map.h 15 KB

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  1. #ifndef __MAP_H__
  2. #define __MAP_H__
  3. #ifdef _MSC_VER
  4. #pragma warning (disable : 4482)
  5. #endif
  6. #include <cstring>
  7. #include <vector>
  8. #include <map>
  9. #include <set>
  10. #include <list>
  11. #include "../global.h"
  12. #ifndef _MSC_VER
  13. #include "../hch/CObjectHandler.h"
  14. #include "../hch/CDefObjInfoHandler.h"
  15. #endif
  16. /*
  17. * map.h, part of VCMI engine
  18. *
  19. * Authors: listed in file AUTHORS in main folder
  20. *
  21. * License: GNU General Public License v2.0 or later
  22. * Full text of license available in license.txt file, in main folder
  23. *
  24. */
  25. class CGDefInfo;
  26. class CGObjectInstance;
  27. class CGHeroInstance;
  28. class CGCreature;
  29. class CQuest;
  30. class CGTownInstance;
  31. class IModableArt;
  32. struct DLL_EXPORT TerrainTile
  33. {
  34. enum EterrainType {border=-1, dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock};
  35. enum Eriver {noRiver=0, clearRiver, icyRiver, muddyRiver, lavaRiver};
  36. enum Eroad {dirtRoad=1, grazvelRoad, cobblestoneRoad};
  37. EterrainType tertype; // type of terrain
  38. unsigned char terview; // look of terrain
  39. Eriver nuine; // type of Eriver (0 if there is no river)
  40. unsigned char rivDir; // direction of Eriver
  41. Eroad malle; // type of Eroad (0 if there is no river)
  42. unsigned char roadDir; // direction of Eroad
  43. unsigned char siodmyTajemniczyBajt; //first two bits - how to rotate terrain graphic (next two - river graphic, next two - road); 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect
  44. bool visitable; //false = not visitable; true = visitable
  45. bool blocked; //false = free; true = blocked;
  46. std::vector <CGObjectInstance*> visitableObjects; //pointers to objects hero can visit while being on this tile
  47. std::vector <CGObjectInstance*> blockingObjects; //pointers to objects that are blocking this tile
  48. template <typename Handler> void serialize(Handler &h, const int version)
  49. {
  50. h & tertype & terview & nuine & rivDir & malle &roadDir & siodmyTajemniczyBajt;
  51. if(!h.saving)
  52. {
  53. visitable = blocked = false;
  54. //these flags (and obj vectors) will be restored in map serialization
  55. }
  56. }
  57. bool entrableTerrain(const TerrainTile *from = NULL) const; //checks if terrain is not a rock. If from is water/land, same type is also required.
  58. bool entrableTerrain(bool allowLand, bool allowSea) const; //checks if terrain is not a rock. If from is water/land, same type is also required.
  59. bool isClear(const TerrainTile *from = NULL) const; //checks for blocking objs and terraint type (water / land)
  60. };
  61. struct DLL_EXPORT SheroName //name of starting hero
  62. {
  63. int heroID;
  64. std::string heroName;
  65. template <typename Handler> void serialize(Handler &h, const int version)
  66. {
  67. h & heroID & heroName;
  68. }
  69. };
  70. struct DLL_EXPORT PlayerInfo
  71. {
  72. si32 p7, p8, p9;
  73. ui8 powerPlacehodlers; //q-ty of hero placeholders containing hero type, WARNING: powerPlacehodlers sometimes gives false 0 (eg. even if there is one placeholder), maybe different meaning???
  74. ui8 canHumanPlay;
  75. ui8 canComputerPlay;
  76. ui32 AITactic; //(00 - random, 01 - warrior, 02 - builder, 03 - explorer)
  77. ui32 allowedFactions; //(01 - castle; 02 - rampart; 04 - tower; 08 - inferno; 16 - necropolis; 32 - dungeon; 64 - stronghold; 128 - fortress; 256 - conflux);
  78. ui8 isFactionRandom;
  79. ui32 mainHeroPortrait; //it's ID of hero with choosen portrait; 255 if standard
  80. std::string mainHeroName;
  81. std::vector<SheroName> heroesNames;
  82. ui8 hasMainTown;
  83. ui8 generateHeroAtMainTown;
  84. int3 posOfMainTown;
  85. ui8 team;
  86. ui8 generateHero;
  87. PlayerInfo(): p7(0), p8(0), p9(0), canHumanPlay(0), canComputerPlay(0),
  88. AITactic(0), allowedFactions(0), isFactionRandom(0),
  89. mainHeroPortrait(0), hasMainTown(0), generateHeroAtMainTown(0),
  90. team(255), generateHero(0) {};
  91. si8 defaultCastle() const
  92. {
  93. si8 ret = -2;
  94. for (int j = 0; j < F_NUMBER && ret != -1; j++) //we start with none and find matching faction. if more than one, then set to random
  95. {
  96. if((1 << j) & allowedFactions)
  97. {
  98. if (ret >= 0) //we've already assigned a castle and another one is possible -> set random and let player choose
  99. ret = -1; //breaks
  100. if (ret == -2) //first available castle - pick
  101. ret = j;
  102. }
  103. }
  104. return ret;
  105. }
  106. si8 defaultHero(bool isMapRoE = false) const
  107. {
  108. if ( ((generateHeroAtMainTown || isMapRoE) && hasMainTown) //we will generate hero in front of main town
  109. || p8) //random hero
  110. return -1;
  111. else
  112. return -2;
  113. }
  114. template <typename Handler> void serialize(Handler &h, const int version)
  115. {
  116. h & p7 & p8 & p9 & canHumanPlay & canComputerPlay & AITactic & allowedFactions & isFactionRandom &
  117. mainHeroPortrait & mainHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
  118. posOfMainTown & team & generateHero;
  119. }
  120. };
  121. struct DLL_EXPORT LossCondition
  122. {
  123. ElossCon typeOfLossCon;
  124. int3 pos;
  125. si32 timeLimit; // in days; -1 if not used
  126. const CGObjectInstance *obj; //set during map parsing: hero/town (depending on typeOfLossCon); NULL if not used
  127. template <typename Handler> void serialize(Handler &h, const int version)
  128. {
  129. h & typeOfLossCon & pos & timeLimit & obj;
  130. }
  131. LossCondition();
  132. };
  133. struct DLL_EXPORT CVictoryCondition
  134. {
  135. EvictoryConditions condition; //ID of condition
  136. ui8 allowNormalVictory, appliesToAI;
  137. int3 pos; //pos of city to upgrade (3); pos of town to build grail, {-1,-1,-1} if not relevant (4); hero pos (5); town pos(6); monster pos (7); destination pos(8)
  138. si32 ID; //artifact ID (0); monster ID (1); resource ID (2); needed fort level in upgraded town (3); artifact ID (8)
  139. si32 count; //needed count for creatures (1) / resource (2); upgraded town hall level (3);
  140. const CGObjectInstance *obj; //object of specific monster / city / hero instance (NULL if not used); set during map parsing
  141. CVictoryCondition();
  142. template <typename Handler> void serialize(Handler &h, const int version)
  143. {
  144. h & condition & allowNormalVictory & appliesToAI & pos & ID & count & obj;
  145. }
  146. };
  147. struct DLL_EXPORT Rumor
  148. {
  149. std::string name, text;
  150. template <typename Handler> void serialize(Handler &h, const int version)
  151. {
  152. h & name & text;
  153. }
  154. };
  155. struct DLL_EXPORT DisposedHero
  156. {
  157. ui32 ID;
  158. ui16 portrait; //0xFF - default
  159. std::string name;
  160. ui8 players; //who can hire this hero (bitfield)
  161. template <typename Handler> void serialize(Handler &h, const int version)
  162. {
  163. h & ID & portrait & name & players;
  164. }
  165. };
  166. class DLL_EXPORT CMapEvent
  167. {
  168. public:
  169. std::string name, message;
  170. std::vector<si32> resources; //gained / taken resources
  171. ui8 players; //affected players
  172. ui8 humanAffected;
  173. ui8 computerAffected;
  174. ui32 firstOccurence;
  175. ui32 nextOccurence; //after nextOccurance day event will occur; if it it 0, event occures only one time;
  176. template <typename Handler> void serialize(Handler &h, const int version)
  177. {
  178. h & name & message & resources
  179. & players & humanAffected & computerAffected & firstOccurence & nextOccurence;
  180. }
  181. bool operator<(const CMapEvent &b) const
  182. {
  183. return firstOccurence < b.firstOccurence;
  184. }
  185. };
  186. class DLL_EXPORT CCastleEvent: public CMapEvent
  187. {
  188. public:
  189. std::set<si32> buildings;//build specific buildings
  190. std::vector<si32> creatures;//additional creatures in i-th level dwelling
  191. CGTownInstance * town;//owner of this event
  192. template <typename Handler> void serialize(Handler &h, const int version)
  193. {
  194. h & static_cast<CMapEvent&>(*this);
  195. h & buildings & creatures;
  196. }
  197. };
  198. class DLL_EXPORT CMapHeader
  199. {
  200. public:
  201. enum Eformat {invalid, WoG=0x33, AB=0x15, RoE=0x0e, SoD=0x1c};
  202. Eformat version; // version of map Eformat
  203. ui8 areAnyPLayers; // if there are any playable players on map
  204. si32 height, width, twoLevel; //sizes
  205. std::string name; //name of map
  206. std::string description; //and description
  207. ui8 difficulty; // 0 easy - 4 impossible
  208. ui8 levelLimit;
  209. LossCondition lossCondition;
  210. CVictoryCondition victoryCondition; //victory conditions
  211. std::vector<PlayerInfo> players; // info about players - size 8
  212. ui8 howManyTeams;
  213. std::vector<ui8> allowedHeroes; //allowedHeroes[hero_ID] - if the hero is allowed
  214. std::vector<ui16> placeholdedHeroes; //ID of types of heroes in placeholders
  215. void initFromMemory(const unsigned char *bufor, int &i);
  216. void loadViCLossConditions( const unsigned char * bufor, int &i);
  217. void loadPlayerInfo( int &pom, const unsigned char * bufor, int &i);
  218. CMapHeader(const unsigned char *map); //an argument is a reference to string described a map (unpacked)
  219. CMapHeader();
  220. virtual ~CMapHeader();
  221. template <typename Handler> void serialize(Handler &h, const int Version)
  222. {
  223. h & version & name & description & width & height & twoLevel & difficulty & levelLimit & areAnyPLayers;
  224. h & players & lossCondition & victoryCondition & howManyTeams;
  225. }
  226. };
  227. struct DLL_EXPORT Mapa : public CMapHeader
  228. {
  229. ui32 checksum;
  230. TerrainTile*** terrain;
  231. std::vector<Rumor> rumors;
  232. std::vector<DisposedHero> disposedHeroes;
  233. std::vector<CGHeroInstance*> predefinedHeroes;
  234. std::vector<CGDefInfo *> defy; // list of .def files with definitions from .h3m (may be custom)
  235. std::vector<ui8> allowedSpell; //allowedSpell[spell_ID] - if the spell is allowed
  236. std::vector<ui8> allowedArtifact; //allowedArtifact[artifact_ID] - if the artifact is allowed
  237. std::vector<ui8> allowedAbilities; //allowedAbilities[ability_ID] - if the ability is allowed
  238. std::list<CMapEvent*> events;
  239. int3 grailPos;
  240. int grailRadious;
  241. std::vector<CGObjectInstance*> objects;
  242. std::vector<CGHeroInstance*> heroes;
  243. std::vector<CGTownInstance*> towns;
  244. std::vector<IModableArt *> artInstances; //stores single scrolls
  245. std::map<ui16, CGCreature*> monsters;
  246. std::map<ui16, CGHeroInstance*> heroesToBeat;
  247. void initFromBytes( const unsigned char * bufor); //creates map from decompressed .h3m data
  248. void readEvents( const unsigned char * bufor, int &i);
  249. void readObjects( const unsigned char * bufor, int &i);
  250. void loadQuest( CQuest * guard, const unsigned char * bufor, int & i);
  251. void readDefInfo( const unsigned char * bufor, int &i);
  252. void readTerrain( const unsigned char * bufor, int &i);
  253. void readPredefinedHeroes( const unsigned char * bufor, int &i);
  254. void readHeader( const unsigned char * bufor, int &i);
  255. void readRumors( const unsigned char * bufor, int &i);
  256. void loadHero( CGObjectInstance * &nobj, const unsigned char * bufor, int &i);
  257. void loadTown( CGObjectInstance * &nobj, const unsigned char * bufor, int &i, int subid);
  258. int loadSeerHut( const unsigned char * bufor, int i, CGObjectInstance *& nobj);
  259. void checkForObjectives();
  260. void addBlockVisTiles(CGObjectInstance * obj);
  261. void removeBlockVisTiles(CGObjectInstance * obj, bool total=false);
  262. Mapa(std::string filename); //creates map structure from .h3m file
  263. Mapa();
  264. ~Mapa();
  265. TerrainTile &getTile(const int3 & tile);
  266. const TerrainTile &getTile(const int3 & tile) const;
  267. CGHeroInstance * getHero(int ID, int mode=0);
  268. bool isInTheMap(const int3 &pos) const;
  269. bool isWaterTile(const int3 &pos) const; //out-of-pos safe
  270. template <typename Handler> void serialize(Handler &h, const int formatVersion)
  271. {
  272. h & static_cast<CMapHeader&>(*this);
  273. h & rumors & allowedSpell & allowedAbilities & allowedArtifact & allowedHeroes & events & grailPos;
  274. h & monsters;
  275. h & heroesToBeat;
  276. h & artInstances; //hopefully serialization is now automagical?
  277. //TODO: viccondetails
  278. if(h.saving)
  279. {
  280. //saving terrain
  281. for (int i = 0; i < width ; i++)
  282. for (int j = 0; j < height ; j++)
  283. for (int k = 0; k <= twoLevel ; k++)
  284. h & terrain[i][j][k];
  285. }
  286. else
  287. {
  288. //loading terrain
  289. terrain = new TerrainTile**[width]; // allocate memory
  290. for (int ii=0;ii<width;ii++)
  291. {
  292. terrain[ii] = new TerrainTile*[height]; // allocate memory
  293. for(int jj=0;jj<height;jj++)
  294. terrain[ii][jj] = new TerrainTile[twoLevel+1];
  295. }
  296. for (int i = 0; i < width ; i++)
  297. for (int j = 0; j < height ; j++)
  298. for (int k = 0; k <= twoLevel ; k++)
  299. h & terrain[i][j][k];
  300. }
  301. h & defy & objects;
  302. // //definfos
  303. // std::vector<CGDefInfo*> defs;
  304. //
  305. // if(h.saving) //create vector with all defs used on map
  306. // {
  307. // for(unsigned int i=0; i<objects.size(); i++)
  308. // if(objects[i])
  309. // objects[i]->defInfo->serial = -1; //set serial to serial -1 - indicates that def is not present in defs vector
  310. //
  311. // for(unsigned int i=0; i<objects.size(); i++)
  312. // {
  313. // if(!objects[i]) continue;
  314. // CGDefInfo *cur = objects[i]->defInfo;
  315. // if(cur->serial < 0)
  316. // {
  317. // cur->serial = defs.size();
  318. // defs.push_back(cur);
  319. // }
  320. // }
  321. // }
  322. //
  323. // h & ((h.saving) ? defs : defy);
  324. // //objects
  325. // if(h.saving)
  326. // {
  327. // ui32 hlp = objects.size();
  328. // h & hlp;
  329. // }
  330. // else
  331. // {
  332. // ui32 hlp;
  333. // h & hlp;
  334. // objects.resize(hlp);
  335. // }
  336. //static members
  337. h & CGTeleport::objs;
  338. h & CGTeleport::gates;
  339. h & CGKeys::playerKeyMap;
  340. h & CGMagi::eyelist;
  341. h & CGObelisk::obeliskCount & CGObelisk::visited;
  342. h & CGTownInstance::merchantArtifacts;
  343. // for(unsigned int i=0; i<objects.size(); i++)
  344. // {
  345. // CGObjectInstance *&obj = objects[i];
  346. // h & obj;
  347. //
  348. // if (obj)
  349. // {
  350. // si32 shlp;
  351. // //definfo
  352. // h & (h.saving ? (shlp=obj->defInfo->serial) : shlp); //read / write pos of definfo in defs vector
  353. // if(!h.saving)
  354. // obj->defInfo = defy[shlp];
  355. // }
  356. // }
  357. if(!h.saving)
  358. {
  359. for(unsigned int i=0; i<objects.size(); i++)
  360. {
  361. if(!objects[i]) continue;
  362. if(objects[i]->ID == HEROI_TYPE)
  363. heroes.push_back(static_cast<CGHeroInstance*>(objects[i]));
  364. else if(objects[i]->ID == TOWNI_TYPE)
  365. towns.push_back(static_cast<CGTownInstance*>(objects[i]));
  366. addBlockVisTiles(objects[i]); //recreate blockvis map
  367. }
  368. for(unsigned int i=0; i<heroes.size(); i++) //if hero is visiting/garrisoned in town set appropriate pointers
  369. {
  370. int3 vistile = heroes[i]->pos; vistile.x++;
  371. for(unsigned int j=0; j<towns.size(); j++)
  372. {
  373. if(vistile == towns[j]->pos) //hero stands on the town entrance
  374. {
  375. if(heroes[i]->inTownGarrison)
  376. {
  377. towns[j]->garrisonHero = heroes[i];
  378. removeBlockVisTiles(heroes[i]);
  379. }
  380. else
  381. {
  382. towns[j]->visitingHero = heroes[i];
  383. }
  384. heroes[i]->visitedTown = towns[j];
  385. break;
  386. }
  387. }
  388. vistile.x -= 2; //manifest pos
  389. const TerrainTile &t = getTile(vistile);
  390. if(t.tertype != TerrainTile::water) continue;
  391. //hero stands on the water - he must be in the boat
  392. for(unsigned int j = 0; j < t.visitableObjects.size(); j++)
  393. {
  394. if(t.visitableObjects[j]->ID == 8)
  395. {
  396. CGBoat *b = static_cast<CGBoat *>(t.visitableObjects[j]);
  397. heroes[i]->boat = b;
  398. b->hero = heroes[i];
  399. removeBlockVisTiles(b);
  400. break;
  401. }
  402. }
  403. } //heroes loop
  404. } //!saving
  405. }
  406. };
  407. #endif // __MAP_H__