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@@ -10,12 +10,236 @@ 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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-struct Sresource
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+
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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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+
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+ std::string firstVisitText, nextVisitText, completedText;
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+
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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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+
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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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+
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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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+
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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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+
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+ std::string firstVisitText, nextVisitText, completedText;
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+};
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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 TimeEvent
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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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@@ -26,7 +250,7 @@ struct TimeEvent
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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 TerrainTile
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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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@@ -34,14 +258,14 @@ struct TerrainTile
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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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+ unsigned char siodmyTajemniczyBajt; //bitfield, info whether this tile is coastal and how to rotate tile graphics
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};
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-struct SheroName //name of starting hero
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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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};
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-struct PlayerInfo
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+struct DLL_EXPORT PlayerInfo
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{
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int p7, p8, p9;
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bool canHumanPlay;
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@@ -58,66 +282,66 @@ struct PlayerInfo
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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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+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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};
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-struct CspecificVictoryConidtions
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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 VicCon0 : public CspecificVictoryConidtions //acquire artifact
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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 VicCon1 : public CspecificVictoryConidtions //accumulate creatures
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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 VicCon2 : public CspecificVictoryConidtions // accumulate resources
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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 VicCon3 : public CspecificVictoryConidtions // upgrade specific town
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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 VicCon4 : public CspecificVictoryConidtions // build grail structure
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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 VicCon5 : public CspecificVictoryConidtions // defeat a specific hero
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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 VicCon6 : public CspecificVictoryConidtions // capture a specific town
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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 VicCon7 : public CspecificVictoryConidtions // defeat a specific monster
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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 VicCona : public CspecificVictoryConidtions //transport specific artifact
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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 Rumor
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+struct DLL_EXPORT 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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+struct DLL_EXPORT DisposedHero
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{
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int ID;
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int portrait; //0xFF - default
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@@ -125,7 +349,7 @@ struct DisposedHero
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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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+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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@@ -136,7 +360,7 @@ public:
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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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+struct DLL_EXPORT 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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@@ -168,7 +392,7 @@ struct Mapa
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std::vector<CGHeroInstance*> heroes;
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std::vector<CGTownInstance*> towns;
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};
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-class CMapHeader
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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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@@ -187,7 +411,7 @@ public:
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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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+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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@@ -204,7 +428,7 @@ public:
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};
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-class mapSorter
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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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