| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503 | /* * CMap.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#pragma once#include "../ConstTransitivePtr.h"#include "../mapObjects/MiscObjects.h" // To serialize static props#include "../mapObjects/CQuest.h" // To serialize static props#include "../mapObjects/CGTownInstance.h" // To serialize static props#include "../ResourceSet.h"#include "../int3.h"#include "../GameConstants.h"#include "../LogicalExpression.h"#include "CMapDefines.h"VCMI_LIB_NAMESPACE_BEGINclass CArtifactInstance;class CGObjectInstance;class CGHeroInstance;class CCommanderInstance;class CGCreature;class CQuest;class CGTownInstance;class IModableArt;class IQuestObject;class CInputStream;class CMapEditManager;/// The hero name struct consists of the hero id and the hero name.struct DLL_LINKAGE SHeroName{	SHeroName();	int heroId;	std::string heroName;	template <typename Handler>	void serialize(Handler & h, const int version)	{		h & heroId;		h & heroName;	}};/// The player info constains data about which factions are allowed, AI tactical settings,/// the main hero name, where to generate the hero, whether the faction should be selected randomly,...struct DLL_LINKAGE PlayerInfo{	PlayerInfo();	/// Gets the default faction id or -1 for a random faction.	si8 defaultCastle() const;	/// Gets the default hero id or -1 for a random hero.	si8 defaultHero() const;	bool canAnyonePlay() const;	bool hasCustomMainHero() const;	bool canHumanPlay;	bool canComputerPlay;	EAiTactic::EAiTactic aiTactic; /// The default value is EAiTactic::RANDOM.	std::set<TFaction> allowedFactions;	bool isFactionRandom;	///main hero instance (VCMI maps only)	std::string mainHeroInstance;	/// Player has a random main hero	bool hasRandomHero;	/// The default value is -1.	si32 mainCustomHeroPortrait;	std::string mainCustomHeroName;	/// ID of custom hero (only if portrait and hero name are set, otherwise unpredicted value), -1 if none (not always -1)	si32 mainCustomHeroId;	std::vector<SHeroName> heroesNames; /// list of placed heroes on the map	bool hasMainTown; /// The default value is false.	bool generateHeroAtMainTown; /// The default value is false.	int3 posOfMainTown;	TeamID team; /// The default value NO_TEAM	bool generateHero; /// Unused.	si32 p7; /// Unknown and unused.	/// Unused. Count of hero placeholders containing hero type.	/// WARNING: powerPlaceholders sometimes gives false 0 (eg. even if there is one placeholder), maybe different meaning ???	ui8 powerPlaceholders;	template <typename Handler>	void serialize(Handler & h, const int version)	{		h & p7;		h & hasRandomHero;		h & mainCustomHeroId;		h & canHumanPlay;		h & canComputerPlay;		h & aiTactic;		h & allowedFactions;		h & isFactionRandom;		h & mainCustomHeroPortrait;		h & mainCustomHeroName;		h & heroesNames;		h & hasMainTown;		h & generateHeroAtMainTown;		h & posOfMainTown;		h & team;		h & generateHero;		h & mainHeroInstance;	}};/// The loss condition describes the condition to lose the game. (e.g. lose all own heroes/castles)struct DLL_LINKAGE EventCondition{	enum EWinLoseType {		//internal use, deprecated		HAVE_ARTIFACT,     // type - required artifact		HAVE_CREATURES,    // type - creatures to collect, value - amount to collect		HAVE_RESOURCES,    // type - resource ID, value - amount to collect		HAVE_BUILDING,     // position - town, optional, type - building to build		CONTROL,           // position - position of object, optional, type - type of object		DESTROY,           // position - position of object, optional, type - type of object		TRANSPORT,         // position - where artifact should be transported, type - type of artifact		//map format version pre 1.0		DAYS_PASSED,       // value - number of days from start of the game		IS_HUMAN,          // value - 0 = player is AI, 1 = player is human		DAYS_WITHOUT_TOWN, // value - how long player can live without town, 0=instakill		STANDARD_WIN,      // normal defeat all enemies condition		CONST_VALUE,        // condition that always evaluates to "value" (0 = false, 1 = true)		//map format version 1.0+		HAVE_0,		HAVE_BUILDING_0,		DESTROY_0	};	EventCondition(EWinLoseType condition = STANDARD_WIN);	EventCondition(EWinLoseType condition, si32 value, si32 objectType, int3 position = int3(-1, -1, -1));	const CGObjectInstance * object; // object that was at specified position or with instance name on start	EMetaclass metaType;	si32 value;	si32 objectType;	si32 objectSubtype;	std::string objectInstanceName;	int3 position;	EWinLoseType condition;	template <typename Handler>	void serialize(Handler & h, const int version)	{		h & object;		h & value;		h & objectType;		h & position;		h & condition;		h & objectSubtype;		h & objectInstanceName;		h & metaType;	}};typedef LogicalExpression<EventCondition> EventExpression;struct DLL_LINKAGE EventEffect{	enum EType	{		VICTORY,		DEFEAT	};	/// effect type, using EType enum	si8 type;	/// message that will be sent to other players	std::string toOtherMessage;	template <typename Handler>	void serialize(Handler & h, const int version)	{		h & type;		h & toOtherMessage;	}};struct DLL_LINKAGE TriggeredEvent{	/// base condition that must be evaluated	EventExpression trigger;	/// string identifier read from config file (e.g. captureKreelah)	std::string identifier;	/// string-description, for use in UI (capture town to win)	std::string description;	/// Message that will be displayed when this event is triggered (You captured town. You won!)	std::string onFulfill;	/// Effect of this event. TODO: refactor into something more flexible	EventEffect effect;	template <typename Handler>	void serialize(Handler & h, const int version)	{		h & identifier;		h & trigger;		h & description;		h & onFulfill;		h & effect;	}};/// The rumor struct consists of a rumor name and text.struct DLL_LINKAGE Rumor{	std::string name;	std::string text;	Rumor() = default;	~Rumor() = default;	template <typename Handler>	void serialize(Handler & h, const int version)	{		h & name;		h & text;	}	void serializeJson(JsonSerializeFormat & handler);};/// The disposed hero struct describes which hero can be hired from which player.struct DLL_LINKAGE DisposedHero{	DisposedHero();	ui32 heroId;	ui16 portrait; /// The portrait id of the hero, 0xFF is default.	std::string name;	ui8 players; /// Who can hire this hero (bitfield).	template <typename Handler>	void serialize(Handler & h, const int version)	{		h & heroId;		h & portrait;		h & name;		h & players;	}};namespace EMapFormat{enum EMapFormat: ui8{	INVALID = 0,	//    HEX     DEC	ROE = 0x0e, // 14	AB  = 0x15, // 21	SOD = 0x1c, // 28// HOTA = 0x1e ... 0x20 // 28 ... 30	WOG = 0x33,  // 51	VCMI = 0xF0};}/// The map header holds information about loss/victory condition,map format, version, players, height, width,...class DLL_LINKAGE CMapHeader{	void setupEvents();public:	static const int MAP_SIZE_SMALL = 36;	static const int MAP_SIZE_MIDDLE = 72;	static const int MAP_SIZE_LARGE = 108;	static const int MAP_SIZE_XLARGE = 144;	CMapHeader();	virtual ~CMapHeader();	ui8 levels() const;	EMapFormat::EMapFormat version; /// The default value is EMapFormat::SOD.	si32 height; /// The default value is 72.	si32 width; /// The default value is 72.	bool twoLevel; /// The default value is true.	std::string name;	std::string description;	ui8 difficulty; /// The default value is 1 representing a normal map difficulty.	/// Specifies the maximum level to reach for a hero. A value of 0 states that there is no	///	maximum level for heroes. This is the default value.	ui8 levelLimit;	std::string victoryMessage;	std::string defeatMessage;	ui16 victoryIconIndex;	ui16 defeatIconIndex;	std::vector<PlayerInfo> players; /// The default size of the vector is PlayerColor::PLAYER_LIMIT.	ui8 howManyTeams;	std::vector<bool> allowedHeroes;	bool areAnyPlayers; /// Unused. True if there are any playable players on the map.	/// "main quests" of the map that describe victory and loss conditions	std::vector<TriggeredEvent> triggeredEvents;	template <typename Handler>	void serialize(Handler & h, const int Version)	{		h & version;		h & name;		h & description;		h & width;		h & height;		h & twoLevel;		h & difficulty;		h & levelLimit;		h & areAnyPlayers;		h & players;		h & howManyTeams;		h & allowedHeroes;		//Do not serialize triggeredEvents in header as they can contain information about heroes and armies		h & victoryMessage;		h & victoryIconIndex;		h & defeatMessage;		h & defeatIconIndex;	}};/// The map contains the map header, the tiles of the terrain, objects, heroes, towns, rumors...class DLL_LINKAGE CMap : public CMapHeader{public:	CMap();	~CMap();	void initTerrain();	CMapEditManager * getEditManager();	TerrainTile & getTile(const int3 & tile);	const TerrainTile & getTile(const int3 & tile) const;	bool isCoastalTile(const int3 & pos) const;	bool isInTheMap(const int3 & pos) const;	bool isWaterTile(const int3 & pos) const;	bool canMoveBetween(const int3 &src, const int3 &dst) const;	bool checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const;	int3 guardingCreaturePosition (int3 pos) const;	void addBlockVisTiles(CGObjectInstance * obj);	void removeBlockVisTiles(CGObjectInstance * obj, bool total = false);	void calculateGuardingGreaturePositions();	void addNewArtifactInstance(CArtifactInstance * art);	void eraseArtifactInstance(CArtifactInstance * art);	void addNewQuestInstance(CQuest * quest);	void removeQuestInstance(CQuest * quest);	void setUniqueInstanceName(CGObjectInstance * obj);	///Use only this method when creating new map object instances	void addNewObject(CGObjectInstance * obj);	void moveObject(CGObjectInstance * obj, const int3 & dst);	void removeObject(CGObjectInstance * obj);	/// Gets object of specified type on requested position	const CGObjectInstance * getObjectiveObjectFrom(int3 pos, Obj::EObj type);	CGHeroInstance * getHero(int heroId);	/// Sets the victory/loss condition objectives ??	void checkForObjectives();	void resetStaticData();	ui32 checksum;	std::vector<Rumor> rumors;	std::vector<DisposedHero> disposedHeroes;	std::vector<ConstTransitivePtr<CGHeroInstance> > predefinedHeroes;	std::vector<bool> allowedSpell;	std::vector<bool> allowedArtifact;	std::vector<bool> allowedAbilities;	std::list<CMapEvent> events;	int3 grailPos;	int grailRadius;	//Central lists of items in game. Position of item in the vectors below is their (instance) id.	std::vector< ConstTransitivePtr<CGObjectInstance> > objects;	std::vector< ConstTransitivePtr<CGTownInstance> > towns;	std::vector< ConstTransitivePtr<CArtifactInstance> > artInstances;	std::vector< ConstTransitivePtr<CQuest> > quests;	std::vector< ConstTransitivePtr<CGHeroInstance> > allHeroes; //indexed by [hero_type_id]; on map, disposed, prisons, etc.	//Helper lists	std::vector< ConstTransitivePtr<CGHeroInstance> > heroesOnMap;	std::map<TeleportChannelID, std::shared_ptr<TeleportChannel> > teleportChannels;	/// associative list to identify which hero/creature id belongs to which object id(index for objects)	std::map<si32, ObjectInstanceID> questIdentifierToId;	std::unique_ptr<CMapEditManager> editManager;	int3 ***guardingCreaturePositions;	std::map<std::string, ConstTransitivePtr<CGObjectInstance> > instanceNames;private:	/// a 3-dimensional array of terrain tiles, access is as follows: x, y, level. where level=1 is underground	TerrainTile*** terrain;	si32 uidCounter; //TODO: initialize when loading an old mappublic:	template <typename Handler>	void serialize(Handler &h, const int formatVersion)	{		h & static_cast<CMapHeader&>(*this);		h & triggeredEvents; //from CMapHeader		h & rumors;		h & allowedSpell;		h & allowedAbilities;		h & allowedArtifact;		h & events;		h & grailPos;		h & artInstances;		h & quests;		h & allHeroes;		h & questIdentifierToId;		//TODO: viccondetails		const int level = levels();		if(h.saving)		{			// Save terrain			for(int z = 0; z < level; ++z)			{				for(int x = 0; x < width; ++x)				{					for(int y = 0; y < height; ++y)					{						h & terrain[z][x][y];						h & guardingCreaturePositions[z][x][y];					}				}			}		}		else		{			// Load terrain			terrain = new TerrainTile**[level];			guardingCreaturePositions = new int3**[level];			for(int z = 0; z < level; ++z)			{				terrain[z] = new TerrainTile*[width];				guardingCreaturePositions[z] = new int3*[width];				for(int x = 0; x < width; ++x)				{					terrain[z][x] = new TerrainTile[height];					guardingCreaturePositions[z][x] = new int3[height];				}			}			for(int z = 0; z < level; ++z)			{				for(int x = 0; x < width; ++x)				{					for(int y = 0; y < height; ++y)					{						h & terrain[z][x][y];						h & guardingCreaturePositions[z][x][y];					}				}			}		}		h & objects;		h & heroesOnMap;		h & teleportChannels;		h & towns;		h & artInstances;		// static members		h & CGKeys::playerKeyMap;		h & CGMagi::eyelist;		h & CGObelisk::obeliskCount;		h & CGObelisk::visited;		h & CGTownInstance::merchantArtifacts;		h & CGTownInstance::universitySkills;		h & instanceNames;	}};VCMI_LIB_NAMESPACE_END
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