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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
 
- };
 
- 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
 
- 	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 script
 
- 	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;
 
- 	Mapa(unsigned char * bufor); //creates map from decompressed .h3m data
 
- 	CGHeroInstance * getHero(int ID, int mode=0);
 
- };
 
- #endif //MAPD_H
 
 
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