#ifndef MAPD_H #define MAPD_H #pragma warning (disable : 4482) #include #include #include #include #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 abilities; //gained abilities std::vector abilityLevels; //levels of gained abilities std::vector artifacts; //gained artifacts std::vector 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 m5arts;//for mission 5 - artifact ID std::vector m6cre;//for mission 6 std::vector 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 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 abilities; std::vector abilityLevels; std::vector artifacts; std::vector 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 m5arts; //artifacts id //for mission 6 std::vector m6cre; std::vector 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 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 visitableObjects; //pointers to objects hero can visit while being on this tile std::vector blockingObjects; //pointers to objects that are blocking 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 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 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 rumors; std::vector disposedHeroes; std::vector predefinedHeroes; std::vector defy; // list of .def files with definitions from .h3m (may be custom) std::set defs; // other defInfos - for randomized objects, objects added or modified by scripts PlayerInfo players[8]; // info about players std::vector 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 allowedSpell; //allowedSpell[spell_ID] - if the spell is allowed std::vector allowedArtifact; //allowedArtifact[artifact_ID] - if the artifact is allowed std::vector allowedAbilities; //allowedAbilities[ability_ID] - if the ability is allowed std::vector allowedHeroes; //allowedHeroes[hero_ID] - if the hero is allowed std::vector events; std::vector objects; std::vector heroes; std::vector towns; void initFromBytes(unsigned char * bufor); //creates map from decompressed .h3m data void readEvents( unsigned char * bufor, int &i); void readObjects( unsigned char * bufor, int &i); void readDefInfo( unsigned char * bufor, int &i); void readTerrain( unsigned char * bufor, int &i); void readPredefinedHeroes( unsigned char * bufor, int &i); void readHeader( unsigned char * bufor, int &i); void readRumors( unsigned char * bufor, int &i); void loadViCLossConditions( unsigned char * bufor, int &i); void loadPlayerInfo( int &pom, unsigned char * bufor, int &i); void loadHero( CGObjectInstance * &nobj, unsigned char * bufor, int &i); void loadTown( CGObjectInstance * &nobj, unsigned char * bufor, int &i); int loadSeerHut( unsigned char * bufor, int i, CGObjectInstance * nobj); void addBlockVisTiles(CGObjectInstance * obj); void removeBlockVisTiles(CGObjectInstance * obj); Mapa(std::string filename); //creates map structure from .h3m file CGHeroInstance * getHero(int ID, int mode=0); bool isInTheMap(int3 pos); }; #endif //MAPD_H