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							- #ifndef MAPD_H
 
- #define MAPD_H
 
- #pragma warning (disable : 4482) 
 
- #include <string>
 
- #include <vector>
 
- #include <map>
 
- #include "global.h"
 
- class CGDefInfo;
 
- class CHeroObjInfo;
 
- enum ESortBy{name,playerAm,size,format, viccon,loscon};
 
- struct Sresource
 
- {
 
- 	std::string resName; //name of this resource
 
- 	int amount; //it can be greater and lesser than 0
 
- };
 
- class CGHeroInstance;
 
- struct TimeEvent
 
- {
 
- 	std::string eventName;
 
- 	std::string message;
 
- 	std::vector<Sresource> decIncRes; //decreases / increases of resources
 
- 	unsigned int whichPlayers; //which players are affected by this event (+1 - first, +2 - second, +4 - third, +8 - fourth etc.)
 
- 	bool areHumansAffected;
 
- 	bool areCompsAffected;
 
- 	int firstAfterNDays; //how many days after appears this event
 
- 	int nextAfterNDays; //how many days after the epperance before appaers this event
 
- };
 
- struct TerrainTile
 
- {
 
- 	EterrainType tertype; // type of terrain
 
- 	unsigned char terview; // look of terrain
 
- 	Eriver nuine; // type of Eriver (0 if there is no Eriver)
 
- 	unsigned char rivDir; // direction of Eriver
 
- 	Eroad malle; // type of Eroad (0 if there is no Eriver)
 
- 	unsigned char roadDir; // direction of Eroad
 
- 	unsigned char siodmyTajemniczyBajt; // mysterius byte // jak bedzie waidomo co to, to sie nazwie inaczej
 
- };
 
- struct SheroName //name of starting hero
 
- {
 
- 	int heroID;
 
- 	std::string heroName;
 
- };
 
- struct PlayerInfo
 
- {
 
- 	int p7, p8, p9;
 
- 	bool canHumanPlay;
 
- 	bool canComputerPlay;
 
- 	unsigned int AITactic; //(00 - random, 01 -  warrior, 02 - builder, 03 - explorer)
 
- 	unsigned int allowedFactions; //(01 - castle; 02 - rampart; 04 - tower; 08 - inferno; 16 - necropolis; 32 - dungeon; 64 - stronghold; 128 - fortress; 256 - conflux);
 
- 	bool isFactionRandom; 
 
- 	unsigned int mainHeroPortrait; //it's ID of hero with choosen portrait; 255 if standard
 
- 	std::string mainHeroName;
 
- 	std::vector<SheroName> heroesNames;
 
- 	bool hasMainTown;
 
- 	bool generateHeroAtMainTown;
 
- 	int3 posOfMainTown;
 
- 	int team;
 
- 	bool generateHero;
 
- };
 
- struct LossCondition
 
- {
 
- 	ElossCon typeOfLossCon;
 
- 	int3 castlePos;
 
- 	int3 heroPos;
 
- 	int timeLimit; // in days
 
- };
 
- struct CspecificVictoryConidtions
 
- {
 
- 	bool allowNormalVictory;
 
- 	bool appliesToAI;
 
- };
 
- struct VicCon0 : public CspecificVictoryConidtions //acquire artifact
 
- {
 
- 	int ArtifactID;
 
- };
 
- struct VicCon1 : public CspecificVictoryConidtions //accumulate creatures
 
- {
 
- 	int monsterID;
 
- 	int neededQuantity;
 
- };
 
- struct VicCon2 : public CspecificVictoryConidtions // accumulate resources
 
- {
 
- 	int resourceID;
 
- 	int neededQuantity;
 
- };
 
- struct VicCon3 : public CspecificVictoryConidtions // upgrade specific town
 
- {
 
- 	int3 posOfCity;
 
- 	int councilNeededLevel; //0 - town; 1 - city; 2 - capitol
 
- 	int fortNeededLevel;// 0 - fort; 1 - citadel; 2 - castle
 
- };
 
- struct VicCon4 : public CspecificVictoryConidtions // build grail structure
 
- {
 
- 	bool anyLocation;
 
- 	int3 whereBuildGrail;
 
- };
 
- struct VicCon5 : public CspecificVictoryConidtions // defeat a specific hero
 
- {
 
- 	int3 locationOfHero;
 
- };
 
- struct VicCon6 : public CspecificVictoryConidtions // capture a specific town
 
- {
 
- 	int3 locationOfTown;
 
- };
 
- struct VicCon7 : public CspecificVictoryConidtions // defeat a specific monster
 
- {
 
- 	int3 locationOfMonster;
 
- };
 
- /*struct VicCon8 : public CspecificVictoryConidtions // flag all creature dwellings
 
- {
 
- };
 
- struct VicCon9 : public CspecificVictoryConidtions // flag all mines
 
- {
 
- };*/
 
- struct VicCona : public CspecificVictoryConidtions //transport specific artifact
 
- {
 
- 	int artifactID;
 
- 	int3 destinationPlace;
 
- };
 
- struct Rumor
 
- {
 
- 	std::string name, text;
 
- };
 
- struct DisposedHero
 
- {
 
- 	int ID;
 
- 	int portrait; //0xFF - default
 
- 	std::string name;
 
- 	bool players[8]; //who can hire this hero
 
- };
 
- class CMapEvent
 
- {
 
- public:
 
- 	std::string name, message;
 
- 	int wood, mercury, ore, sulfur, crystal, gems, gold; //gained / taken resources
 
- 	unsigned char players; //affected players
 
- 	bool humanAffected;
 
- 	bool computerAffected;
 
- 	int firstOccurence;
 
- 	int nextOccurence; //after nextOccurance day event will occure; if it it 0, event occures only one time;
 
- };
 
- struct Mapa
 
- {
 
- 	Eformat version; // version of map Eformat
 
- 	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; 
 
- 	TerrainTile** undergroungTerrain; // used only if there is underground level
 
- 	std::vector<Rumor> rumors;
 
- 	std::vector<DisposedHero> disposedHeroes;
 
- 	std::vector<CGHeroInstance*> predefinedHeroes;
 
- 	std::vector<CGDefInfo *> defy; // list of .def files
 
- 	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<CMapEvent> events;
 
- };
 
- class CMapHeader
 
- {
 
- public:
 
- 	Eformat version; // version of map Eformat
 
- 	bool areAnyPLayers; // if there are any playable players on map
 
- 	int height, width; 
 
- 	bool twoLevel; // if map has underground level
 
- 	std::string name;  //name of map
 
- 	std::string description;  //and description
 
- 	int difficulty; // 0 easy - 4 impossible
 
- 	int levelLimit;
 
- 	LossCondition lossCondition;
 
- 	EvictoryConditions victoryCondition; //victory conditions
 
- 	CspecificVictoryConidtions * vicConDetails; // used only if vistory conditions aren't standard
 
- 	PlayerInfo players[8]; // info about players
 
- 	std::vector<int> teams;  // teams[i] = team of player no i 
 
- 	int howManyTeams;
 
- 	CMapHeader(unsigned char *map); //an argument is a reference to string described a map (unpacked)
 
- };
 
- class CMapInfo : public CMapHeader
 
- {
 
- public:
 
- 	std::string filename;
 
- 	int playerAmnt, humenPlayers;
 
- 	CMapInfo(std::string fname, unsigned char *map):CMapHeader(map),filename(fname)
 
- 	{
 
- 		playerAmnt=humenPlayers=0;
 
- 		for (int i=0;i<PLAYER_LIMIT;i++)
 
- 		{
 
- 			if (players[i].canHumanPlay) {playerAmnt++;humenPlayers++;}
 
- 			else if (players[i].canComputerPlay) {playerAmnt++;}
 
- 		}
 
- 	};
 
- };
 
- class mapSorter
 
- {
 
- public:
 
- 	ESortBy sortBy;
 
- 	bool operator()(CMapHeader & a, CMapHeader& b)
 
- 	{
 
- 		switch (sortBy)
 
- 		{
 
- 		case ESortBy::format:
 
- 			return (a.version<b.version);
 
- 			break;
 
- 		case ESortBy::loscon:
 
- 			return (a.lossCondition.typeOfLossCon<b.lossCondition.typeOfLossCon);
 
- 			break;
 
- 		case ESortBy::playerAm:
 
- 			int playerAmntB,humenPlayersB,playerAmntA,humenPlayersA;
 
- 			playerAmntB=humenPlayersB=playerAmntA=humenPlayersA=0;
 
- 			for (int i=0;i<8;i++)
 
- 			{
 
- 				if (a.players[i].canHumanPlay) {playerAmntA++;humenPlayersA++;}
 
- 				else if (a.players[i].canComputerPlay) {playerAmntA++;}
 
- 				if (b.players[i].canHumanPlay) {playerAmntB++;humenPlayersB++;}
 
- 				else if (b.players[i].canComputerPlay) {playerAmntB++;}
 
- 			}
 
- 			if (playerAmntB!=playerAmntA)
 
- 				return (playerAmntA<playerAmntB);
 
- 			else
 
- 				return (humenPlayersA<humenPlayersB);
 
- 			break;
 
- 		case ESortBy::size:
 
- 			return (a.width<b.width);
 
- 			break;
 
- 		case ESortBy::viccon:
 
- 			return (a.victoryCondition<b.victoryCondition);
 
- 			break;
 
- 		case ESortBy::name:
 
- 			return (a.name<b.name);
 
- 			break;
 
- 		default:
 
- 			return (a.name<b.name);
 
- 			break;
 
- 		}
 
- 	};
 
- 	mapSorter(ESortBy es):sortBy(es){};
 
- };
 
- #endif //MAPD_H
 
 
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