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313 lines
9.8 KiB
C++
313 lines
9.8 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 "CCreatureHandler.h"
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#include "CArtHandler.h"
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#include "CAbilityHandler.h"
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#include "CSpellHandler.h"
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#include "CHeroHandler.h"
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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<CAbility *> abilities; //gained abilities
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std::vector<int> abilityLevels; //levels of gained abilities
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std::vector<CArtifact *> artifacts; //gained artifacts
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std::vector<CSpell *> 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<CArtifact *> 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 artifacts
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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<CSpell *> 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<CAbility *> 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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CHeroInstance * 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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CArtifact * gainedArtifact; //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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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<CArtifact *> m5arts;
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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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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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CAbility * r7ability;
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unsigned char r7level; //1 - basic, 2 - advanced, 3 - expert
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//for reward 8
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CArtifact * r8art;
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//for reward 9
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CSpell * r9spell;
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//for reward 10
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CCreature * r10creature;
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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<CAbility *> 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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CAbility * r1;
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CSpell * r2;
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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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CSpell * 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<CAbility *> abilities;
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std::vector<int> abilityLevels;
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std::vector<CArtifact *> artifacts;
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std::vector<CSpell *> 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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unsigned char bytes[4]; //castle 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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unsigned char bytes[4]; //castle 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<CArtifact *> m5arts;
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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 CObjectInstance //instance of object
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{
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public:
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int defNumber; //specifies number of def file with animation of this object
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int defObjInfoNumber; //number of this object's def's additional informations in CDefObjInfo's vector
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int id; //number of object in CObjectHandler's vector
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int3 pos; // position
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CSpecObjInfo * info; //pointer to something with additional information
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bool isHero; //true if this is a hero
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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)
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bool operator<(const CObjectInstance & cmp) const; //screen printing priority comparing
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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<CObjectInstance*> objInstances; //vector with objects on map
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void loadObjects();
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};
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#endif //COBJECTHANDLER_H
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