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* [feature] giving starting hero
* [feature] VCMI will try to use files from /Data folder instead of those from h3bitmap.lod * [feature] picked artifacts are added to hero's backpack
This commit is contained in:
28
map.h
28
map.h
@@ -63,11 +63,6 @@ struct DefInfo //information from def declaration
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bool isOnDefList;
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bool isVisitable();
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};
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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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struct SheroName //name of starting hero
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{
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int heroID;
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@@ -86,19 +81,16 @@ struct PlayerInfo
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std::vector<SheroName> heroesNames;
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bool hasMainTown;
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bool generateHeroAtMainTown;
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Location posOfMainTown;
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int3 posOfMainTown;
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int team;
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bool generateHero;
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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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int3 castlePos;
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int3 heroPos;
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int timeLimit; // in days
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};
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struct CspecificVictoryConidtions
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{
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@@ -121,26 +113,26 @@ struct VicCon2 : public CspecificVictoryConidtions // accumulate resources
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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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int3 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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int3 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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int3 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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int3 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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int3 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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@@ -151,7 +143,7 @@ struct VicCon9 : public CspecificVictoryConidtions // flag all mines
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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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int3 destinationPlace;
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};
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struct Rumor
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{
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