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. bool entrableTerrain(const TerrainTile *from = NULL) const; //checks if terrain is not a rock. If from is water/land, same type is also required.
  89. bool entrableTerrain(bool allowLand, bool allowSea) const; //checks if terrain is not a rock. If from is water/land, same type is also required.
  90. bool isClear(const TerrainTile *from = NULL) const; //checks for blocking objs and terraint type (water / land)
  91. };
  92. struct DLL_EXPORT SheroName //name of starting hero
  93. {
  94. int heroID;
  95. std::string heroName;
  96. template <typename Handler> void serialize(Handler &h, const int version)
  97. {
  98. h & heroID & heroName;
  99. }
  100. };
  101. struct DLL_EXPORT PlayerInfo
  102. {
  103. si32 p7, p8, p9;
  104. 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???
  105. ui8 canHumanPlay;
  106. ui8 canComputerPlay;
  107. ui32 AITactic; //(00 - random, 01 - warrior, 02 - builder, 03 - explorer)
  108. ui32 allowedFactions; //(01 - castle; 02 - rampart; 04 - tower; 08 - inferno; 16 - necropolis; 32 - dungeon; 64 - stronghold; 128 - fortress; 256 - conflux);
  109. ui8 isFactionRandom;
  110. ui32 mainHeroPortrait; //it's ID of hero with choosen portrait; 255 if standard
  111. std::string mainHeroName;
  112. std::vector<SheroName> heroesNames;
  113. ui8 hasMainTown;
  114. ui8 generateHeroAtMainTown;
  115. int3 posOfMainTown;
  116. ui8 team;
  117. ui8 generateHero;
  118. PlayerInfo(): p7(0), p8(0), p9(0), canHumanPlay(0), canComputerPlay(0),
  119. AITactic(0), allowedFactions(0), isFactionRandom(0),
  120. mainHeroPortrait(0), hasMainTown(0), generateHeroAtMainTown(0),
  121. team(255), generateHero(0) {};
  122. template <typename Handler> void serialize(Handler &h, const int version)
  123. {
  124. h & p7 & p8 & p9 & canHumanPlay & canComputerPlay & AITactic & allowedFactions & isFactionRandom &
  125. mainHeroPortrait & mainHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
  126. posOfMainTown & team & generateHero;
  127. }
  128. };
  129. struct DLL_EXPORT LossCondition
  130. {
  131. ElossCon typeOfLossCon;
  132. int3 pos;
  133. si32 timeLimit; // in days; -1 if not used
  134. const CGObjectInstance *obj; //set during map parsing: hero/town (depending on typeOfLossCon); NULL if not used
  135. template <typename Handler> void serialize(Handler &h, const int version)
  136. {
  137. h & typeOfLossCon & pos & timeLimit & obj;
  138. }
  139. LossCondition();
  140. };
  141. struct DLL_EXPORT CVictoryCondition
  142. {
  143. EvictoryConditions condition; //ID of condition
  144. ui8 allowNormalVictory, appliesToAI;
  145. 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)
  146. si32 ID; //artifact ID (0); monster ID (1); resource ID (2); needed fort level in upgraded town (3); artifact ID (8)
  147. si32 count; //needed count for creatures (1) / resource (2); upgraded town hall level (3);
  148. const CGObjectInstance *obj; //object of specific monster / city / hero instance (NULL if not used); set during map parsing
  149. CVictoryCondition();
  150. template <typename Handler> void serialize(Handler &h, const int version)
  151. {
  152. h & condition & allowNormalVictory & appliesToAI & pos & ID & count & obj;
  153. }
  154. };
  155. struct DLL_EXPORT Rumor
  156. {
  157. std::string name, text;
  158. template <typename Handler> void serialize(Handler &h, const int version)
  159. {
  160. h & name & text;
  161. }
  162. };
  163. struct DLL_EXPORT DisposedHero
  164. {
  165. ui32 ID;
  166. ui16 portrait; //0xFF - default
  167. std::string name;
  168. ui8 players; //who can hire this hero (bitfield)
  169. template <typename Handler> void serialize(Handler &h, const int version)
  170. {
  171. h & ID & portrait & name & players;
  172. }
  173. };
  174. class DLL_EXPORT CMapEvent
  175. {
  176. public:
  177. std::string name, message;
  178. std::vector<si32> resources; //gained / taken resources
  179. ui8 players; //affected players
  180. ui8 humanAffected;
  181. ui8 computerAffected;
  182. ui32 firstOccurence;
  183. ui32 nextOccurence; //after nextOccurance day event will occur; if it it 0, event occures only one time;
  184. template <typename Handler> void serialize(Handler &h, const int version)
  185. {
  186. h & name & message & resources
  187. & players & humanAffected & computerAffected & firstOccurence & nextOccurence;
  188. }
  189. bool operator<(const CMapEvent &b) const
  190. {
  191. return firstOccurence < b.firstOccurence;
  192. }
  193. };
  194. class DLL_EXPORT CMapHeader
  195. {
  196. public:
  197. enum Eformat {invalid, WoG=0x33, AB=0x15, RoE=0x0e, SoD=0x1c};
  198. Eformat version; // version of map Eformat
  199. ui8 areAnyPLayers; // if there are any playable players on map
  200. si32 height, width, twoLevel; //sizes
  201. std::string name; //name of map
  202. std::string description; //and description
  203. ui8 difficulty; // 0 easy - 4 impossible
  204. ui8 levelLimit;
  205. LossCondition lossCondition;
  206. CVictoryCondition victoryCondition; //victory conditions
  207. std::vector<PlayerInfo> players; // info about players - size 8
  208. ui8 howManyTeams;
  209. std::vector<ui8> allowedHeroes; //allowedHeroes[hero_ID] - if the hero is allowed
  210. std::vector<ui16> placeholdedHeroes; //ID of types of heroes in placeholders
  211. void initFromMemory(const unsigned char *bufor, int &i);
  212. void loadViCLossConditions( const unsigned char * bufor, int &i);
  213. void loadPlayerInfo( int &pom, const unsigned char * bufor, int &i);
  214. CMapHeader(const unsigned char *map); //an argument is a reference to string described a map (unpacked)
  215. CMapHeader();
  216. virtual ~CMapHeader();
  217. template <typename Handler> void serialize(Handler &h, const int Version)
  218. {
  219. h & version & name & description & width & height & twoLevel & difficulty & levelLimit & areAnyPLayers;
  220. h & players & lossCondition & victoryCondition & howManyTeams;
  221. }
  222. };
  223. struct DLL_EXPORT Mapa : public CMapHeader
  224. {
  225. ui32 checksum;
  226. TerrainTile*** terrain;
  227. std::vector<Rumor> rumors;
  228. std::vector<DisposedHero> disposedHeroes;
  229. std::vector<CGHeroInstance*> predefinedHeroes;
  230. std::vector<CGDefInfo *> defy; // list of .def files with definitions from .h3m (may be custom)
  231. std::vector<ui8> allowedSpell; //allowedSpell[spell_ID] - if the spell is allowed
  232. std::vector<ui8> allowedArtifact; //allowedArtifact[artifact_ID] - if the artifact is allowed
  233. std::vector<ui8> allowedAbilities; //allowedAbilities[ability_ID] - if the ability is allowed
  234. std::list<CMapEvent*> events;
  235. int3 grailPos;
  236. int grailRadious;
  237. std::vector<CGObjectInstance*> objects;
  238. std::vector<CGHeroInstance*> heroes;
  239. std::vector<CGTownInstance*> towns;
  240. std::map<ui16, CGCreature*> monsters;
  241. std::map<ui16, CGHeroInstance*> heroesToBeat;
  242. void initFromBytes( const unsigned char * bufor); //creates map from decompressed .h3m data
  243. void readEvents( const unsigned char * bufor, int &i);
  244. void readObjects( const unsigned char * bufor, int &i);
  245. void loadQuest( CQuest * guard, const unsigned char * bufor, int & i);
  246. void readDefInfo( const unsigned char * bufor, int &i);
  247. void readTerrain( const unsigned char * bufor, int &i);
  248. void readPredefinedHeroes( const unsigned char * bufor, int &i);
  249. void readHeader( const unsigned char * bufor, int &i);
  250. void readRumors( const unsigned char * bufor, int &i);
  251. void loadHero( CGObjectInstance * &nobj, const unsigned char * bufor, int &i);
  252. void loadTown( CGObjectInstance * &nobj, const unsigned char * bufor, int &i, int subid);
  253. int loadSeerHut( const unsigned char * bufor, int i, CGObjectInstance *& nobj);
  254. void checkForObjectives();
  255. void addBlockVisTiles(CGObjectInstance * obj);
  256. void removeBlockVisTiles(CGObjectInstance * obj, bool total=false);
  257. Mapa(std::string filename); //creates map structure from .h3m file
  258. Mapa();
  259. ~Mapa();
  260. TerrainTile &getTile(int3 tile);
  261. const TerrainTile &getTile(int3 tile) const;
  262. CGHeroInstance * getHero(int ID, int mode=0);
  263. bool isInTheMap(const int3 &pos) const;
  264. bool isWaterTile(const int3 &pos) const; //out-of-pos safe
  265. template <typename Handler> void serialize(Handler &h, const int formatVersion)
  266. {
  267. h & static_cast<CMapHeader&>(*this);
  268. h & rumors & allowedSpell & allowedAbilities & allowedArtifact & allowedHeroes & events & grailPos;
  269. h & monsters & heroesToBeat; //hoprfully serialization is now automagical?
  270. //TODO: viccondetails
  271. if(h.saving)
  272. {
  273. //saving terrain
  274. for (int i = 0; i < width ; i++)
  275. for (int j = 0; j < height ; j++)
  276. for (int k = 0; k <= twoLevel ; k++)
  277. h & terrain[i][j][k];
  278. }
  279. else
  280. {
  281. //loading terrain
  282. terrain = new TerrainTile**[width]; // allocate memory
  283. for (int ii=0;ii<width;ii++)
  284. {
  285. terrain[ii] = new TerrainTile*[height]; // allocate memory
  286. for(int jj=0;jj<height;jj++)
  287. terrain[ii][jj] = new TerrainTile[twoLevel+1];
  288. }
  289. for (int i = 0; i < width ; i++)
  290. for (int j = 0; j < height ; j++)
  291. for (int k = 0; k <= twoLevel ; k++)
  292. h & terrain[i][j][k];
  293. }
  294. //definfos
  295. std::vector<CGDefInfo*> defs;
  296. if(h.saving) //create vector with all defs used on map
  297. {
  298. for(unsigned int i=0; i<objects.size(); i++)
  299. if(objects[i])
  300. objects[i]->defInfo->serial = -1; //set serial to serial -1 - indicates that def is not present in defs vector
  301. for(unsigned int i=0; i<objects.size(); i++)
  302. {
  303. if(!objects[i]) continue;
  304. CGDefInfo *cur = objects[i]->defInfo;
  305. if(cur->serial < 0)
  306. {
  307. cur->serial = defs.size();
  308. defs.push_back(cur);
  309. }
  310. }
  311. }
  312. h & ((h.saving) ? defs : defy);
  313. //objects
  314. if(h.saving)
  315. {
  316. ui32 hlp = objects.size();
  317. h & hlp;
  318. }
  319. else
  320. {
  321. ui32 hlp;
  322. h & hlp;
  323. objects.resize(hlp);
  324. }
  325. //static members
  326. h & CGTeleport::objs;
  327. h & CGTeleport::gates;
  328. h & CGKeys::playerKeyMap;
  329. h & CGMagi::eyelist;
  330. h & CGPyramid::pyramidConfig;
  331. h & CGObelisk::obeliskCount & CGObelisk::visited;
  332. for(unsigned int i=0; i<objects.size(); i++)
  333. {
  334. CGObjectInstance *&obj = objects[i];
  335. h & obj;
  336. if (obj)
  337. {
  338. si32 shlp;
  339. //definfo
  340. h & (h.saving ? (shlp=obj->defInfo->serial) : shlp); //read / write pos of definfo in defs vector
  341. if(!h.saving)
  342. obj->defInfo = defy[shlp];
  343. }
  344. }
  345. if(!h.saving)
  346. {
  347. for(unsigned int i=0; i<objects.size(); i++)
  348. {
  349. if(!objects[i]) continue;
  350. if(objects[i]->ID == HEROI_TYPE)
  351. heroes.push_back(static_cast<CGHeroInstance*>(objects[i]));
  352. else if(objects[i]->ID == TOWNI_TYPE)
  353. towns.push_back(static_cast<CGTownInstance*>(objects[i]));
  354. addBlockVisTiles(objects[i]); //recreate blockvis map
  355. }
  356. for(unsigned int i=0; i<heroes.size(); i++) //if hero is visiting/garrisoned in town set appropriate pointers
  357. {
  358. int3 vistile = heroes[i]->pos; vistile.x++;
  359. for(unsigned int j=0; j<towns.size(); j++)
  360. {
  361. if(vistile == towns[j]->pos) //hero stands on the town entrance
  362. {
  363. if(heroes[i]->inTownGarrison)
  364. {
  365. towns[j]->garrisonHero = heroes[i];
  366. removeBlockVisTiles(heroes[i]);
  367. }
  368. else
  369. {
  370. towns[j]->visitingHero = heroes[i];
  371. }
  372. heroes[i]->visitedTown = towns[j];
  373. break;
  374. }
  375. }
  376. vistile.x -= 2; //manifest pos
  377. const TerrainTile &t = getTile(vistile);
  378. if(t.tertype != TerrainTile::water) continue;
  379. //hero stands on the water - he must be in the boat
  380. for(unsigned int j = 0; j < t.visitableObjects.size(); j++)
  381. {
  382. if(t.visitableObjects[j]->ID == 8)
  383. {
  384. CGBoat *b = static_cast<CGBoat *>(t.visitableObjects[j]);
  385. heroes[i]->boat = b;
  386. b->hero = heroes[i];
  387. removeBlockVisTiles(b);
  388. break;
  389. }
  390. }
  391. } //heroes loop
  392. } //!saving
  393. }
  394. };
  395. #endif // __MAP_H__