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| /* * CMap.cpp, 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 * */#include "StdInc.h"#include "CMap.h"#include "../CArtHandler.h"#include "../VCMI_Lib.h"#include "../CCreatureHandler.h"#include "../CTownHandler.h"#include "../CHeroHandler.h"#include "../RiverHandler.h"#include "../RoadHandler.h"#include "../TerrainHandler.h"#include "../mapObjects/CGHeroInstance.h"#include "../mapObjects/ObjectTemplate.h"#include "../CGeneralTextHandler.h"#include "../spells/CSpellHandler.h"#include "../CSkillHandler.h"#include "CMapEditManager.h"#include "CMapOperation.h"#include "../serializer/JsonSerializeFormat.h"VCMI_LIB_NAMESPACE_BEGINvoid Rumor::serializeJson(JsonSerializeFormat & handler){	handler.serializeString("name", name);	handler.serializeString("text", text);}DisposedHero::DisposedHero() : heroId(0), portrait(255), players(0){}CMapEvent::CMapEvent() : players(0), humanAffected(0), computerAffected(0),	firstOccurence(0), nextOccurence(0){}bool CMapEvent::earlierThan(const CMapEvent & other) const{	return firstOccurence < other.firstOccurence;}bool CMapEvent::earlierThanOrEqual(const CMapEvent & other) const{	return firstOccurence <= other.firstOccurence;}CCastleEvent::CCastleEvent() : town(nullptr){}TerrainTile::TerrainTile():	terType(nullptr),	terView(0),	riverType(VLC->riverTypeHandler->getById(River::NO_RIVER)),	riverDir(0),	roadType(VLC->roadTypeHandler->getById(Road::NO_ROAD)),	roadDir(0),	extTileFlags(0),	visitable(false),	blocked(false){}bool TerrainTile::entrableTerrain(const TerrainTile * from) const{	return entrableTerrain(from ? from->terType->isLand() : true, from ? from->terType->isWater() : true);}bool TerrainTile::entrableTerrain(bool allowLand, bool allowSea) const{	return terType->isPassable()			&& ((allowSea && terType->isWater())  ||  (allowLand && terType->isLand()));}bool TerrainTile::isClear(const TerrainTile * from) const{	return entrableTerrain(from) && !blocked;}Obj TerrainTile::topVisitableId(bool excludeTop) const{	return topVisitableObj(excludeTop) ? topVisitableObj(excludeTop)->ID : Obj(Obj::NO_OBJ);}CGObjectInstance * TerrainTile::topVisitableObj(bool excludeTop) const{	if(visitableObjects.empty() || (excludeTop && visitableObjects.size() == 1))		return nullptr;	if(excludeTop)		return visitableObjects[visitableObjects.size()-2];	return visitableObjects.back();}EDiggingStatus TerrainTile::getDiggingStatus(const bool excludeTop) const{	if(terType->isWater() || !terType->isPassable())		return EDiggingStatus::WRONG_TERRAIN;	int allowedBlocked = excludeTop ? 1 : 0;	if(blockingObjects.size() > allowedBlocked || topVisitableObj(excludeTop))		return EDiggingStatus::TILE_OCCUPIED;	else		return EDiggingStatus::CAN_DIG;}bool TerrainTile::hasFavorableWinds() const{	return extTileFlags & 128;}bool TerrainTile::isWater() const{	return terType->isWater();}CMap::CMap()	: checksum(0)	, grailPos(-1, -1, -1)	, grailRadius(0)	, uidCounter(0){	allHeroes.resize(allowedHeroes.size());	allowedAbilities = VLC->skillh->getDefaultAllowed();	allowedArtifact = VLC->arth->getDefaultAllowed();	allowedSpell = VLC->spellh->getDefaultAllowed();}CMap::~CMap(){	getEditManager()->getUndoManager().clearAll();	for(auto obj : objects)		obj.dellNull();	for(auto quest : quests)		quest.dellNull();	resetStaticData();}void CMap::removeBlockVisTiles(CGObjectInstance * obj, bool total){	const int zVal = obj->pos.z;	for(int fx = 0; fx < obj->getWidth(); ++fx)	{		int xVal = obj->pos.x - fx;		for(int fy = 0; fy < obj->getHeight(); ++fy)		{			int yVal = obj->pos.y - fy;			if(xVal>=0 && xVal < width && yVal>=0 && yVal < height)			{				TerrainTile & curt = terrain[zVal][xVal][yVal];				if(total || obj->visitableAt(xVal, yVal))				{					curt.visitableObjects -= obj;					curt.visitable = curt.visitableObjects.size();				}				if(total || obj->blockingAt(xVal, yVal))				{					curt.blockingObjects -= obj;					curt.blocked = curt.blockingObjects.size();				}			}		}	}}void CMap::addBlockVisTiles(CGObjectInstance * obj){	const int zVal = obj->pos.z;	for(int fx = 0; fx < obj->getWidth(); ++fx)	{		int xVal = obj->pos.x - fx;		for(int fy = 0; fy < obj->getHeight(); ++fy)		{			int yVal = obj->pos.y - fy;			if(xVal>=0 && xVal < width && yVal >= 0 && yVal < height)			{				TerrainTile & curt = terrain[zVal][xVal][yVal];				if(obj->visitableAt(xVal, yVal))				{					curt.visitableObjects.push_back(obj);					curt.visitable = true;				}				if(obj->blockingAt(xVal, yVal))				{					curt.blockingObjects.push_back(obj);					curt.blocked = true;				}			}		}	}}void CMap::calculateGuardingGreaturePositions(){	int levels = twoLevel ? 2 : 1;	for(int z = 0; z < levels; z++)	{		for(int x = 0; x < width; x++)		{			for(int y = 0; y < height; y++)			{				guardingCreaturePositions[z][x][y] = guardingCreaturePosition(int3(x, y, z));			}		}	}}CGHeroInstance * CMap::getHero(int heroID){	for(auto & elem : heroesOnMap)		if(elem->subID == heroID)			return elem;	return nullptr;}bool CMap::isCoastalTile(const int3 & pos) const{	//todo: refactoring: extract neighbor tile iterator and use it in GameState	static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),					int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };	if(!isInTheMap(pos))	{		logGlobal->error("Coastal check outside of map: %s", pos.toString());		return false;	}	if(isWaterTile(pos))		return false;	for(const auto & dir : dirs)	{		const int3 hlp = pos + dir;		if(!isInTheMap(hlp))			continue;		const TerrainTile &hlpt = getTile(hlp);		if(hlpt.isWater())			return true;	}	return false;}bool CMap::isInTheMap(const int3 & pos) const{	return pos.x >= 0 && pos.y >= 0 && pos.z >= 0 && pos.x < width && pos.y < height && pos.z <= (twoLevel ? 1 : 0);}TerrainTile & CMap::getTile(const int3 & tile){	assert(isInTheMap(tile));	return terrain[tile.z][tile.x][tile.y];}const TerrainTile & CMap::getTile(const int3 & tile) const{	assert(isInTheMap(tile));	return terrain[tile.z][tile.x][tile.y];}bool CMap::isWaterTile(const int3 &pos) const{	return isInTheMap(pos) && getTile(pos).isWater();}bool CMap::canMoveBetween(const int3 &src, const int3 &dst) const{	const TerrainTile * dstTile = &getTile(dst);	const TerrainTile * srcTile = &getTile(src);	return checkForVisitableDir(src, dstTile, dst) && checkForVisitableDir(dst, srcTile, src);}bool CMap::checkForVisitableDir(const int3 & src, const TerrainTile * pom, const int3 & dst) const{	if (!pom->entrableTerrain()) //rock is never accessible		return false;	for(auto * obj : pom->visitableObjects) //checking destination tile	{		if(!vstd::contains(pom->blockingObjects, obj)) //this visitable object is not blocking, ignore			continue;		if (!obj->appearance->isVisitableFrom(src.x - dst.x, src.y - dst.y))			return false;	}	return true;}int3 CMap::guardingCreaturePosition (int3 pos) const{	const int3 originalPos = pos;	// Give monster at position priority.	if (!isInTheMap(pos))		return int3(-1, -1, -1);	const TerrainTile &posTile = getTile(pos);	if (posTile.visitable)	{		for (CGObjectInstance* obj : posTile.visitableObjects)		{			if(obj->isBlockedVisitable())			{				if (obj->ID == Obj::MONSTER) // Monster					return pos;				else					return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures			}		}	}	// See if there are any monsters adjacent.	bool water = posTile.isWater();	pos -= int3(1, 1, 0); // Start with top left.	for (int dx = 0; dx < 3; dx++)	{		for (int dy = 0; dy < 3; dy++)		{			if (isInTheMap(pos))			{				const auto & tile = getTile(pos);                if (tile.visitable && (tile.isWater() == water))				{					for (CGObjectInstance* obj : tile.visitableObjects)					{						if (obj->ID == Obj::MONSTER  &&  checkForVisitableDir(pos, &posTile, originalPos)) // Monster being able to attack investigated tile						{							return pos;						}					}				}			}			pos.y++;		}		pos.y -= 3;		pos.x++;	}	return int3(-1, -1, -1);}const CGObjectInstance * CMap::getObjectiveObjectFrom(const int3 & pos, Obj::EObj type){	for (CGObjectInstance * object : getTile(pos).visitableObjects)	{		if (object->ID == type)			return object;	}	// There is weird bug because of which sometimes heroes will not be found properly despite having correct position	// Try to workaround that and find closest object that we can use	logGlobal->error("Failed to find object of type %d at %s", static_cast<int>(type), pos.toString());	logGlobal->error("Will try to find closest matching object");	CGObjectInstance * bestMatch = nullptr;	for (CGObjectInstance * object : objects)	{		if (object && object->ID == type)		{			if (bestMatch == nullptr)				bestMatch = object;			else			{				if (object->pos.dist2dSQ(pos) < bestMatch->pos.dist2dSQ(pos))					bestMatch = object;// closer than one we already found			}		}	}	assert(bestMatch != nullptr); // if this happens - victory conditions or map itself is very, very broken	logGlobal->error("Will use %s from %s", bestMatch->getObjectName(), bestMatch->pos.toString());	return bestMatch;}void CMap::checkForObjectives(){	// NOTE: probably should be moved to MapFormatH3M.cpp	for (TriggeredEvent & event : triggeredEvents)	{		auto patcher = [&](EventCondition cond) -> EventExpression::Variant		{			switch (cond.condition)			{				case EventCondition::HAVE_ARTIFACT:					event.onFulfill.replaceTextID(VLC->artifacts()->getByIndex(cond.objectType)->getNameTextID());					break;				case EventCondition::HAVE_CREATURES:					event.onFulfill.replaceTextID(VLC->creatures()->getByIndex(cond.objectType)->getNameSingularTextID());					event.onFulfill.replaceNumber(cond.value);					break;				case EventCondition::HAVE_RESOURCES:					event.onFulfill.replaceLocalString(EMetaText::RES_NAMES, cond.objectType);					event.onFulfill.replaceNumber(cond.value);					break;				case EventCondition::HAVE_BUILDING:					if (isInTheMap(cond.position))						cond.object = getObjectiveObjectFrom(cond.position, Obj::TOWN);					break;				case EventCondition::CONTROL:					if (isInTheMap(cond.position))						cond.object = getObjectiveObjectFrom(cond.position, static_cast<Obj::EObj>(cond.objectType));					if (cond.object)					{						const auto * town = dynamic_cast<const CGTownInstance *>(cond.object);						if (town)							event.onFulfill.replaceRawString(town->getNameTranslated());						const auto * hero = dynamic_cast<const CGHeroInstance *>(cond.object);						if (hero)							event.onFulfill.replaceRawString(hero->getNameTranslated());					}					break;				case EventCondition::DESTROY:					if (isInTheMap(cond.position))						cond.object = getObjectiveObjectFrom(cond.position, static_cast<Obj::EObj>(cond.objectType));					if (cond.object)					{						const auto * hero = dynamic_cast<const CGHeroInstance *>(cond.object);						if (hero)							event.onFulfill.replaceRawString(hero->getNameTranslated());					}					break;				case EventCondition::TRANSPORT:					cond.object = getObjectiveObjectFrom(cond.position, Obj::TOWN);					break;				//break; case EventCondition::DAYS_PASSED:				//break; case EventCondition::IS_HUMAN:				//break; case EventCondition::DAYS_WITHOUT_TOWN:				//break; case EventCondition::STANDARD_WIN:				//TODO: support new condition format				case EventCondition::HAVE_0:					break;				case EventCondition::DESTROY_0:					break;				case EventCondition::HAVE_BUILDING_0:					break;			}			return cond;		};		event.trigger = event.trigger.morph(patcher);	}}void CMap::addNewArtifactInstance(CArtifactInstance * art){	art->setId(static_cast<ArtifactInstanceID>(artInstances.size()));	artInstances.emplace_back(art);}void CMap::eraseArtifactInstance(CArtifactInstance * art){	//TODO: handle for artifacts removed in map editor	assert(artInstances[art->getId().getNum()] == art);	artInstances[art->getId().getNum()].dellNull();}void CMap::addNewQuestInstance(CQuest* quest){	quest->qid = static_cast<si32>(quests.size());	quests.emplace_back(quest);}void CMap::removeQuestInstance(CQuest * quest){	//TODO: should be called only by map editor.	//During game, completed quests or quests from removed objects stay forever	//Shift indexes	auto iter = std::next(quests.begin(), quest->qid);	iter = quests.erase(iter);	for (int i = quest->qid; iter != quests.end(); ++i, ++iter)	{		(*iter)->qid = i;	}}void CMap::setUniqueInstanceName(CGObjectInstance * obj){	//this gives object unique name even if objects are removed later	auto uid = uidCounter++;	boost::format fmt("%s_%d");	fmt % obj->typeName % uid;	obj->instanceName = fmt.str();}void CMap::addNewObject(CGObjectInstance * obj){	if(obj->id != ObjectInstanceID(static_cast<si32>(objects.size())))		throw std::runtime_error("Invalid object instance id");	if(obj->instanceName.empty())		throw std::runtime_error("Object instance name missing");	if (vstd::contains(instanceNames, obj->instanceName))		throw std::runtime_error("Object instance name duplicated: "+obj->instanceName);	objects.emplace_back(obj);	instanceNames[obj->instanceName] = obj;	addBlockVisTiles(obj);	//TODO: how about defeated heroes recruited again?	obj->afterAddToMap(this);}void CMap::moveObject(CGObjectInstance * obj, const int3 & pos){	removeBlockVisTiles(obj);	obj->pos = pos;	addBlockVisTiles(obj);}void CMap::removeObject(CGObjectInstance * obj){	removeBlockVisTiles(obj);	instanceNames.erase(obj->instanceName);	//update indeces	auto iter = std::next(objects.begin(), obj->id.getNum());	iter = objects.erase(iter);	for(int i = obj->id.getNum(); iter != objects.end(); ++i, ++iter)	{		(*iter)->id = ObjectInstanceID(i);	}		obj->afterRemoveFromMap(this);	//TOOD: Clean artifact instances (mostly worn by hero?) and quests related to this object}void CMap::initTerrain(){	terrain.resize(boost::extents[levels()][width][height]);	guardingCreaturePositions.resize(boost::extents[levels()][width][height]);}CMapEditManager * CMap::getEditManager(){	if(!editManager) editManager = std::make_unique<CMapEditManager>(this);	return editManager.get();}void CMap::resetStaticData(){	CGKeys::reset();	CGMagi::reset();	CGObelisk::reset();	CGTownInstance::reset();}VCMI_LIB_NAMESPACE_END
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