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33fd0d22a6
* new discoveries in h3m specification VCMI handles correctly all known maps again :)
280 lines
9.3 KiB
C++
280 lines
9.3 KiB
C++
#ifndef MAPD_H
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#define MAPD_H
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#pragma warning (disable : 4482)
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#include <string>
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#include <vector>
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#include "global.h"
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#include "hch\CSemiDefHandler.h"
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#include "hch\CDefHandler.h"
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class CGDefInfo;
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class CHeroObjInfo;
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enum ESortBy{name,playerAm,size,format, viccon,loscon};
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struct Sresource
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{
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std::string resName; //name of this resource
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int amount; //it can be greater and lesser than 0
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};
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struct TimeEvent
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{
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std::string eventName;
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std::string message;
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std::vector<Sresource> decIncRes; //decreases / increases of resources
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unsigned int whichPlayers; //which players are affected by this event (+1 - first, +2 - second, +4 - third, +8 - fourth etc.)
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bool areHumansAffected;
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bool areCompsAffected;
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int firstAfterNDays; //how many days after appears this event
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int nextAfterNDays; //how many days after the epperance before appaers this event
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//bajty wydarzeń (59 + |teksty|)
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//4 bajty na długość nazwy zdarzenia
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//nazwa zdarzenia (bajty dodatkowe)
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//4 bajty na długość wiadomości
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//wiadomość (bajty dodatkowe)
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//4 bajty na zwiększenie się ilosci drewna (zapis normalny) lub ff,ff,ff,ff - ilość drewna do odebrania (maksymalna ilość drewna, którą można dać/odebrać to 32767)
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//4 bajty na zwiększenie się ilosci rtęci (zapis normalny) lub ff,ff,ff,ff - ilość rtęci do odebrania (maksymalna ilość rtęci, którą można dać/odebrać to 32767)
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//4 bajty na zwiększenie się ilosci rudy (zapis normalny) lub ff,ff,ff,ff - ilość rudy do odebrania (maksymalna ilość rudy, którą można dać/odebrać to 32767)
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//4 bajty na zwiększenie się ilosci siarki (zapis normalny) lub ff,ff,ff,ff - ilość siarki do odebrania (maksymalna ilość siarki, którą można dać/odebrać to 32767)
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//4 bajty na zwiększenie się ilosci kryształu (zapis normalny) lub ff,ff,ff,ff - ilość kryształu do odebrania (maksymalna ilość kryształu, którą można dać/odebrać to 32767)
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//4 bajty na zwiększenie się ilosci klejnotów (zapis normalny) lub ff,ff,ff,ff - ilość klejnotów do odebrania (maksymalna ilość klejnotów, którą można dać/odebrać to 32767)
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//4 bajty na zwiększenie się ilosci złota (zapis normalny) lub ff,ff,ff,ff - ilość złota do odebrania (maksymalna ilość złota, którą można dać/odebrać to 32767)
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//1 bajt - których graczy dotyczy zdarzenie (pole bitowe, +1 - pierwszy, +2 - drugi, +4 - trzeci, +8 - czwarty, +16 - piąty, +32 - szósty, +64 - siódmy, +128 - ósmy)
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//1 bajt - czy zdarzenie odnosi się do graczy - ludzi (00 - nie, 01 - tak)
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//1 bajt - czy zdarzenie odnosi się do graczy komputerowych (00 - nie, 01 - tak)
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//2 bajty - opóźnienie pierwszego wystąpienia (w dniach, zapis normalny, maks 671)
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//1 bajt - co ile dni występuje zdarzenie (maks 28, 00 oznacza zdarzenie jednorazowe)
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//17 bajtów 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 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
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unsigned char 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 [42];
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//CSemiDefHandler * handler;
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CDefHandler * handler;
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int printPriority;
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bool isOnDefList;
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bool isVisitable();
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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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std::string heroName;
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};
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struct PlayerInfo
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{
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int p7, p8, p9;
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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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bool hasMainTown;
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bool generateHeroAtMainTown;
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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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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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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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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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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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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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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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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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};
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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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int3 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 DisposedHero
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{
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int ID;
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int portrait; //0xFF - default
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std::string name;
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bool players[8]; //who can hire this hero
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};
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class CMapEvent
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{
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public:
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std::string name, message;
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int wood, mercury, ore, sulfur, crystal, gems, gold; //gained / taken resources
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unsigned char players; //affected players
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bool humanAffected;
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bool computerAffected;
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int firstOccurence;
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int nextOccurence; //after nextOccurance day event will occure; if it it 0, event occures only one time;
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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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int 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<DisposedHero> disposedHeroes;
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std::vector<CHeroObjInfo*> predefinedHeroes;
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std::vector<CGDefInfo *> 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 no 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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int howManyTeams;
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std::vector<CMapEvent> events;
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};
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class CMapHeader
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{
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public:
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Eformat version; // version of map Eformat
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bool areAnyPLayers; // if there are any playable players on map
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int height, width;
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bool twoLevel; // if map has underground level
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std::string name; //name of map
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std::string description; //and description
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int difficulty; // 0 easy - 4 impossible
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int levelLimit;
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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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PlayerInfo players[8]; // info about players
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std::vector<int> teams; // teams[i] = team of player no i
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int howManyTeams;
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CMapHeader(unsigned char *map); //an argument is a reference to string described a map (unpacked)
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};
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class CMapInfo : public CMapHeader
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{
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public:
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std::string filename;
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int playerAmnt, humenPlayers;
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CMapInfo(std::string fname, unsigned char *map):CMapHeader(map),filename(fname)
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{
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playerAmnt=humenPlayers=0;
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for (int i=0;i<PLAYER_LIMIT;i++)
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{
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if (players[i].canHumanPlay) {playerAmnt++;humenPlayers++;}
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else if (players[i].canComputerPlay) {playerAmnt++;}
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}
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};
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};
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class mapSorter
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{
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public:
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ESortBy sortBy;
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bool operator()(CMapHeader & a, CMapHeader& b)
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{
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switch (sortBy)
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{
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case ESortBy::format:
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return (a.version<b.version);
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break;
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case ESortBy::loscon:
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return (a.lossCondition.typeOfLossCon<b.lossCondition.typeOfLossCon);
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break;
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case ESortBy::playerAm:
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int playerAmntB,humenPlayersB,playerAmntA,humenPlayersA;
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playerAmntB=humenPlayersB=playerAmntA=humenPlayersA=0;
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for (int i=0;i<8;i++)
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{
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if (a.players[i].canHumanPlay) {playerAmntA++;humenPlayersA++;}
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else if (a.players[i].canComputerPlay) {playerAmntA++;}
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if (b.players[i].canHumanPlay) {playerAmntB++;humenPlayersB++;}
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else if (b.players[i].canComputerPlay) {playerAmntB++;}
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}
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if (playerAmntB!=playerAmntA)
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return (playerAmntA<playerAmntB);
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else
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return (humenPlayersA<humenPlayersB);
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break;
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case ESortBy::size:
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return (a.width<b.width);
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break;
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case ESortBy::viccon:
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return (a.victoryCondition<b.victoryCondition);
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break;
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case ESortBy::name:
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return (a.name<b.name);
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break;
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default:
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return (a.name<b.name);
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break;
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}
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};
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mapSorter(ESortBy es):sortBy(es){};
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};
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#endif //MAPD_H
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