#ifndef COBJECTHANDLER_H #define COBJECTHANDLER_H #include #include #include "CCreatureHandler.h" #include "CArtHandler.h" #include "CAbilityHandler.h" #include "CSpellHandler.h" #include "CHeroHandler.h" 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 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 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 defaultMianStats; //if true attack, defence, power and knowledge are typical }; 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: 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; 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 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 CObjectInstance //instance of object { public: int defNumber; //specifies number of def file with animation of this object int id; //number of object in CObjectHandler's vector int x, y, z; // position CSpecObjInfo * info; //pointer to something with additional information }; 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 void loadObjects(); }; #endif //COBJECTHANDLER_H