandler.h
Michał W. Urbańczyk 9d099e8c54 * blocked map scrolling where dialog window is opened
* it's possible in battles to check remeaining HP of neutral stacks
* function in CGameInterface called when spell is casted. Support for the Magic Arrow from engine side.
* heroes can regain mana
* support for mistycisim and intelligence skills
* fixed leak with creating frameratekeeper every turn
* minor improvements
2008-10-18 11:41:24 +00:00

196 lines
7.1 KiB
C++

#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 object is visitable at location (x, y) form left top tile of image (x, y in tiles)
bool blockingAt(int x, int y) const; //returns true if object is blocking 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 ui8 isStanding, tacticFormationEnabled;
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 (1 - basic, 2 - adv., 3 - expert); if hero has ability (-1, -1) it meansthat it should have default secondary abilities
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<ui32> 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
int manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
//void setPosition(int3 Pos, bool h3m); //as above, but sets position
bool canWalkOnSea() const;
int getCurrentLuck() const;
int getCurrentMorale() const;
int getPrimSkillLevel(int id) const;
int getSecSkillLevel(const int & ID) const; //0 - no skill
ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
void setArtAtPos(ui16 pos, int art);
const CArtifact * getArt(int pos) const;
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;
int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
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