map.h 14 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. enum EDefType {TOWN_DEF, HERO_DEF, CREATURES_DEF, SEERHUT_DEF, RESOURCE_DEF, TERRAINOBJ_DEF,
  32. EVENTOBJ_DEF, SIGN_DEF, GARRISON_DEF, ARTIFACT_DEF, WITCHHUT_DEF, SCHOLAR_DEF, PLAYERONLY_DEF,
  33. SHRINE_DEF, SPELLSCROLL_DEF, PANDORA_DEF, GRAIL_DEF, CREGEN_DEF, CREGEN2_DEF, CREGEN3_DEF,
  34. BORDERGUARD_DEF, HEROPLACEHOLDER_DEF};
  35. class DLL_EXPORT CSpecObjInfo
  36. {
  37. public:
  38. virtual ~CSpecObjInfo(){};
  39. };
  40. class DLL_EXPORT CCreGenObjInfo : public CSpecObjInfo
  41. {
  42. public:
  43. unsigned char player; //owner
  44. bool asCastle;
  45. ui32 identifier;
  46. unsigned char castles[2]; //allowed castles
  47. };
  48. class DLL_EXPORT CCreGen2ObjInfo : public CSpecObjInfo
  49. {
  50. public:
  51. unsigned char player; //owner
  52. bool asCastle;
  53. ui32 identifier;
  54. unsigned char castles[2]; //allowed castles
  55. unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
  56. };
  57. class DLL_EXPORT CCreGen3ObjInfo : public CSpecObjInfo
  58. {
  59. public:
  60. unsigned char player; //owner
  61. unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
  62. };
  63. struct DLL_EXPORT TerrainTile
  64. {
  65. enum EterrainType {border=-1, dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock};
  66. enum Eriver {noRiver=0, clearRiver, icyRiver, muddyRiver, lavaRiver};
  67. enum Eroad {dirtRoad=1, grazvelRoad, cobblestoneRoad};
  68. EterrainType tertype; // type of terrain
  69. unsigned char terview; // look of terrain
  70. Eriver nuine; // type of Eriver (0 if there is no river)
  71. unsigned char rivDir; // direction of Eriver
  72. Eroad malle; // type of Eroad (0 if there is no river)
  73. unsigned char roadDir; // direction of Eroad
  74. unsigned char siodmyTajemniczyBajt; //bitfield, info whether this tile is coastal and how to rotate tile graphics
  75. bool visitable; //false = not visitable; true = visitable
  76. bool blocked; //false = free; true = blocked;
  77. std::vector <CGObjectInstance*> visitableObjects; //pointers to objects hero can visit while being on this tile
  78. std::vector <CGObjectInstance*> blockingObjects; //pointers to objects that are blocking this tile
  79. template <typename Handler> void serialize(Handler &h, const int version)
  80. {
  81. h & tertype & terview & nuine & rivDir & malle &roadDir & siodmyTajemniczyBajt;
  82. if(!h.saving)
  83. {
  84. visitable = blocked = false;
  85. //these flags (and obj vectors) will be restored in map serialization
  86. }
  87. }
  88. };
  89. struct DLL_EXPORT SheroName //name of starting hero
  90. {
  91. int heroID;
  92. std::string heroName;
  93. template <typename Handler> void serialize(Handler &h, const int version)
  94. {
  95. h & heroID & heroName;
  96. }
  97. };
  98. struct DLL_EXPORT PlayerInfo
  99. {
  100. si32 p7, p8, p9;
  101. 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???
  102. ui8 canHumanPlay;
  103. ui8 canComputerPlay;
  104. ui32 AITactic; //(00 - random, 01 - warrior, 02 - builder, 03 - explorer)
  105. ui32 allowedFactions; //(01 - castle; 02 - rampart; 04 - tower; 08 - inferno; 16 - necropolis; 32 - dungeon; 64 - stronghold; 128 - fortress; 256 - conflux);
  106. ui8 isFactionRandom;
  107. ui32 mainHeroPortrait; //it's ID of hero with choosen portrait; 255 if standard
  108. std::string mainHeroName;
  109. std::vector<SheroName> heroesNames;
  110. ui8 hasMainTown;
  111. ui8 generateHeroAtMainTown;
  112. int3 posOfMainTown;
  113. ui8 team;
  114. ui8 generateHero;
  115. PlayerInfo(): p7(0), p8(0), p9(0), canHumanPlay(0), canComputerPlay(0),
  116. AITactic(0), allowedFactions(0), isFactionRandom(0),
  117. mainHeroPortrait(0), hasMainTown(0), generateHeroAtMainTown(0),
  118. team(255), generateHero(0) {};
  119. template <typename Handler> void serialize(Handler &h, const int version)
  120. {
  121. h & p7 & p8 & p9 & canHumanPlay & canComputerPlay & AITactic & allowedFactions & isFactionRandom &
  122. mainHeroPortrait & mainHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
  123. posOfMainTown & team & generateHero;
  124. }
  125. };
  126. struct DLL_EXPORT LossCondition
  127. {
  128. ElossCon typeOfLossCon;
  129. int3 pos;
  130. si32 timeLimit; // in days; -1 if not used
  131. const CGObjectInstance *obj; //set during map parsing: hero/town (depending on typeOfLossCon); NULL if not used
  132. template <typename Handler> void serialize(Handler &h, const int version)
  133. {
  134. h & typeOfLossCon & pos & timeLimit & obj;
  135. }
  136. LossCondition();
  137. };
  138. struct DLL_EXPORT CVictoryCondition
  139. {
  140. EvictoryConditions condition; //ID of condition
  141. ui8 allowNormalVictory, appliesToAI;
  142. 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)
  143. si32 ID; //artifact ID (0); monster ID (1); resource ID (2); needed fort level in upgraded town (3); artifact ID (8)
  144. si32 count; //needed count for creatures (1) / resource (2); upgraded town hall level (3);
  145. const CGObjectInstance *obj; //object of specific monster / city / hero instance (NULL if not used); set during map parsing
  146. CVictoryCondition();
  147. template <typename Handler> void serialize(Handler &h, const int version)
  148. {
  149. h & condition & allowNormalVictory & appliesToAI & pos & ID & count & obj;
  150. }
  151. };
  152. struct DLL_EXPORT Rumor
  153. {
  154. std::string name, text;
  155. template <typename Handler> void serialize(Handler &h, const int version)
  156. {
  157. h & name & text;
  158. }
  159. };
  160. struct DLL_EXPORT DisposedHero
  161. {
  162. ui32 ID;
  163. ui16 portrait; //0xFF - default
  164. std::string name;
  165. ui8 players; //who can hire this hero (bitfield)
  166. template <typename Handler> void serialize(Handler &h, const int version)
  167. {
  168. h & ID & portrait & name & players;
  169. }
  170. };
  171. class DLL_EXPORT CMapEvent
  172. {
  173. public:
  174. std::string name, message;
  175. std::vector<si32> resources; //gained / taken resources
  176. ui8 players; //affected players
  177. ui8 humanAffected;
  178. ui8 computerAffected;
  179. ui32 firstOccurence;
  180. ui32 nextOccurence; //after nextOccurance day event will occur; if it it 0, event occures only one time;
  181. template <typename Handler> void serialize(Handler &h, const int version)
  182. {
  183. h & name & message & resources
  184. & players & humanAffected & computerAffected & firstOccurence & nextOccurence;
  185. }
  186. bool operator<(const CMapEvent &b) const
  187. {
  188. return firstOccurence < b.firstOccurence;
  189. }
  190. };
  191. class DLL_EXPORT CMapHeader
  192. {
  193. public:
  194. enum Eformat {invalid, WoG=0x33, AB=0x15, RoE=0x0e, SoD=0x1c};
  195. Eformat version; // version of map Eformat
  196. ui8 areAnyPLayers; // if there are any playable players on map
  197. si32 height, width, twoLevel; //sizes
  198. std::string name; //name of map
  199. std::string description; //and description
  200. ui8 difficulty; // 0 easy - 4 impossible
  201. ui8 levelLimit;
  202. LossCondition lossCondition;
  203. CVictoryCondition victoryCondition; //victory conditions
  204. std::vector<PlayerInfo> players; // info about players - size 8
  205. ui8 howManyTeams;
  206. std::vector<ui8> allowedHeroes; //allowedHeroes[hero_ID] - if the hero is allowed
  207. std::vector<ui16> placeholdedHeroes; //ID of types of heroes in placeholders
  208. void initFromMemory(const unsigned char *bufor, int &i);
  209. void loadViCLossConditions( const unsigned char * bufor, int &i);
  210. void loadPlayerInfo( int &pom, const unsigned char * bufor, int &i);
  211. CMapHeader(const unsigned char *map); //an argument is a reference to string described a map (unpacked)
  212. CMapHeader();
  213. virtual ~CMapHeader();
  214. template <typename Handler> void serialize(Handler &h, const int Version)
  215. {
  216. h & version & name & description & width & height & twoLevel & difficulty & levelLimit & areAnyPLayers;
  217. h & players & lossCondition & victoryCondition & howManyTeams;
  218. }
  219. };
  220. struct DLL_EXPORT Mapa : public CMapHeader
  221. {
  222. ui32 checksum;
  223. TerrainTile*** terrain;
  224. std::vector<Rumor> rumors;
  225. std::vector<DisposedHero> disposedHeroes;
  226. std::vector<CGHeroInstance*> predefinedHeroes;
  227. std::vector<CGDefInfo *> defy; // list of .def files with definitions from .h3m (may be custom)
  228. std::vector<ui8> allowedSpell; //allowedSpell[spell_ID] - if the spell is allowed
  229. std::vector<ui8> allowedArtifact; //allowedArtifact[artifact_ID] - if the artifact is allowed
  230. std::vector<ui8> allowedAbilities; //allowedAbilities[ability_ID] - if the ability is allowed
  231. std::list<CMapEvent*> events;
  232. int3 grailPos;
  233. int grailRadious;
  234. std::vector<CGObjectInstance*> objects;
  235. std::vector<CGHeroInstance*> heroes;
  236. std::vector<CGTownInstance*> towns;
  237. std::map<ui16, CGCreature*> monsters;
  238. std::map<ui16, CGHeroInstance*> heroesToBeat;
  239. void initFromBytes( const unsigned char * bufor); //creates map from decompressed .h3m data
  240. void readEvents( const unsigned char * bufor, int &i);
  241. void readObjects( const unsigned char * bufor, int &i);
  242. void loadQuest( CQuest * guard, const unsigned char * bufor, int & i);
  243. void readDefInfo( const unsigned char * bufor, int &i);
  244. void readTerrain( const unsigned char * bufor, int &i);
  245. void readPredefinedHeroes( const unsigned char * bufor, int &i);
  246. void readHeader( const unsigned char * bufor, int &i);
  247. void readRumors( const unsigned char * bufor, int &i);
  248. void loadHero( CGObjectInstance * &nobj, const unsigned char * bufor, int &i);
  249. void loadTown( CGObjectInstance * &nobj, const unsigned char * bufor, int &i, int subid);
  250. int loadSeerHut( const unsigned char * bufor, int i, CGObjectInstance *& nobj);
  251. void checkForObjectives();
  252. void addBlockVisTiles(CGObjectInstance * obj);
  253. void removeBlockVisTiles(CGObjectInstance * obj, bool total=false);
  254. Mapa(std::string filename); //creates map structure from .h3m file
  255. Mapa();
  256. ~Mapa();
  257. TerrainTile &getTile(int3 tile);
  258. const TerrainTile &getTile(int3 tile) const;
  259. CGHeroInstance * getHero(int ID, int mode=0);
  260. bool isInTheMap(const int3 &pos) const;
  261. bool isWaterTile(const int3 &pos) const; //out-of-pos safe
  262. template <typename Handler> void serialize(Handler &h, const int formatVersion)
  263. {
  264. h & static_cast<CMapHeader&>(*this);
  265. h & rumors & allowedSpell & allowedAbilities & allowedArtifact & allowedHeroes & events & grailPos;
  266. h & monsters & heroesToBeat; //hoprfully serialization is now automagical?
  267. //TODO: viccondetails
  268. if(h.saving)
  269. {
  270. //saving terrain
  271. for (int i = 0; i < width ; i++)
  272. for (int j = 0; j < height ; j++)
  273. for (int k = 0; k <= twoLevel ; k++)
  274. h & terrain[i][j][k];
  275. }
  276. else
  277. {
  278. //loading terrain
  279. terrain = new TerrainTile**[width]; // allocate memory
  280. for (int ii=0;ii<width;ii++)
  281. {
  282. terrain[ii] = new TerrainTile*[height]; // allocate memory
  283. for(int jj=0;jj<height;jj++)
  284. terrain[ii][jj] = new TerrainTile[twoLevel+1];
  285. }
  286. for (int i = 0; i < width ; i++)
  287. for (int j = 0; j < height ; j++)
  288. for (int k = 0; k <= twoLevel ; k++)
  289. h & terrain[i][j][k];
  290. }
  291. //definfos
  292. std::vector<CGDefInfo*> defs;
  293. if(h.saving) //create vector with all defs used on map
  294. {
  295. for(unsigned int i=0; i<objects.size(); i++)
  296. if(objects[i])
  297. objects[i]->defInfo->serial = -1; //set serial to serial -1 - indicates that def is not present in defs vector
  298. for(unsigned int i=0; i<objects.size(); i++)
  299. {
  300. if(!objects[i]) continue;
  301. CGDefInfo *cur = objects[i]->defInfo;
  302. if(cur->serial < 0)
  303. {
  304. cur->serial = defs.size();
  305. defs.push_back(cur);
  306. }
  307. }
  308. }
  309. h & ((h.saving) ? defs : defy);
  310. //objects
  311. if(h.saving)
  312. {
  313. ui32 hlp = objects.size();
  314. h & hlp;
  315. }
  316. else
  317. {
  318. ui32 hlp;
  319. h & hlp;
  320. objects.resize(hlp);
  321. }
  322. //static members
  323. h & CGTeleport::objs;
  324. h & CGTeleport::gates;
  325. h & CGKeys::playerKeyMap;
  326. h & CGMagi::eyelist;
  327. h & CGPyramid::pyramidConfig;
  328. h & CGObelisk::obeliskCount & CGObelisk::visited;
  329. for(unsigned int i=0; i<objects.size(); i++)
  330. {
  331. CGObjectInstance *&obj = objects[i];
  332. h & obj;
  333. if (obj)
  334. {
  335. si32 shlp;
  336. //definfo
  337. h & (h.saving ? (shlp=obj->defInfo->serial) : shlp); //read / write pos of definfo in defs vector
  338. if(!h.saving)
  339. obj->defInfo = defy[shlp];
  340. }
  341. }
  342. if(!h.saving)
  343. {
  344. for(unsigned int i=0; i<objects.size(); i++)
  345. {
  346. if(!objects[i]) continue;
  347. if(objects[i]->ID == HEROI_TYPE)
  348. heroes.push_back(static_cast<CGHeroInstance*>(objects[i]));
  349. else if(objects[i]->ID == TOWNI_TYPE)
  350. towns.push_back(static_cast<CGTownInstance*>(objects[i]));
  351. addBlockVisTiles(objects[i]); //recreate blockvis map
  352. }
  353. for(unsigned int i=0; i<heroes.size(); i++) //if hero is visiting/garrisoned in town set appropriate pointers
  354. {
  355. int3 vistile = heroes[i]->pos; vistile.x++;
  356. for(unsigned int j=0; j<towns.size(); j++)
  357. {
  358. if(vistile == towns[j]->pos) //hero stands on the town entrance
  359. {
  360. if(heroes[i]->inTownGarrison)
  361. {
  362. towns[j]->garrisonHero = heroes[i];
  363. removeBlockVisTiles(heroes[i]);
  364. }
  365. else
  366. {
  367. towns[j]->visitingHero = heroes[i];
  368. }
  369. heroes[i]->visitedTown = towns[j];
  370. break;
  371. }
  372. }
  373. vistile.x -= 2; //manifest pos
  374. const TerrainTile &t = getTile(vistile);
  375. if(t.tertype != TerrainTile::water) continue;
  376. //hero stands on the water - he must be in the boat
  377. for(unsigned int j = 0; j < t.visitableObjects.size(); j++)
  378. {
  379. if(t.visitableObjects[j]->ID == 8)
  380. {
  381. CGBoat *b = static_cast<CGBoat *>(t.visitableObjects[j]);
  382. heroes[i]->boat = b;
  383. b->hero = heroes[i];
  384. removeBlockVisTiles(b);
  385. break;
  386. }
  387. }
  388. } //heroes loop
  389. } //!saving
  390. }
  391. };
  392. #endif // __MAP_H__