map.h 13 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 CQuest;
  29. class CGTownInstance;
  30. enum ESortBy{_name, _playerAm, _size, _format, _viccon, _loscon};
  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. int 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. int 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 Eriver)
  71. unsigned char rivDir; // direction of Eriver
  72. Eroad malle; // type of Eroad (0 if there is no Eriver)
  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. };
  89. struct DLL_EXPORT SheroName //name of starting hero
  90. {
  91. int heroID;
  92. std::string heroName;
  93. template <typename Handler> void serialize(Handler &h, const int version)
  94. {
  95. h & heroID & heroName;
  96. }
  97. };
  98. struct DLL_EXPORT PlayerInfo
  99. {
  100. si32 p7, p8, p9;
  101. ui8 canHumanPlay;
  102. ui8 canComputerPlay;
  103. ui32 AITactic; //(00 - random, 01 - warrior, 02 - builder, 03 - explorer)
  104. ui32 allowedFactions; //(01 - castle; 02 - rampart; 04 - tower; 08 - inferno; 16 - necropolis; 32 - dungeon; 64 - stronghold; 128 - fortress; 256 - conflux);
  105. ui8 isFactionRandom;
  106. ui32 mainHeroPortrait; //it's ID of hero with choosen portrait; 255 if standard
  107. std::string mainHeroName;
  108. std::vector<SheroName> heroesNames;
  109. ui8 hasMainTown;
  110. ui8 generateHeroAtMainTown;
  111. int3 posOfMainTown;
  112. ui8 team;
  113. ui8 generateHero;
  114. template <typename Handler> void serialize(Handler &h, const int version)
  115. {
  116. h & p7 & p8 & p9 & canHumanPlay & canComputerPlay & AITactic & allowedFactions & isFactionRandom &
  117. mainHeroPortrait & mainHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
  118. posOfMainTown & team & generateHero;
  119. }
  120. };
  121. struct DLL_EXPORT LossCondition
  122. {
  123. ElossCon typeOfLossCon;
  124. int3 castlePos;
  125. int3 heroPos;
  126. int timeLimit; // in days
  127. template <typename Handler> void serialize(Handler &h, const int version)
  128. {
  129. h & typeOfLossCon & castlePos & heroPos & timeLimit;
  130. }
  131. };
  132. struct DLL_EXPORT CVictoryCondition
  133. {
  134. EvictoryConditions condition; //ID of condition
  135. ui8 allowNormalVictory, appliesToAI;
  136. 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)
  137. ui32 ID; //artifact ID (0); monster ID (1); resource ID (2); needed fort level in upgraded town (3); artifact ID (8)
  138. ui32 count; //needed count for creatures (1) / resource (2); upgraded town hall level (3);
  139. template <typename Handler> void serialize(Handler &h, const int version)
  140. {
  141. h & condition & allowNormalVictory & appliesToAI & pos & ID & count;
  142. }
  143. };
  144. struct DLL_EXPORT Rumor
  145. {
  146. std::string name, text;
  147. template <typename Handler> void serialize(Handler &h, const int version)
  148. {
  149. h & name & text;
  150. }
  151. };
  152. struct DLL_EXPORT DisposedHero
  153. {
  154. ui32 ID;
  155. ui16 portrait; //0xFF - default
  156. std::string name;
  157. ui8 players; //who can hire this hero (bitfield)
  158. template <typename Handler> void serialize(Handler &h, const int version)
  159. {
  160. h & ID & portrait & name & players;
  161. }
  162. };
  163. class DLL_EXPORT CMapEvent
  164. {
  165. public:
  166. std::string name, message;
  167. std::vector<si32> resources; //gained / taken resources
  168. ui8 players; //affected players
  169. ui8 humanAffected;
  170. ui8 computerAffected;
  171. ui32 firstOccurence;
  172. ui32 nextOccurence; //after nextOccurance day event will occur; if it it 0, event occures only one time;
  173. template <typename Handler> void serialize(Handler &h, const int version)
  174. {
  175. h & name & message & resources
  176. & players & humanAffected & computerAffected & firstOccurence & nextOccurence;
  177. }
  178. bool operator<(const CMapEvent &b) const
  179. {
  180. return firstOccurence < b.firstOccurence;
  181. }
  182. };
  183. class DLL_EXPORT CMapHeader
  184. {
  185. public:
  186. enum Eformat { WoG=0x33, AB=0x15, RoE=0x0e, SoD=0x1c};
  187. Eformat version; // version of map Eformat
  188. ui8 areAnyPLayers; // if there are any playable players on map
  189. si32 height, width, twoLevel; //sizes
  190. std::string name; //name of map
  191. std::string description; //and description
  192. ui8 difficulty; // 0 easy - 4 impossible
  193. ui8 levelLimit;
  194. LossCondition lossCondition;
  195. CVictoryCondition victoryCondition; //victory conditions
  196. std::vector<PlayerInfo> players; // info about players - size 8
  197. std::vector<ui8> teams; // teams[i] = team of player no i
  198. ui8 howManyTeams;
  199. void initFromMemory(unsigned char *bufor, int &i);
  200. void loadViCLossConditions( unsigned char * bufor, int &i);
  201. void loadPlayerInfo( int &pom, unsigned char * bufor, int &i);
  202. CMapHeader(unsigned char *map); //an argument is a reference to string described a map (unpacked)
  203. CMapHeader();
  204. template <typename Handler> void serialize(Handler &h, const int Version)
  205. {
  206. h & version & name & description & width & height & twoLevel & difficulty & levelLimit & areAnyPLayers;
  207. h & players & teams & lossCondition & victoryCondition & howManyTeams;
  208. }
  209. };
  210. class DLL_EXPORT CMapInfo : public CMapHeader
  211. {
  212. public:
  213. ui8 seldiff; //selected difficulty (only in saved games)
  214. std::string filename;
  215. std::string date;
  216. int playerAmnt, humenPlayers;
  217. CMapInfo(){};
  218. void countPlayers();
  219. CMapInfo(std::string fname, unsigned char *map);
  220. };
  221. class DLL_EXPORT mapSorter
  222. {
  223. public:
  224. ESortBy sortBy;
  225. bool operator()(CMapHeader *a, CMapHeader *b)
  226. {
  227. switch (sortBy)
  228. {
  229. case _format:
  230. return (a->version<b->version);
  231. break;
  232. case _loscon:
  233. return (a->lossCondition.typeOfLossCon<b->lossCondition.typeOfLossCon);
  234. break;
  235. case _playerAm:
  236. int playerAmntB,humenPlayersB,playerAmntA,humenPlayersA;
  237. playerAmntB=humenPlayersB=playerAmntA=humenPlayersA=0;
  238. for (int i=0;i<8;i++)
  239. {
  240. if (a->players[i].canHumanPlay) {playerAmntA++;humenPlayersA++;}
  241. else if (a->players[i].canComputerPlay) {playerAmntA++;}
  242. if (b->players[i].canHumanPlay) {playerAmntB++;humenPlayersB++;}
  243. else if (b->players[i].canComputerPlay) {playerAmntB++;}
  244. }
  245. if (playerAmntB!=playerAmntA)
  246. return (playerAmntA<playerAmntB);
  247. else
  248. return (humenPlayersA<humenPlayersB);
  249. break;
  250. case _size:
  251. return (a->width<b->width);
  252. break;
  253. case _viccon:
  254. return (a->victoryCondition.condition < b->victoryCondition.condition);
  255. break;
  256. case _name:
  257. return (a->name<b->name);
  258. break;
  259. default:
  260. return (a->name<b->name);
  261. break;
  262. }
  263. };
  264. mapSorter(ESortBy es):sortBy(es){};
  265. };
  266. struct DLL_EXPORT Mapa : public CMapHeader
  267. {
  268. ui32 checksum;
  269. TerrainTile*** terrain;
  270. std::vector<Rumor> rumors;
  271. std::vector<DisposedHero> disposedHeroes;
  272. std::vector<CGHeroInstance*> predefinedHeroes;
  273. std::vector<CGDefInfo *> defy; // list of .def files with definitions from .h3m (may be custom)
  274. std::vector<ui8> allowedSpell; //allowedSpell[spell_ID] - if the spell is allowed
  275. std::vector<ui8> allowedArtifact; //allowedArtifact[artifact_ID] - if the artifact is allowed
  276. std::vector<ui8> allowedAbilities; //allowedAbilities[ability_ID] - if the ability is allowed
  277. std::vector<ui8> allowedHeroes; //allowedHeroes[hero_ID] - if the hero is allowed
  278. std::list<CMapEvent*> events;
  279. int3 grailPos;
  280. int grailRadious;
  281. std::vector<CGObjectInstance*> objects;
  282. std::vector<CGHeroInstance*> heroes;
  283. std::vector<CGTownInstance*> towns;
  284. void initFromBytes(unsigned char * bufor); //creates map from decompressed .h3m data
  285. void readEvents( unsigned char * bufor, int &i);
  286. void readObjects( unsigned char * bufor, int &i);
  287. void loadQuest( CQuest * guard, unsigned char * bufor, int & i);
  288. void readDefInfo( unsigned char * bufor, int &i);
  289. void readTerrain( unsigned char * bufor, int &i);
  290. void readPredefinedHeroes( unsigned char * bufor, int &i);
  291. void readHeader( unsigned char * bufor, int &i);
  292. void readRumors( unsigned char * bufor, int &i);
  293. void loadHero( CGObjectInstance * &nobj, unsigned char * bufor, int &i);
  294. void loadTown( CGObjectInstance * &nobj, unsigned char * bufor, int &i);
  295. int loadSeerHut( unsigned char * bufor, int i, CGObjectInstance *& nobj);
  296. void addBlockVisTiles(CGObjectInstance * obj);
  297. void removeBlockVisTiles(CGObjectInstance * obj, bool total=false);
  298. Mapa(std::string filename); //creates map structure from .h3m file
  299. Mapa();
  300. ~Mapa();
  301. TerrainTile &getTile(int3 tile);
  302. CGHeroInstance * getHero(int ID, int mode=0);
  303. bool isInTheMap(int3 pos);
  304. template <typename Handler> void serialize(Handler &h, const int formatVersion)
  305. {
  306. h & static_cast<CMapHeader&>(*this);
  307. h & rumors & allowedSpell & allowedAbilities & allowedArtifact & allowedHeroes & events & grailPos;
  308. //TODO: viccondetails
  309. if(h.saving)
  310. {
  311. //saving terrain
  312. for (int i = 0; i < width ; i++)
  313. for (int j = 0; j < height ; j++)
  314. for (int k = 0; k <= twoLevel ; k++)
  315. h & terrain[i][j][k];
  316. }
  317. else
  318. {
  319. //loading terrain
  320. terrain = new TerrainTile**[width]; // allocate memory
  321. for (int ii=0;ii<width;ii++)
  322. {
  323. terrain[ii] = new TerrainTile*[height]; // allocate memory
  324. for(int jj=0;jj<height;jj++)
  325. terrain[ii][jj] = new TerrainTile[twoLevel+1];
  326. }
  327. for (int i = 0; i < width ; i++)
  328. for (int j = 0; j < height ; j++)
  329. for (int k = 0; k <= twoLevel ; k++)
  330. h & terrain[i][j][k];
  331. }
  332. //definfos
  333. std::vector<CGDefInfo*> defs;
  334. if(h.saving) //create vector with all defs used on map
  335. {
  336. for(int i=0; i<objects.size(); i++)
  337. if(objects[i])
  338. objects[i]->defInfo->serial = -1; //set serial to serial -1 - indicates that def is not present in defs vector
  339. for(int i=0; i<objects.size(); i++)
  340. {
  341. if(!objects[i]) continue;
  342. CGDefInfo *cur = objects[i]->defInfo;
  343. if(cur->serial < 0)
  344. {
  345. cur->serial = defs.size();
  346. defs.push_back(cur);
  347. }
  348. }
  349. }
  350. h & ((h.saving) ? defs : defy);
  351. //objects
  352. if(h.saving)
  353. {
  354. ui32 hlp = objects.size();
  355. h & hlp;
  356. }
  357. else
  358. {
  359. ui32 hlp;
  360. h & hlp;
  361. objects.resize(hlp);
  362. }
  363. h & CGTeleport::objs;
  364. for(int i=0; i<objects.size(); i++)
  365. {
  366. CGObjectInstance *&obj = objects[i];
  367. h & obj;
  368. if (obj)
  369. {
  370. si32 shlp;
  371. //definfo
  372. h & (h.saving ? (shlp=obj->defInfo->serial) : shlp); //read / write pos of definfo in defs vector
  373. if(!h.saving)
  374. obj->defInfo = defy[shlp];
  375. }
  376. }
  377. if(!h.saving)
  378. {
  379. for(int i=0; i<objects.size(); i++)
  380. {
  381. if(!objects[i]) continue;
  382. if(objects[i]->ID == HEROI_TYPE)
  383. heroes.push_back(static_cast<CGHeroInstance*>(objects[i]));
  384. else if(objects[i]->ID == TOWNI_TYPE)
  385. towns.push_back(static_cast<CGTownInstance*>(objects[i]));
  386. addBlockVisTiles(objects[i]); //recreate blockvis map
  387. }
  388. for(int i=0; i<heroes.size(); i++) //if hero is visiting/garrisoned in town set appropriate pointers
  389. {
  390. int3 vistile = heroes[i]->pos; vistile.x++;
  391. for(int j=0; j<towns.size(); j++)
  392. {
  393. if(vistile == towns[j]->pos) //hero stands on the town entrance
  394. {
  395. if(heroes[i]->inTownGarrison)
  396. towns[j]->garrisonHero = heroes[i];
  397. else
  398. towns[j]->visitingHero = heroes[i];
  399. heroes[i]->visitedTown = towns[j];
  400. }
  401. }
  402. }
  403. }
  404. }
  405. };
  406. #endif // __MAP_H__