| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322 | /* * CMapHeader.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 "../constants/EntityIdentifiers.h"#include "../constants/Enumerations.h"#include "../constants/VariantIdentifier.h"#include "../modding/ModVerificationInfo.h"#include "../serializer/Serializeable.h"#include "../LogicalExpression.h"#include "../int3.h"#include "../texts/MetaString.h"#include "../texts/TextLocalizationContainer.h"VCMI_LIB_NAMESPACE_BEGINclass CGObjectInstance;enum class EMapFormat : uint8_t;/// The hero name struct consists of the hero id and the hero name.struct DLL_LINKAGE SHeroName{	SHeroName();	HeroTypeID heroId;	std::string heroName;	template <typename Handler>	void serialize(Handler & h)	{		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.	FactionID defaultCastle() const;	/// Gets the default hero id or -1 for a random hero.	HeroTypeID defaultHero() const;	bool canAnyonePlay() const;	bool hasCustomMainHero() const;	bool canHumanPlay;	bool canComputerPlay;	EAiTactic aiTactic; /// The default value is EAiTactic::RANDOM.	std::set<FactionID> 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.	HeroTypeID mainCustomHeroPortrait;	std::string mainCustomHeroNameTextId;	/// ID of custom hero (only if portrait and hero name are set, otherwise unpredicted value), -1 if none (not always -1)	HeroTypeID 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	template <typename Handler>	void serialize(Handler & h)	{		h & hasRandomHero;		h & mainCustomHeroId;		h & canHumanPlay;		h & canComputerPlay;		h & aiTactic;		h & allowedFactions;		h & isFactionRandom;		h & mainCustomHeroPortrait;		h & mainCustomHeroNameTextId;		h & heroesNames;		h & hasMainTown;		h & generateHeroAtMainTown;		h & posOfMainTown;		h & team;		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 {		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)	};	using TargetTypeID = VariantIdentifier<ArtifactID, CreatureID, GameResID, BuildingID, MapObjectID>;	EventCondition(EWinLoseType condition = STANDARD_WIN);	EventCondition(EWinLoseType condition, si32 value, TargetTypeID objectType, const int3 & position = int3(-1, -1, -1));	ObjectInstanceID objectID; // object that was at specified position or with instance name on start	si32 value;	TargetTypeID objectType;	std::string objectInstanceName;	int3 position;	EWinLoseType condition;	template <typename Handler>	void serialize(Handler & h)	{		h & objectID;		h & value;		h & objectType;		h & position;		h & condition;		h & objectInstanceName;	}};using EventExpression = LogicalExpression<EventCondition>;struct DLL_LINKAGE EventEffect{	enum EType	{		VICTORY,		DEFEAT	};	/// effect type, using EType enum	si8 type;	/// message that will be sent to other players	MetaString toOtherMessage;	template <typename Handler>	void serialize(Handler & h)	{		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)	MetaString description;	/// Message that will be displayed when this event is triggered (You captured town. You won!)	MetaString onFulfill;	/// Effect of this event. TODO: refactor into something more flexible	EventEffect effect;	template <typename Handler>	void serialize(Handler & h)	{		h & identifier;		h & trigger;		h & description;		h & onFulfill;		h & effect;	}};enum class EMapDifficulty : uint8_t{	EASY = 0,	NORMAL = 1,	HARD = 2,	EXPERT = 3,	IMPOSSIBLE = 4};/// The disposed hero struct describes which hero can be hired from which player.struct DLL_LINKAGE DisposedHero{	HeroTypeID heroId;	HeroTypeID portrait; /// The portrait id of the hero, -1 is default.	std::string name;	std::set<PlayerColor> players; /// Who can hire this hero (bitfield).	template <typename Handler>	void serialize(Handler & h)	{		h & heroId;		h & portrait;		h & name;		h & players;	}};/// The map header holds information about loss/victory condition,map format, version, players, height, width,...class DLL_LINKAGE CMapHeader: public Serializeable{	void setupEvents();public:	static constexpr int MAP_SIZE_SMALL = 36;	static constexpr int MAP_SIZE_MIDDLE = 72;	static constexpr int MAP_SIZE_LARGE = 108;	static constexpr int MAP_SIZE_XLARGE = 144;	static constexpr int MAP_SIZE_HUGE = 180;	static constexpr int MAP_SIZE_XHUGE = 216;	static constexpr int MAP_SIZE_GIANT = 252;	CMapHeader();	virtual ~CMapHeader();	ui8 levels() const;	EMapFormat version; /// The default value is EMapFormat::SOD.	ModCompatibilityInfo mods; /// set of mods required to play a map	si32 height; /// The default value is 72.	si32 width; /// The default value is 72.	bool twoLevel; /// The default value is true.	MetaString name;	MetaString description;	EMapDifficulty difficulty;	MetaString author;	MetaString authorContact;	MetaString mapVersion;	std::time_t creationDateTime;	/// 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;	MetaString victoryMessage;	MetaString defeatMessage;	ui16 victoryIconIndex;	ui16 defeatIconIndex;	std::vector<PlayerInfo> players; /// The default size of the vector is PlayerColor::PLAYER_LIMIT.	ui8 howManyTeams;	std::set<HeroTypeID> allowedHeroes;	std::set<HeroTypeID> reservedCampaignHeroes; /// Heroes that have placeholders in this map and are reserved for campaign	std::vector<DisposedHero> disposedHeroes;	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;		/// translations for map to be transferred over network	JsonNode translations;	TextContainerRegistrable texts;		void registerMapStrings();	template <typename Handler>	void serialize(Handler & h)	{		h & texts;		h & version;		h & mods;		h & name;		h & description;		h & author;		h & authorContact;		h & mapVersion;		h & creationDateTime;		h & width;		h & height;		h & twoLevel;		h & difficulty;		h & levelLimit;		h & areAnyPlayers;		h & players;		h & howManyTeams;		h & allowedHeroes;		h & reservedCampaignHeroes;		//Do not serialize triggeredEvents in header as they can contain information about heroes and armies		h & victoryMessage;		h & victoryIconIndex;		h & defeatMessage;		h & defeatIconIndex;		if (h.version >= Handler::Version::MAP_HEADER_DISPOSED_HEROES)			h & disposedHeroes;		h & translations;		if(!h.saving)			registerMapStrings();	}};/// wrapper functions to register string into the map and stores its translationstd::string DLL_LINKAGE mapRegisterLocalizedString(const std::string & modContext, CMapHeader & mapHeader, const TextIdentifier & UID, const std::string & localized);std::string DLL_LINKAGE mapRegisterLocalizedString(const std::string & modContext, CMapHeader & mapHeader, const TextIdentifier & UID, const std::string & localized, const std::string & language);VCMI_LIB_NAMESPACE_END
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