2007-06-06 19:12:12 +03:00
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#ifndef MAPD
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#define MAPD
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struct TimeEvent
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{
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//bajty wydarze� (59 + |teksty|)
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//4 bajty na d�ugo�� nazwy zdarzenia
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//nazwa zdarzenia (bajty dodatkowe)
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//4 bajty na d�ugo�� wiadomo�ci
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//wiadomo�� (bajty dodatkowe)
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//4 bajty na zwi�kszenie si� ilosci drewna (zapis normalny) lub ff,ff,ff,ff - ilo�� drewna do odebrania (maksymalna ilo�� drewna, kt�r� mo�na da�/odebra� to 32767)
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//4 bajty na zwi�kszenie si� ilosci rt�ci (zapis normalny) lub ff,ff,ff,ff - ilo�� rt�ci do odebrania (maksymalna ilo�� rt�ci, kt�r� mo�na da�/odebra� to 32767)
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//4 bajty na zwi�kszenie si� ilosci rudy (zapis normalny) lub ff,ff,ff,ff - ilo�� rudy do odebrania (maksymalna ilo�� rudy, kt�r� mo�na da�/odebra� to 32767)
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//4 bajty na zwi�kszenie si� ilosci siarki (zapis normalny) lub ff,ff,ff,ff - ilo�� siarki do odebrania (maksymalna ilo�� siarki, kt�r� mo�na da�/odebra� to 32767)
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//4 bajty na zwi�kszenie si� ilosci kryszta�u (zapis normalny) lub ff,ff,ff,ff - ilo�� kryszta�u do odebrania (maksymalna ilo�� kryszta�u, kt�r� mo�na da�/odebra� to 32767)
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//4 bajty na zwi�kszenie si� ilosci klejnot�w (zapis normalny) lub ff,ff,ff,ff - ilo�� klejnot�w do odebrania (maksymalna ilo�� klejnot�w, kt�r� mo�na da�/odebra� to 32767)
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//4 bajty na zwi�kszenie si� ilosci z�ota (zapis normalny) lub ff,ff,ff,ff - ilo�� z�ota do odebrania (maksymalna ilo�� z�ota, kt�r� mo�na da�/odebra� to 32767)
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//1 bajt - kt�rych graczy dotyczy zdarzenie (pole bitowe, +1 - pierwszy, +2 - drugi, +4 - trzeci, +8 - czwarty, +16 - pi�ty, +32 - sz�sty, +64 - si�dmy, +128 - �smy)
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//1 bajt - czy zdarzenie odnosi si� do graczy - ludzi (00 - nie, 01 - tak)
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//1 bajt - czy zdarzenie odnosi si� do graczy komputerowych (00 - nie, 01 - tak)
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//2 bajty - op��nienie pierwszego wyst�pienia (w dniach, zapis normalny, maks 671)
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//1 bajt - co ile dni wyst�puje zdarzenie (maks 28, 00 oznacza zdarzenie jednorazowe)
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//17 bajt�w zerowych
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};
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struct TerrainTile
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{
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EterrainType tertype; // type of terrain
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unsigned int terview; // look of terrain
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Eriver nuine; // type of Eriver (0 if there is no Eriver)
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unsigned int rivDir; // direction of Eriver
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Eroad malle; // type of Eroad (0 if there is no Eriver)
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unsigned int roadDir; // direction of Eroad
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unsigned int siodmyTajemniczyBajt; // mysterius byte // jak bedzie waidomo co to, to sie nazwie inaczej
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};
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struct DefInfo //information from def declaration
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{
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std::string name;
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int bytes [46];
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};
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2007-06-07 04:46:25 +03:00
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struct Location
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{
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int x, y;
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bool z; // underground
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};
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2007-06-06 19:12:12 +03:00
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struct SheroName //name of starting hero
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{
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int heroID;
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std::string heroName;
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};
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struct PlayerInfo
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{
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bool canHumanPlay;
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bool canComputerPlay;
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unsigned int AITactic; //(00 - random, 01 - warrior, 02 - builder, 03 - explorer)
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unsigned int allowedFactions; //(01 - castle; 02 - rampart; 04 - tower; 08 - inferno; 16 - necropolis; 32 - dungeon; 64 - stronghold; 128 - fortress; 256 - conflux);
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bool isFactionRandom;
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unsigned int mainHeroPortrait; //it's ID of hero with choosen portrait; 255 if standard
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std::string mainHeroName;
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std::vector<SheroName> heroesNames;
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2007-06-07 04:46:25 +03:00
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bool hasMainTown;
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bool generateHeroAtMainTown;
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Location posOfMainTown;
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2007-06-06 19:12:12 +03:00
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};
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struct LossCondition
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{
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ElossCon typeOfLossCon;
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union
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{
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Location castlePos;
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Location heroPos;
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int timeLimit; // in days
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};
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};
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struct CspecificVictoryConidtions
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{
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bool allowNormalVictory;
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bool appliesToAI;
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};
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struct VicCon0 : public CspecificVictoryConidtions //acquire artifact
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{
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int ArtifactID;
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};
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struct VicCon1 : public CspecificVictoryConidtions //accumulate creatures
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{
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int monsterID;
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int neededQuantity;
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};
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struct VicCon2 : public CspecificVictoryConidtions // accumulate resources
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{
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int resourceID;
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int neededQuantity;
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};
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struct VicCon3 : public CspecificVictoryConidtions // upgrade specific town
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{
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Location posOfCity;
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int councilNeededLevel; //0 - town; 1 - city; 2 - capitol
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int fortNeededLevel;// 0 - fort; 1 - citadel; 2 - castle
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};
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struct VicCon4 : public CspecificVictoryConidtions // build grail structure
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{
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bool anyLocation;
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Location whereBuildGrail;
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};
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struct VicCon5 : public CspecificVictoryConidtions // defeat a specific hero
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{
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Location locationOfHero;
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};
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struct VicCon6 : public CspecificVictoryConidtions // capture a specific town
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{
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Location locationOfTown;
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};
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struct VicCon7 : public CspecificVictoryConidtions // defeat a specific monster
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{
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Location locationOfMonster;
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};
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/*struct VicCon8 : public CspecificVictoryConidtions // flag all creature dwellings
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{
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};
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struct VicCon9 : public CspecificVictoryConidtions // flag all mines
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{
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};*/
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struct VicCona : public CspecificVictoryConidtions //transport specific artifact
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{
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int artifactID;
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Location destinationPlace;
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};
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struct Rumor
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{
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std::string name, text;
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};
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struct Mapa
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{
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Eformat version; // version of map Eformat
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bool twoLevel; // if map has underground level
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int difficulty; // 0 easy - 4 impossible
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int levelLimit;
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bool areAnyPLayers; // if there are any playable players on map
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std::string name; //name of map
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std::string description; //and description
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int height, width;
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TerrainTile** terrain;
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TerrainTile** undergroungTerrain; // used only if there is underground level
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std::vector<Rumor> rumors;
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std::vector<DefInfo> defy; // list of .def files
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PlayerInfo players[8]; // info about players
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std::vector<int> teams; // teams[i] = team of player nr i
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LossCondition lossCondition;
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EvictoryConditions victoryCondition; //victory conditions
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CspecificVictoryConidtions * vicConDetails; // used only if vistory conditions aren't standard
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};
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#endif //MAPD
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