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vcmi/map.h

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#ifndef MAPD
#define MAPD
#include <string>
#include <vector>
struct Sresource
{
std::string resName; //name of this resource
int amount; //it can be greater and lesser than 0
};
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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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//bajty wydarze� (59 + |teksty|)
//4 bajty na d�ugo�� nazwy zdarzenia
//nazwa zdarzenia (bajty dodatkowe)
//4 bajty na d�ugo�� wiadomo�ci
//wiadomo�� (bajty dodatkowe)
//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)
//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)
//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)
//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)
//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)
//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)
//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)
//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)
//1 bajt - czy zdarzenie odnosi si� do graczy - ludzi (00 - nie, 01 - tak)
//1 bajt - czy zdarzenie odnosi si� do graczy komputerowych (00 - nie, 01 - tak)
//2 bajty - op��nienie pierwszego wyst�pienia (w dniach, zapis normalny, maks 671)
//1 bajt - co ile dni wyst�puje zdarzenie (maks 28, 00 oznacza zdarzenie jednorazowe)
//17 bajt�w zerowych
};
struct TerrainTile
{
EterrainType tertype; // type of terrain
unsigned int terview; // look of terrain
Eriver nuine; // type of Eriver (0 if there is no Eriver)
unsigned int rivDir; // direction of Eriver
Eroad malle; // type of Eroad (0 if there is no Eriver)
unsigned int roadDir; // direction of Eroad
unsigned int siodmyTajemniczyBajt; // mysterius byte // jak bedzie waidomo co to, to sie nazwie inaczej
};
struct DefInfo //information from def declaration
{
std::string name;
int bytes [46];
};
struct Location
{
int x, y;
bool z; // underground
};
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struct SheroName //name of starting hero
{
int heroID;
std::string heroName;
};
struct PlayerInfo
{
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;
Location posOfMainTown;
int team;
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};
struct LossCondition
{
ElossCon typeOfLossCon;
union
{
Location castlePos;
Location heroPos;
int timeLimit; // in days
};
};
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
{
Location posOfCity;
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;
Location whereBuildGrail;
};
struct VicCon5 : public CspecificVictoryConidtions // defeat a specific hero
{
Location locationOfHero;
};
struct VicCon6 : public CspecificVictoryConidtions // capture a specific town
{
Location locationOfTown;
};
struct VicCon7 : public CspecificVictoryConidtions // defeat a specific monster
{
Location locationOfMonster;
};
/*struct VicCon8 : public CspecificVictoryConidtions // flag all creature dwellings
{
};
struct VicCon9 : public CspecificVictoryConidtions // flag all mines
{
};*/
struct VicCona : public CspecificVictoryConidtions //transport specific artifact
{
int artifactID;
Location destinationPlace;
};
struct Rumor
{
std::string name, text;
};
struct Mapa
{
Eformat version; // version of map Eformat
bool twoLevel; // if map has underground level
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<DefInfo> defy; // list of .def files
PlayerInfo players[8]; // info about players
std::vector<int> teams; // teams[i] = team of player nr i
LossCondition lossCondition;
EvictoryConditions victoryCondition; //victory conditions
CspecificVictoryConidtions * vicConDetails; // used only if vistory conditions aren't standard
int howManyTeams;
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};
#endif //MAPD