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@@ -19,6 +19,7 @@
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#include "../int3.h"
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#include "../GameConstants.h"
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#include "../LogicalExpression.h"
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+#include "CMapDefines.h"
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class CArtifactInstance;
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class CGObjectInstance;
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@@ -47,18 +48,6 @@ struct DLL_LINKAGE SHeroName
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}
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};
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-namespace EAiTactic
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-{
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-enum EAiTactic
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-{
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- NONE = -1,
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- RANDOM,
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- WARRIOR,
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- BUILDER,
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- EXPLORER
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-};
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-}
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-
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/// The player info constains data about which factions are allowed, AI tactical settings,
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/// the main hero name, where to generate the hero, whether the faction should be selected randomly,...
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struct DLL_LINKAGE PlayerInfo
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@@ -216,94 +205,6 @@ struct DLL_LINKAGE DisposedHero
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}
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};
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-/// The map event is an event which e.g. gives or takes resources of a specific
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-/// amount to/from players and can appear regularly or once a time.
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-class DLL_LINKAGE CMapEvent
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-{
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-public:
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- CMapEvent();
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-
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- bool earlierThan(const CMapEvent & other) const;
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- bool earlierThanOrEqual(const CMapEvent & other) const;
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-
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- std::string name;
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- std::string message;
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- TResources resources;
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- ui8 players; // affected players, bit field?
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- ui8 humanAffected;
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- ui8 computerAffected;
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- ui32 firstOccurence;
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- ui32 nextOccurence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time
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-
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- template <typename Handler>
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- void serialize(Handler & h, const int version)
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- {
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- h & name & message & resources
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- & players & humanAffected & computerAffected & firstOccurence & nextOccurence;
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- }
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-};
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-
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-/// The castle event builds/adds buildings/creatures for a specific town.
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-class DLL_LINKAGE CCastleEvent: public CMapEvent
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-{
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-public:
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- CCastleEvent();
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-
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- std::set<BuildingID> buildings;
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- std::vector<si32> creatures;
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- CGTownInstance * town;
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-
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- template <typename Handler>
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- void serialize(Handler & h, const int version)
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- {
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- h & static_cast<CMapEvent &>(*this);
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- h & buildings & creatures;
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- }
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-};
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-
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-/// The terrain tile describes the terrain type and the visual representation of the terrain.
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-/// Furthermore the struct defines whether the tile is visitable or/and blocked and which objects reside in it.
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-struct DLL_LINKAGE TerrainTile
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-{
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- TerrainTile();
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-
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- /// Gets true if the terrain is not a rock. If from is water/land, same type is also required.
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- bool entrableTerrain(const TerrainTile * from = nullptr) const;
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- bool entrableTerrain(bool allowLand, bool allowSea) const;
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- /// Checks for blocking objects and terraint type (water / land).
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- bool isClear(const TerrainTile * from = nullptr) const;
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- /// Gets the ID of the top visitable object or -1 if there is none.
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- Obj topVisitableId(bool excludeTop = false) const;
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- CGObjectInstance * topVisitableObj(bool excludeTop = false) const;
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- bool isWater() const;
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- bool isCoastal() const;
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- EDiggingStatus getDiggingStatus(const bool excludeTop = true) const;
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- bool hasFavourableWinds() const;
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-
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- ETerrainType terType;
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- ui8 terView;
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- ERiverType::ERiverType riverType;
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- ui8 riverDir;
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- ERoadType::ERoadType roadType;
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- ui8 roadDir;
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- /// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road);
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- /// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect
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- ui8 extTileFlags;
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- bool visitable;
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- bool blocked;
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-
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- std::vector<CGObjectInstance *> visitableObjects;
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- std::vector<CGObjectInstance *> blockingObjects;
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-
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- template <typename Handler>
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- void serialize(Handler & h, const int version)
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- {
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- h & terType & terView & riverType & riverDir & roadType &roadDir & extTileFlags;
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- h & visitable & blocked;
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- h & visitableObjects & blockingObjects;
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- }
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-};
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-
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namespace EMapFormat
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{
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enum EMapFormat
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