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- /*
 
-  * 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"
 
- class 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 & heroName;
 
- 	}
 
- };
 
- namespace EAiTactic
 
- {
 
- enum EAiTactic
 
- {
 
- 	NONE = -1,
 
- 	RANDOM,
 
- 	WARRIOR,
 
- 	BUILDER,
 
- 	EXPLORER
 
- };
 
- }
 
- /// 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;
 
- 	si32 mainCustomHeroPortrait; /// The default value is -1.
 
- 	std::string mainCustomHeroName;
 
- 	si32 mainCustomHeroId; /// ID of custom hero (only if portrait and hero name are set, otherwise unpredicted value), -1 if none (not always -1)
 
- 	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 is 255 representing that the player belongs to no team.
 
- 	bool hasRandomHero; /// Player has a random hero
 
- 	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 & hasRandomHero & mainCustomHeroId & canHumanPlay & canComputerPlay & aiTactic & allowedFactions & isFactionRandom &
 
- 				mainCustomHeroPortrait & mainCustomHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
 
- 				posOfMainTown & team & generateHero;
 
- 	}
 
- };
 
- /// The loss condition describes the condition to lose the game. (e.g. lose all own heroes/castles)
 
- struct DLL_LINKAGE EventCondition
 
- {
 
- 	enum EWinLoseType {
 
- 		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
 
- 		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)
 
- 	};
 
- 	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 on start
 
- 	si32 value;
 
- 	si32 objectType;
 
- 	int3 position;
 
- 	EWinLoseType condition;
 
- 	template <typename Handler>
 
- 	void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & object & value & objectType & position & condition;
 
- 	}
 
- };
 
- 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 & 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 & trigger & description & onFulfill & effect;
 
- 	}
 
- };
 
- /// The rumor struct consists of a rumor name and text.
 
- struct DLL_LINKAGE Rumor
 
- {
 
- 	std::string name;
 
- 	std::string text;
 
- 	template <typename Handler>
 
- 	void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & name & text;
 
- 	}
 
- };
 
- /// 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 & portrait & name & players;
 
- 	}
 
- };
 
- /// The map event is an event which e.g. gives or takes resources of a specific
 
- /// amount to/from players and can appear regularly or once a time.
 
- class DLL_LINKAGE CMapEvent
 
- {
 
- public:
 
- 	CMapEvent();
 
- 	bool earlierThan(const CMapEvent & other) const;
 
- 	bool earlierThanOrEqual(const CMapEvent & other) const;
 
- 	std::string name;
 
- 	std::string message;
 
- 	TResources resources;
 
- 	ui8 players; // affected players, bit field?
 
- 	ui8 humanAffected;
 
- 	ui8 computerAffected;
 
- 	ui32 firstOccurence;
 
- 	ui32 nextOccurence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time
 
- 	template <typename Handler>
 
- 	void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & name & message & resources
 
- 				& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
 
- 	}
 
- };
 
- /// The castle event builds/adds buildings/creatures for a specific town.
 
- class DLL_LINKAGE CCastleEvent: public CMapEvent
 
- {
 
- public:
 
- 	CCastleEvent();
 
- 	std::set<BuildingID> buildings;
 
- 	std::vector<si32> creatures;
 
- 	CGTownInstance * town;
 
- 	template <typename Handler>
 
- 	void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CMapEvent &>(*this);
 
- 		h & buildings & creatures;
 
- 	}
 
- };
 
- namespace ERiverType
 
- {
 
- enum ERiverType
 
- {
 
- 	NO_RIVER, CLEAR_RIVER, ICY_RIVER, MUDDY_RIVER, LAVA_RIVER
 
- };
 
- }
 
- namespace ERoadType
 
- {
 
- enum ERoadType
 
- {
 
- 	NO_ROAD, DIRT_ROAD, GRAVEL_ROAD, COBBLESTONE_ROAD
 
- };
 
- }
 
- /// The terrain tile describes the terrain type and the visual representation of the terrain.
 
- /// Furthermore the struct defines whether the tile is visitable or/and blocked and which objects reside in it.
 
- struct DLL_LINKAGE TerrainTile
 
- {
 
- 	TerrainTile();
 
- 	/// Gets true if the terrain is not a rock. If from is water/land, same type is also required.
 
- 	bool entrableTerrain(const TerrainTile * from = nullptr) const;
 
- 	bool entrableTerrain(bool allowLand, bool allowSea) const;
 
- 	/// Checks for blocking objects and terraint type (water / land).
 
- 	bool isClear(const TerrainTile * from = nullptr) const;
 
- 	/// Gets the ID of the top visitable object or -1 if there is none.
 
- 	int topVisitableId() const;
 
- 	CGObjectInstance * topVisitableObj() const;
 
- 	bool isWater() const;
 
- 	bool isCoastal() const;
 
- 	bool hasFavourableWinds() const;
 
- 	ETerrainType terType;
 
- 	ui8 terView;
 
- 	ERiverType::ERiverType riverType;
 
- 	ui8 riverDir;
 
- 	ERoadType::ERoadType roadType;
 
- 	ui8 roadDir;
 
- 	/// 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
 
- 	ui8 extTileFlags;
 
- 	bool visitable;
 
- 	bool blocked;
 
- 	std::vector<CGObjectInstance *> visitableObjects;
 
- 	std::vector<CGObjectInstance *> blockingObjects;
 
- 	template <typename Handler>
 
- 	void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & terType & terView & riverType & riverDir & roadType &roadDir & extTileFlags;
 
- 		h & visitable & blocked;
 
- 		h & visitableObjects & blockingObjects;
 
- 	}
 
- };
 
- namespace EMapFormat
 
- {
 
- enum EMapFormat
 
- {
 
- 	INVALID = 0,
 
- 	//    HEX     DEC
 
- 	ROE = 0x0e, // 14
 
- 	AB  = 0x15, // 21
 
- 	SOD = 0x1c, // 28
 
- // HOTA = 0x1e ... 0x20 // 28 ... 30
 
- 	WOG = 0x33  // 51
 
- };
 
- }
 
- /// 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;
 
- 	static const int MAP_SIZE_MIDDLE;
 
- 	static const int MAP_SIZE_LARGE;
 
- 	static const int MAP_SIZE_XLARGE;
 
- 	CMapHeader();
 
- 	virtual ~CMapHeader();
 
- 	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;
 
- 	std::vector<ui16> placeholdedHeroes;
 
- 	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 & name & description & width & height & twoLevel & difficulty & levelLimit & areAnyPlayers;
 
- 		h & players & howManyTeams & allowedHeroes & triggeredEvents;
 
- 		h & victoryMessage & victoryIconIndex & defeatMessage & 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 isInTheMap(const int3 & pos) const;
 
- 	bool isWaterTile(const int3 & pos) 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 addQuest(CGObjectInstance * quest);
 
- 	/// 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();
 
- 	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 grailRadious;
 
- 	//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;
 
- 	/// associative list to identify which hero/creature id belongs to which object id(index for objects)
 
- 	std::map<si32, ObjectInstanceID> questIdentifierToId;
 
- 	unique_ptr<CMapEditManager> editManager;
 
- 	int3 ***guardingCreaturePositions;
 
- private:
 
- 	/// a 3-dimensional array of terrain tiles, access is as follows: x, y, level. where level=1 is underground
 
- 	TerrainTile*** terrain;
 
- public:
 
- 	template <typename Handler>
 
- 	void serialize(Handler &h, const int formatVersion)
 
- 	{
 
- 		h & static_cast<CMapHeader&>(*this);
 
- 		h & rumors & allowedSpell & allowedAbilities & allowedArtifact & events & grailPos;
 
- 		h & artInstances & quests & allHeroes;
 
- 		h & questIdentifierToId;
 
- 		//TODO: viccondetails
 
- 		int level = twoLevel ? 2 : 1;
 
- 		if(h.saving)
 
- 		{
 
- 			// Save terrain
 
- 			for(int i = 0; i < width ; ++i)
 
- 			{
 
- 				for(int j = 0; j < height ; ++j)
 
- 				{
 
- 					for(int k = 0; k < level; ++k)
 
- 					{
 
- 						h & terrain[i][j][k];
 
- 						h & guardingCreaturePositions[i][j][k];
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			// Load terrain
 
- 			terrain = new TerrainTile**[width];
 
- 			guardingCreaturePositions = new int3**[width];
 
- 			for(int i = 0; i < width; ++i)
 
- 			{
 
- 				terrain[i] = new TerrainTile*[height];
 
- 				guardingCreaturePositions[i] = new int3*[height];
 
- 				for(int j = 0; j < height; ++j)
 
- 				{
 
- 					terrain[i][j] = new TerrainTile[level];
 
- 					guardingCreaturePositions[i][j] = new int3[level];
 
- 				}
 
- 			}
 
- 			for(int i = 0; i < width ; ++i)
 
- 			{
 
- 				for(int j = 0; j < height ; ++j)
 
- 				{
 
- 					for(int k = 0; k < level; ++k)
 
- 					{
 
- 						h & terrain[i][j][k];
 
- 						h & guardingCreaturePositions[i][j][k];
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 		h & objects;
 
- 		h & heroesOnMap & towns & artInstances;
 
- 		// static members
 
- 		h & CGTeleport::objs;
 
- 		h & CGTeleport::gates;
 
- 		h & CGKeys::playerKeyMap;
 
- 		h & CGMagi::eyelist;
 
- 		h & CGObelisk::obeliskCount & CGObelisk::visited;
 
- 		h & CGTownInstance::merchantArtifacts;
 
- 		h & CGTownInstance::universitySkills;
 
- 	}
 
- };
 
 
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