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vcmi/map.h

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#ifndef MAPD_H
#define MAPD_H
#pragma warning (disable : 4482)
#include <string>
#include <vector>
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#include <map>
#include "global.h"
class CGDefInfo;
class CHeroObjInfo;
enum ESortBy{name,playerAm,size,format, viccon,loscon};
struct Sresource
{
std::string resName; //name of this resource
int amount; //it can be greater and lesser than 0
};
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class CGHeroInstance;
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struct TimeEvent
{
std::string eventName;
std::string message;
std::vector<Sresource> decIncRes; //decreases / increases of resources
unsigned int whichPlayers; //which players are affected by this event (+1 - first, +2 - second, +4 - third, +8 - fourth etc.)
bool areHumansAffected;
bool areCompsAffected;
int firstAfterNDays; //how many days after appears this event
int nextAfterNDays; //how many days after the epperance before appaers this event
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};
struct TerrainTile
{
EterrainType tertype; // type of terrain
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unsigned char terview; // look of terrain
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Eriver nuine; // type of Eriver (0 if there is no Eriver)
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unsigned char rivDir; // direction of Eriver
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Eroad malle; // type of Eroad (0 if there is no Eriver)
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unsigned char roadDir; // direction of Eroad
unsigned char siodmyTajemniczyBajt; // mysterius byte // jak bedzie waidomo co to, to sie nazwie inaczej
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};
struct SheroName //name of starting hero
{
int heroID;
std::string heroName;
};
struct PlayerInfo
{
int p7, p8, p9;
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bool canHumanPlay;
bool canComputerPlay;
unsigned int AITactic; //(00 - random, 01 - warrior, 02 - builder, 03 - explorer)
unsigned int allowedFactions; //(01 - castle; 02 - rampart; 04 - tower; 08 - inferno; 16 - necropolis; 32 - dungeon; 64 - stronghold; 128 - fortress; 256 - conflux);
bool isFactionRandom;
unsigned int mainHeroPortrait; //it's ID of hero with choosen portrait; 255 if standard
std::string mainHeroName;
std::vector<SheroName> heroesNames;
bool hasMainTown;
bool generateHeroAtMainTown;
int3 posOfMainTown;
int team;
bool generateHero;
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};
struct LossCondition
{
ElossCon typeOfLossCon;
int3 castlePos;
int3 heroPos;
int timeLimit; // in days
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};
struct CspecificVictoryConidtions
{
bool allowNormalVictory;
bool appliesToAI;
};
struct VicCon0 : public CspecificVictoryConidtions //acquire artifact
{
int ArtifactID;
};
struct VicCon1 : public CspecificVictoryConidtions //accumulate creatures
{
int monsterID;
int neededQuantity;
};
struct VicCon2 : public CspecificVictoryConidtions // accumulate resources
{
int resourceID;
int neededQuantity;
};
struct VicCon3 : public CspecificVictoryConidtions // upgrade specific town
{
int3 posOfCity;
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int councilNeededLevel; //0 - town; 1 - city; 2 - capitol
int fortNeededLevel;// 0 - fort; 1 - citadel; 2 - castle
};
struct VicCon4 : public CspecificVictoryConidtions // build grail structure
{
bool anyLocation;
int3 whereBuildGrail;
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};
struct VicCon5 : public CspecificVictoryConidtions // defeat a specific hero
{
int3 locationOfHero;
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};
struct VicCon6 : public CspecificVictoryConidtions // capture a specific town
{
int3 locationOfTown;
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};
struct VicCon7 : public CspecificVictoryConidtions // defeat a specific monster
{
int3 locationOfMonster;
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};
/*struct VicCon8 : public CspecificVictoryConidtions // flag all creature dwellings
{
};
struct VicCon9 : public CspecificVictoryConidtions // flag all mines
{
};*/
struct VicCona : public CspecificVictoryConidtions //transport specific artifact
{
int artifactID;
int3 destinationPlace;
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};
struct Rumor
{
std::string name, text;
};
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struct DisposedHero
{
int ID;
int portrait; //0xFF - default
std::string name;
bool players[8]; //who can hire this hero
};
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class CMapEvent
{
public:
std::string name, message;
int wood, mercury, ore, sulfur, crystal, gems, gold; //gained / taken resources
unsigned char players; //affected players
bool humanAffected;
bool computerAffected;
int firstOccurence;
int nextOccurence; //after nextOccurance day event will occure; if it it 0, event occures only one time;
};
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struct Mapa
{
Eformat version; // version of map Eformat
int twoLevel; // if map has underground level
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int difficulty; // 0 easy - 4 impossible
int levelLimit;
bool areAnyPLayers; // if there are any playable players on map
std::string name; //name of map
std::string description; //and description
int height, width;
TerrainTile** terrain;
TerrainTile** undergroungTerrain; // used only if there is underground level
std::vector<Rumor> rumors;
std::vector<DisposedHero> disposedHeroes;
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std::vector<CGHeroInstance*> predefinedHeroes;
std::vector<CGDefInfo *> defy; // list of .def files
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PlayerInfo players[8]; // info about players
std::vector<int> teams; // teams[i] = team of player no i
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LossCondition lossCondition;
EvictoryConditions victoryCondition; //victory conditions
CspecificVictoryConidtions * vicConDetails; // used only if vistory conditions aren't standard
int howManyTeams;
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std::vector<bool> allowedSpell; //allowedSpell[spell_ID] - if the spell is allowed
std::vector<bool> allowedArtifact; //allowedArtifact[artifact_ID] - if the artifact is allowed
std::vector<bool> allowedAbilities; //allowedAbilities[ability_ID] - if the ability is allowed
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std::vector<CMapEvent> events;
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};
class CMapHeader
{
public:
Eformat version; // version of map Eformat
bool areAnyPLayers; // if there are any playable players on map
int height, width;
bool twoLevel; // if map has underground level
std::string name; //name of map
std::string description; //and description
int difficulty; // 0 easy - 4 impossible
int levelLimit;
LossCondition lossCondition;
EvictoryConditions victoryCondition; //victory conditions
CspecificVictoryConidtions * vicConDetails; // used only if vistory conditions aren't standard
PlayerInfo players[8]; // info about players
std::vector<int> teams; // teams[i] = team of player no i
int howManyTeams;
CMapHeader(unsigned char *map); //an argument is a reference to string described a map (unpacked)
};
class CMapInfo : public CMapHeader
{
public:
std::string filename;
int playerAmnt, humenPlayers;
CMapInfo(std::string fname, unsigned char *map):CMapHeader(map),filename(fname)
{
playerAmnt=humenPlayers=0;
for (int i=0;i<PLAYER_LIMIT;i++)
{
if (players[i].canHumanPlay) {playerAmnt++;humenPlayers++;}
else if (players[i].canComputerPlay) {playerAmnt++;}
}
};
};
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class mapSorter
{
public:
ESortBy sortBy;
bool operator()(CMapHeader & a, CMapHeader& b)
{
switch (sortBy)
{
case ESortBy::format:
return (a.version<b.version);
break;
case ESortBy::loscon:
return (a.lossCondition.typeOfLossCon<b.lossCondition.typeOfLossCon);
break;
case ESortBy::playerAm:
int playerAmntB,humenPlayersB,playerAmntA,humenPlayersA;
playerAmntB=humenPlayersB=playerAmntA=humenPlayersA=0;
for (int i=0;i<8;i++)
{
if (a.players[i].canHumanPlay) {playerAmntA++;humenPlayersA++;}
else if (a.players[i].canComputerPlay) {playerAmntA++;}
if (b.players[i].canHumanPlay) {playerAmntB++;humenPlayersB++;}
else if (b.players[i].canComputerPlay) {playerAmntB++;}
}
if (playerAmntB!=playerAmntA)
return (playerAmntA<playerAmntB);
else
return (humenPlayersA<humenPlayersB);
break;
case ESortBy::size:
return (a.width<b.width);
break;
case ESortBy::viccon:
return (a.victoryCondition<b.victoryCondition);
break;
case ESortBy::name:
return (a.name<b.name);
break;
default:
return (a.name<b.name);
break;
}
};
mapSorter(ESortBy es):sortBy(es){};
};
#endif //MAPD_H