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- #ifndef MAPD_H
- #define MAPD_H
- #pragma warning (disable : 4482)
- #include <string>
- #include <vector>
- #include <map>
- #include <set>
- #include "global.h"
- class CGDefInfo;
- class CGObjectInstance;
- class CGHeroInstance;
- class CGTownInstance;
- enum ESortBy{name,playerAm,size,format, viccon,loscon};
- enum EDefType {TOWN_DEF, HERO_DEF, CREATURES_DEF, SEERHUT_DEF, RESOURCE_DEF, TERRAINOBJ_DEF,
- EVENTOBJ_DEF, SIGN_DEF, GARRISON_DEF, ARTIFACT_DEF, WITCHHUT_DEF, SCHOLAR_DEF, PLAYERONLY_DEF,
- SHRINE_DEF, SPELLSCROLL_DEF, PANDORA_DEF, GRAIL_DEF, CREGEN_DEF, CREGEN2_DEF, CREGEN3_DEF,
- BORDERGUARD_DEF, HEROPLACEHOLDER_DEF};
- class DLL_EXPORT CSpecObjInfo //class with object - specific info (eg. different information for creatures and heroes); use inheritance to make object - specific classes
- {
- };
- class DLL_EXPORT CEventObjInfo : public CSpecObjInfo
- {
- public:
- bool areGuarders; //true if there are
- CCreatureSet guarders;
- bool isMessage; //true if there is a message
- std::string message;
- unsigned int gainedExp;
- int manaDiff; //amount of gained / lost mana
- int moraleDiff; //morale modifier
- int luckDiff; //luck modifier
- int wood, mercury, ore, sulfur, crystal, gems, gold; //gained / lost resources
- unsigned int attack; //added attack points
- unsigned int defence; //added defence points
- unsigned int power; //added power points
- unsigned int knowledge; //added knowledge points
- std::vector<int> abilities; //gained abilities
- std::vector<int> abilityLevels; //levels of gained abilities
- std::vector<int> artifacts; //gained artifacts
- std::vector<int> spells; //gained spells
- CCreatureSet creatures; //gained creatures
- unsigned char availableFor; //players whom this event is available for
- bool computerActivate; //true if computre player can activate this event
- bool humanActivate; //true if human player can activate this event
- };
- class DLL_EXPORT CCreatureObjInfo : public CSpecObjInfo
- {
- public:
- unsigned char bytes[4]; //mysterious bytes identifying creature
- unsigned int number; //number of units (0 - random)
- unsigned char character; //chracter of this set of creatures (0 - the most friendly, 4 - the most hostile)
- std::string message; //message printed for attacking hero
- int wood, mercury, ore, sulfur, crytal, gems, gold; //resources gained to hero that has won with monsters
- int gainedArtifact; //ID of artifact gained to hero
- bool neverFlees; //if true, the troops will never flee
- bool notGrowingTeam; //if true, number of units won't grow
- };
- class DLL_EXPORT CSignObjInfo : public CSpecObjInfo
- {
- public:
- std::string message; //message
- };
- class DLL_EXPORT CSeerHutObjInfo : public CSpecObjInfo
- {
- public:
- 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
- bool isDayLimit; //if true, there is a day limit
- int lastDay; //after this day (first day is 0) mission cannot be completed
- int m1level; //for mission 1
- int m2attack, m2defence, m2power, m2knowledge;//for mission 2
- unsigned char m3bytes[4];//for mission 3
- unsigned char m4bytes[4];//for mission 4
- std::vector<int> m5arts;//for mission 5 - artifact ID
- std::vector<CCreature *> m6cre;//for mission 6
- std::vector<int> m6number;
- int m7wood, m7mercury, m7ore, m7sulfur, m7crystal, m7gems, m7gold; //for mission 7
- int m8hero;//for mission 8 - hero ID
- int m9player; //for mission 9 - number; from 0 to 7
- std::string firstVisitText, nextVisitText, completedText;
- 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
- //for reward 1
- int r1exp;
- //for reward 2
- int r2mana;
- //for reward 3
- int r3morale;
- //for reward 4
- int r4luck;
- //for reward 5
- unsigned char r5type; //0 - wood, 1 - mercury, 2 - ore, 3 - sulfur, 4 - crystal, 5 - gems, 6 - gold
- int r5amount;
- //for reward 6
- unsigned char r6type; //0 - attack, 1 - defence, 2 - power, 3 - knowledge
- int r6amount;
- //for reward 7
- int r7ability; //ability id
- unsigned char r7level; //1 - basic, 2 - advanced, 3 - expert
- //for reward 8
- int r8art;//artifact id
- //for reward 9
- int r9spell;//spell id
- //for reward 10
- int r10creature; //creature id
- int r10amount;
- };
- class DLL_EXPORT CWitchHutObjInfo : public CSpecObjInfo
- {
- public:
- std::vector<int> allowedAbilities;
- };
- class DLL_EXPORT CScholarObjInfo : public CSpecObjInfo
- {
- public:
- unsigned char bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
- unsigned char r0type;
- int r1; //Ability ID
- int r2; //Spell ID
- };
- class DLL_EXPORT CGarrisonObjInfo : public CSpecObjInfo
- {
- public:
- unsigned char player; //255 - nobody; 0 - 7 - players
- CCreatureSet units;
- bool movableUnits; //if true, units can be moved
- };
- class DLL_EXPORT CArtifactObjInfo : public CSpecObjInfo
- {
- public:
- bool areGuards;
- std::string message;
- CCreatureSet guards;
- };
- class DLL_EXPORT CResourceObjInfo : public CSpecObjInfo
- {
- public:
- bool randomAmount;
- int amount; //if not random
- bool areGuards;
- CCreatureSet guards;
- std::string message;
- };
- class DLL_EXPORT CPlayerOnlyObjInfo : public CSpecObjInfo
- {
- public:
- unsigned char player; //FF - nobody, 0 - 7
- };
- class DLL_EXPORT CShrineObjInfo : public CSpecObjInfo
- {
- public:
- unsigned char spell; //number of spell or 255
- };
- class DLL_EXPORT CSpellScrollObjinfo : public CSpecObjInfo
- {
- public:
- std::string message;
- int spell;
- bool areGuarders;
- CCreatureSet guarders;
- };
- class DLL_EXPORT CPandorasBoxObjInfo : public CSpecObjInfo
- {
- public:
- std::string message;
- bool areGuarders;
- CCreatureSet guarders;
- //gained things:
- unsigned int gainedExp;
- int manaDiff;
- int moraleDiff;
- int luckDiff;
- int wood, mercury, ore, sulfur, crystal, gems, gold;
- int attack, defence, power, knowledge;
- std::vector<int> abilities;
- std::vector<int> abilityLevels;
- std::vector<int> artifacts;
- std::vector<int> spells;
- CCreatureSet creatures;
- };
- class DLL_EXPORT CGrailObjInfo : public CSpecObjInfo
- {
- public:
- int radius; //place grail at the distance lesser or equal radius from this place
- };
- class DLL_EXPORT CCreGenObjInfo : public CSpecObjInfo
- {
- public:
- unsigned char player; //owner
- bool asCastle;
- int identifier;
- unsigned char castles[2]; //allowed castles
- };
- class DLL_EXPORT CCreGen2ObjInfo : public CSpecObjInfo
- {
- public:
- unsigned char player; //owner
- bool asCastle;
- int identifier;
- unsigned char castles[2]; //allowed castles
- unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
- };
- class DLL_EXPORT CCreGen3ObjInfo : public CSpecObjInfo
- {
- public:
- unsigned char player; //owner
- unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
- };
- class DLL_EXPORT CBorderGuardObjInfo : public CSpecObjInfo //copied form seer huts, seems to be similar
- {
- public:
- 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
- bool isDayLimit; //if true, there is a day limit
- int lastDay; //after this day (first day is 0) mission cannot be completed
- //for mission 1
- int m1level;
- //for mission 2
- int m2attack, m2defence, m2power, m2knowledge;
- //for mission 3
- unsigned char m3bytes[4];
- //for mission 4
- unsigned char m4bytes[4];
- //for mission 5
- std::vector<int> m5arts; //artifacts id
- //for mission 6
- std::vector<CCreature *> m6cre;
- std::vector<int> m6number;
- //for mission 7
- int m7wood, m7mercury, m7ore, m7sulfur, m7crystal, m7gems, m7gold;
- //for mission 8
- int m8hero; //hero id
- //for mission 9
- int m9player; //number; from 0 to 7
- std::string firstVisitText, nextVisitText, completedText;
- };
- struct DLL_EXPORT Sresource
- {
- std::string resName; //name of this resource
- int amount; //it can be greater and lesser than 0
- };
- struct DLL_EXPORT 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 DLL_EXPORT 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; //bitfield, info whether this tile is coastal and how to rotate tile graphics
- bool visitable; //false = not visitable; true = visitable
- bool blocked; //false = free; true = blocked;
- std::vector <CGObjectInstance*> visitableObjects; //pointers to objects hero can visit while being on this tile
- };
- struct DLL_EXPORT SheroName //name of starting hero
- {
- int heroID;
- std::string heroName;
- };
- struct DLL_EXPORT 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 DLL_EXPORT LossCondition
- {
- ElossCon typeOfLossCon;
- int3 castlePos;
- int3 heroPos;
- int timeLimit; // in days
- };
- struct DLL_EXPORT CspecificVictoryConidtions
- {
- bool allowNormalVictory;
- bool appliesToAI;
- };
- struct DLL_EXPORT VicCon0 : public CspecificVictoryConidtions //acquire artifact
- {
- int ArtifactID;
- };
- struct DLL_EXPORT VicCon1 : public CspecificVictoryConidtions //accumulate creatures
- {
- int monsterID;
- int neededQuantity;
- };
- struct DLL_EXPORT VicCon2 : public CspecificVictoryConidtions // accumulate resources
- {
- int resourceID;
- int neededQuantity;
- };
- struct DLL_EXPORT 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 DLL_EXPORT VicCon4 : public CspecificVictoryConidtions // build grail structure
- {
- bool anyLocation;
- int3 whereBuildGrail;
- };
- struct DLL_EXPORT VicCon5 : public CspecificVictoryConidtions // defeat a specific hero
- {
- int3 locationOfHero;
- };
- struct DLL_EXPORT VicCon6 : public CspecificVictoryConidtions // capture a specific town
- {
- int3 locationOfTown;
- };
- struct DLL_EXPORT VicCon7 : public CspecificVictoryConidtions // defeat a specific monster
- {
- int3 locationOfMonster;
- };
- struct DLL_EXPORT VicCona : public CspecificVictoryConidtions //transport specific artifact
- {
- int artifactID;
- int3 destinationPlace;
- };
- struct DLL_EXPORT Rumor
- {
- std::string name, text;
- };
- struct DLL_EXPORT DisposedHero
- {
- int ID;
- int portrait; //0xFF - default
- std::string name;
- bool players[8]; //who can hire this hero
- };
- class DLL_EXPORT 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;
- };
- class DLL_EXPORT 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 DLL_EXPORT 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 DLL_EXPORT 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){};
- };
- 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;
- 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 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
- Mapa(std::string filename); //creates map structure from .h3m file
- CGHeroInstance * getHero(int ID, int mode=0);
- };
- #endif //MAPD_H
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