mirror of
https://github.com/vcmi/vcmi.git
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c4bcf7b880
* Merged CPreGameTextHandler into CGeneralTextHandler and moved to VCMI_Lib.dll (update your project files) * Genius AI will be used as a default AI * more code for save/load
578 lines
19 KiB
C++
578 lines
19 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 <map>
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#include <set>
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#include "global.h"
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class CGDefInfo;
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class CGObjectInstance;
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class CGHeroInstance;
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class CGTownInstance;
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enum ESortBy{_name, _playerAm, _size, _format, _viccon, _loscon};
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enum EDefType {TOWN_DEF, HERO_DEF, CREATURES_DEF, SEERHUT_DEF, RESOURCE_DEF, TERRAINOBJ_DEF,
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EVENTOBJ_DEF, SIGN_DEF, GARRISON_DEF, ARTIFACT_DEF, WITCHHUT_DEF, SCHOLAR_DEF, PLAYERONLY_DEF,
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SHRINE_DEF, SPELLSCROLL_DEF, PANDORA_DEF, GRAIL_DEF, CREGEN_DEF, CREGEN2_DEF, CREGEN3_DEF,
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BORDERGUARD_DEF, HEROPLACEHOLDER_DEF};
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class DLL_EXPORT CSpecObjInfo //class with object - specific info (eg. different information for creatures and heroes); use inheritance to make object - specific classes
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{
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};
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class DLL_EXPORT CEventObjInfo : public CSpecObjInfo
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{
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public:
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bool areGuarders; //true if there are
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CCreatureSet guarders;
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bool isMessage; //true if there is a message
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std::string message;
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unsigned int gainedExp;
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int manaDiff; //amount of gained / lost mana
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int moraleDiff; //morale modifier
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int luckDiff; //luck modifier
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int wood, mercury, ore, sulfur, crystal, gems, gold; //gained / lost resources
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unsigned int attack; //added attack points
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unsigned int defence; //added defence points
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unsigned int power; //added power points
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unsigned int knowledge; //added knowledge points
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std::vector<int> abilities; //gained abilities
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std::vector<int> abilityLevels; //levels of gained abilities
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std::vector<int> artifacts; //gained artifacts
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std::vector<int> spells; //gained spells
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CCreatureSet creatures; //gained creatures
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unsigned char availableFor; //players whom this event is available for
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bool computerActivate; //true if computre player can activate this event
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bool humanActivate; //true if human player can activate this event
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};
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class DLL_EXPORT CCreatureObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char bytes[4]; //mysterious bytes identifying creature
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unsigned int number; //number of units (0 - random)
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unsigned char character; //chracter of this set of creatures (0 - the most friendly, 4 - the most hostile)
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std::string message; //message printed for attacking hero
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int wood, mercury, ore, sulfur, crytal, gems, gold; //resources gained to hero that has won with monsters
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int gainedArtifact; //ID of artifact gained to hero
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bool neverFlees; //if true, the troops will never flee
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bool notGrowingTeam; //if true, number of units won't grow
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};
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class DLL_EXPORT CSignObjInfo : public CSpecObjInfo
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{
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public:
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std::string message; //message
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};
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class DLL_EXPORT CSeerHutObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char missionType; //type of mission: 0 - no mission; 1 - reach level; 2 - reach main statistics values; 3 - win with a certain hero; 4 - win with a certain creature; 5 - collect some atifacts; 6 - have certain troops in army; 7 - collect resources; 8 - be a certain hero; 9 - be a certain player
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bool isDayLimit; //if true, there is a day limit
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int lastDay; //after this day (first day is 0) mission cannot be completed
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int m1level; //for mission 1
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int m2attack, m2defence, m2power, m2knowledge;//for mission 2
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unsigned char m3bytes[4];//for mission 3
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unsigned char m4bytes[4];//for mission 4
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std::vector<int> m5arts;//for mission 5 - artifact ID
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std::vector<CCreature *> m6cre;//for mission 6
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std::vector<int> m6number;
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int m7wood, m7mercury, m7ore, m7sulfur, m7crystal, m7gems, m7gold; //for mission 7
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int m8hero;//for mission 8 - hero ID
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int m9player; //for mission 9 - number; from 0 to 7
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std::string firstVisitText, nextVisitText, completedText;
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char rewardType; //type of reward: 0 - no reward; 1 - experience; 2 - mana points; 3 - morale bonus; 4 - luck bonus; 5 - resources; 6 - main ability bonus (attak, defence etd.); 7 - secondary ability gain; 8 - artifact; 9 - spell; 10 - creature
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//for reward 1
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int r1exp;
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//for reward 2
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int r2mana;
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//for reward 3
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int r3morale;
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//for reward 4
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int r4luck;
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//for reward 5
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unsigned char r5type; //0 - wood, 1 - mercury, 2 - ore, 3 - sulfur, 4 - crystal, 5 - gems, 6 - gold
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int r5amount;
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//for reward 6
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unsigned char r6type; //0 - attack, 1 - defence, 2 - power, 3 - knowledge
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int r6amount;
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//for reward 7
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int r7ability; //ability id
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unsigned char r7level; //1 - basic, 2 - advanced, 3 - expert
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//for reward 8
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int r8art;//artifact id
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//for reward 9
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int r9spell;//spell id
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//for reward 10
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int r10creature; //creature id
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int r10amount;
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};
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class DLL_EXPORT CWitchHutObjInfo : public CSpecObjInfo
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{
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public:
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std::vector<int> allowedAbilities;
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};
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class DLL_EXPORT CScholarObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
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unsigned char r0type;
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int r1; //Ability ID
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int r2; //Spell ID
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};
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class DLL_EXPORT CGarrisonObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char player; //255 - nobody; 0 - 7 - players
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CCreatureSet units;
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bool movableUnits; //if true, units can be moved
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};
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class DLL_EXPORT CArtifactObjInfo : public CSpecObjInfo
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{
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public:
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bool areGuards;
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std::string message;
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CCreatureSet guards;
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};
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class DLL_EXPORT CResourceObjInfo : public CSpecObjInfo
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{
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public:
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bool randomAmount;
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int amount; //if not random
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bool areGuards;
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CCreatureSet guards;
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std::string message;
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};
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class DLL_EXPORT CPlayerOnlyObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char player; //FF - nobody, 0 - 7
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};
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class DLL_EXPORT CShrineObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char spell; //number of spell or 255
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};
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class DLL_EXPORT CSpellScrollObjinfo : public CSpecObjInfo
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{
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public:
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std::string message;
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int spell;
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bool areGuarders;
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CCreatureSet guarders;
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};
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class DLL_EXPORT CPandorasBoxObjInfo : public CSpecObjInfo
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{
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public:
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std::string message;
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bool areGuarders;
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CCreatureSet guarders;
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//gained things:
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unsigned int gainedExp;
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int manaDiff;
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int moraleDiff;
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int luckDiff;
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int wood, mercury, ore, sulfur, crystal, gems, gold;
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int attack, defence, power, knowledge;
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std::vector<int> abilities;
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std::vector<int> abilityLevels;
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std::vector<int> artifacts;
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std::vector<int> spells;
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CCreatureSet creatures;
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};
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class DLL_EXPORT CGrailObjInfo : public CSpecObjInfo
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{
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public:
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int radius; //place grail at the distance lesser or equal radius from this place
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};
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class DLL_EXPORT CCreGenObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char player; //owner
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bool asCastle;
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int identifier;
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unsigned char castles[2]; //allowed castles
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};
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class DLL_EXPORT CCreGen2ObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char player; //owner
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bool asCastle;
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int identifier;
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unsigned char castles[2]; //allowed castles
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unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
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};
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class DLL_EXPORT CCreGen3ObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char player; //owner
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unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
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};
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class DLL_EXPORT CBorderGuardObjInfo : public CSpecObjInfo //copied form seer huts, seems to be similar
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{
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public:
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char missionType; //type of mission: 0 - no mission; 1 - reach level; 2 - reach main statistics values; 3 - win with a certain hero; 4 - win with a certain creature; 5 - collect some atifacts; 6 - have certain troops in army; 7 - collect resources; 8 - be a certain hero; 9 - be a certain player
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bool isDayLimit; //if true, there is a day limit
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int lastDay; //after this day (first day is 0) mission cannot be completed
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//for mission 1
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int m1level;
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//for mission 2
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int m2attack, m2defence, m2power, m2knowledge;
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//for mission 3
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unsigned char m3bytes[4];
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//for mission 4
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unsigned char m4bytes[4];
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//for mission 5
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std::vector<int> m5arts; //artifacts id
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//for mission 6
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std::vector<CCreature *> m6cre;
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std::vector<int> m6number;
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//for mission 7
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int m7wood, m7mercury, m7ore, m7sulfur, m7crystal, m7gems, m7gold;
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//for mission 8
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int m8hero; //hero id
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//for mission 9
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int m9player; //number; from 0 to 7
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std::string firstVisitText, nextVisitText, completedText;
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};
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struct DLL_EXPORT 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 DLL_EXPORT 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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};
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struct DLL_EXPORT 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; //bitfield, info whether this tile is coastal and how to rotate tile graphics
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bool visitable; //false = not visitable; true = visitable
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bool blocked; //false = free; true = blocked;
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std::vector <CGObjectInstance*> visitableObjects; //pointers to objects hero can visit while being on this tile
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std::vector <CGObjectInstance*> blockingObjects; //pointers to objects that are blocking this tile
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & tertype & terview & nuine & rivDir & malle &roadDir & siodmyTajemniczyBajt;
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}
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};
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struct DLL_EXPORT 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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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & heroID & heroName;
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}
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};
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struct DLL_EXPORT PlayerInfo
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{
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si32 p7, p8, p9;
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ui8 canHumanPlay;
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ui8 canComputerPlay;
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ui32 AITactic; //(00 - random, 01 - warrior, 02 - builder, 03 - explorer)
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ui32 allowedFactions; //(01 - castle; 02 - rampart; 04 - tower; 08 - inferno; 16 - necropolis; 32 - dungeon; 64 - stronghold; 128 - fortress; 256 - conflux);
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ui8 isFactionRandom;
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ui32 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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ui8 hasMainTown;
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ui8 generateHeroAtMainTown;
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int3 posOfMainTown;
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ui8 team;
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ui8 generateHero;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & p7 & p8 & p9 & canHumanPlay & canComputerPlay & AITactic & allowedFactions & isFactionRandom &
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mainHeroPortrait & mainHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
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posOfMainTown & team & generateHero;
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}
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};
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struct DLL_EXPORT 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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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & typeOfLossCon & castlePos & heroPos & timeLimit;
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}
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};
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struct DLL_EXPORT 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 DLL_EXPORT VicCon0 : public CspecificVictoryConidtions //acquire artifact
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{
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int ArtifactID;
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};
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struct DLL_EXPORT 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 DLL_EXPORT 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 DLL_EXPORT 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 DLL_EXPORT 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 DLL_EXPORT 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 DLL_EXPORT 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 DLL_EXPORT 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 DLL_EXPORT 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 DLL_EXPORT Rumor
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{
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std::string name, text;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & name & text;
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}
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};
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struct DLL_EXPORT DisposedHero
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{
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ui32 ID;
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ui16 portrait; //0xFF - default
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std::string name;
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ui8 players; //who can hire this hero (bitfield)
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & ID & portrait & name & players;
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}
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};
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class DLL_EXPORT CMapEvent
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{
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public:
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std::string name, message;
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si32 wood, mercury, ore, sulfur, crystal, gems, gold; //gained / taken resources
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ui8 players; //affected players
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ui8 humanAffected;
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ui8 computerAffected;
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ui32 firstOccurence;
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ui32 nextOccurence; //after nextOccurance day event will occure; if it it 0, event occures only one time;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & name & message & wood & mercury & ore & sulfur & crystal & gems & gold
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& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
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}
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};
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class DLL_EXPORT 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 DLL_EXPORT 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 DLL_EXPORT mapSorter
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{
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public:
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ESortBy sortBy;
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bool operator()(const CMapHeader & a, const CMapHeader& b)
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{
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switch (sortBy)
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{
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case _format:
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return (a.version<b.version);
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break;
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case _loscon:
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return (a.lossCondition.typeOfLossCon<b.lossCondition.typeOfLossCon);
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break;
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case _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 _size:
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return (a.width<b.width);
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break;
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case _viccon:
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return (a.victoryCondition<b.victoryCondition);
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break;
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case _name:
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return (a.name<b.name);
|
|
break;
|
|
default:
|
|
return (a.name<b.name);
|
|
break;
|
|
}
|
|
};
|
|
mapSorter(ESortBy es):sortBy(es){};
|
|
};
|
|
struct DLL_EXPORT Mapa
|
|
{
|
|
Eformat version; // version of map Eformat
|
|
ui32 checksum;
|
|
int 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;
|
|
std::vector<Rumor> rumors;
|
|
std::vector<DisposedHero> disposedHeroes;
|
|
std::vector<CGHeroInstance*> predefinedHeroes;
|
|
std::vector<CGDefInfo *> defy; // list of .def files with definitions from .h3m (may be custom)
|
|
std::set<CGDefInfo *> defs; // other defInfos - for randomized objects, objects added or modified by scripts
|
|
PlayerInfo players[8]; // info about players
|
|
std::vector<int> teams; // teams[i] = team of player no i
|
|
LossCondition lossCondition;
|
|
EvictoryConditions victoryCondition; //victory conditions
|
|
CspecificVictoryConidtions * vicConDetails; // used only if vistory conditions aren't standard
|
|
int howManyTeams;
|
|
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
|
|
std::vector<bool> allowedHeroes; //allowedHeroes[hero_ID] - if the hero is allowed
|
|
std::vector<CMapEvent> events;
|
|
|
|
std::vector<CGObjectInstance*> objects;
|
|
std::vector<CGHeroInstance*> heroes;
|
|
std::vector<CGTownInstance*> towns;
|
|
|
|
void initFromBytes(unsigned char * bufor); //creates map from decompressed .h3m data
|
|
|
|
void readEvents( unsigned char * bufor, int &i);
|
|
void readObjects( unsigned char * bufor, int &i);
|
|
void readDefInfo( unsigned char * bufor, int &i);
|
|
void readTerrain( unsigned char * bufor, int &i);
|
|
void readPredefinedHeroes( unsigned char * bufor, int &i);
|
|
void readHeader( unsigned char * bufor, int &i);
|
|
void readRumors( unsigned char * bufor, int &i);
|
|
void loadViCLossConditions( unsigned char * bufor, int &i);
|
|
void loadPlayerInfo( int &pom, unsigned char * bufor, int &i);
|
|
void loadHero( CGObjectInstance * &nobj, unsigned char * bufor, int &i);
|
|
void loadTown( CGObjectInstance * &nobj, unsigned char * bufor, int &i);
|
|
int loadSeerHut( unsigned char * bufor, int i, CGObjectInstance * nobj);
|
|
|
|
|
|
void addBlockVisTiles(CGObjectInstance * obj);
|
|
void removeBlockVisTiles(CGObjectInstance * obj);
|
|
Mapa(std::string filename); //creates map structure from .h3m file
|
|
CGHeroInstance * getHero(int ID, int mode=0);
|
|
bool isInTheMap(int3 pos);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & version & name & description & width & height & twoLevel & difficulty & levelLimit & rumors & defy & defs
|
|
& players & teams & lossCondition & victoryCondition & howManyTeams & allowedSpell & allowedAbilities
|
|
& allowedArtifact &allowedHeroes & events;
|
|
//TODO: viccondetails
|
|
if(h.saving)
|
|
{
|
|
//saving terrain
|
|
for (int i = 0; i < width ; i++)
|
|
for (int j = 0; j < height ; j++)
|
|
for (int k = 0; k <= twoLevel ; k++)
|
|
h & terrain[i][j][k];
|
|
}
|
|
else
|
|
{
|
|
//loading terrain
|
|
terrain = new TerrainTile**[width]; // allocate memory
|
|
for (int ii=0;ii<width;ii++)
|
|
{
|
|
terrain[ii] = new TerrainTile*[height]; // allocate memory
|
|
for(int jj=0;jj<height;jj++)
|
|
terrain[ii][jj] = new TerrainTile[twoLevel+1];
|
|
}
|
|
for (int i = 0; i < width ; i++)
|
|
for (int j = 0; j < height ; j++)
|
|
for (int k = 0; k <= twoLevel ; k++)
|
|
h & terrain[i][j][k];
|
|
}
|
|
//TODO: recreate blockvis maps
|
|
}
|
|
};
|
|
#endif //MAPD_H
|