map.h 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496
  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{_playerAm, _size, _format, _name, _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 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. };
  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 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???
  102. ui8 canHumanPlay;
  103. ui8 canComputerPlay;
  104. ui32 AITactic; //(00 - random, 01 - warrior, 02 - builder, 03 - explorer)
  105. ui32 allowedFactions; //(01 - castle; 02 - rampart; 04 - tower; 08 - inferno; 16 - necropolis; 32 - dungeon; 64 - stronghold; 128 - fortress; 256 - conflux);
  106. ui8 isFactionRandom;
  107. ui32 mainHeroPortrait; //it's ID of hero with choosen portrait; 255 if standard
  108. std::string mainHeroName;
  109. std::vector<SheroName> heroesNames;
  110. ui8 hasMainTown;
  111. ui8 generateHeroAtMainTown;
  112. int3 posOfMainTown;
  113. ui8 team;
  114. ui8 generateHero;
  115. PlayerInfo(): p7(0), p8(0), p9(0), canHumanPlay(0), canComputerPlay(0),
  116. AITactic(0), allowedFactions(0), isFactionRandom(0),
  117. mainHeroPortrait(0), hasMainTown(0), generateHeroAtMainTown(0),
  118. team(255), generateHero(0) {};
  119. template <typename Handler> void serialize(Handler &h, const int version)
  120. {
  121. h & p7 & p8 & p9 & canHumanPlay & canComputerPlay & AITactic & allowedFactions & isFactionRandom &
  122. mainHeroPortrait & mainHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
  123. posOfMainTown & team & generateHero;
  124. }
  125. };
  126. struct DLL_EXPORT LossCondition
  127. {
  128. ElossCon typeOfLossCon;
  129. int3 pos;
  130. si32 timeLimit; // in days; -1 if not used
  131. const CGObjectInstance *obj; //set during map parsing: hero/town (depending on typeOfLossCon); NULL if not used
  132. template <typename Handler> void serialize(Handler &h, const int version)
  133. {
  134. h & typeOfLossCon & pos & timeLimit & obj;
  135. }
  136. LossCondition();
  137. };
  138. struct DLL_EXPORT CVictoryCondition
  139. {
  140. EvictoryConditions condition; //ID of condition
  141. ui8 allowNormalVictory, appliesToAI;
  142. 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)
  143. si32 ID; //artifact ID (0); monster ID (1); resource ID (2); needed fort level in upgraded town (3); artifact ID (8)
  144. si32 count; //needed count for creatures (1) / resource (2); upgraded town hall level (3);
  145. const CGObjectInstance *obj; //object of specific monster / city / hero instance (NULL if not used); set during map parsing
  146. CVictoryCondition();
  147. template <typename Handler> void serialize(Handler &h, const int version)
  148. {
  149. h & condition & allowNormalVictory & appliesToAI & pos & ID & count & obj;
  150. }
  151. };
  152. struct DLL_EXPORT Rumor
  153. {
  154. std::string name, text;
  155. template <typename Handler> void serialize(Handler &h, const int version)
  156. {
  157. h & name & text;
  158. }
  159. };
  160. struct DLL_EXPORT DisposedHero
  161. {
  162. ui32 ID;
  163. ui16 portrait; //0xFF - default
  164. std::string name;
  165. ui8 players; //who can hire this hero (bitfield)
  166. template <typename Handler> void serialize(Handler &h, const int version)
  167. {
  168. h & ID & portrait & name & players;
  169. }
  170. };
  171. class DLL_EXPORT CMapEvent
  172. {
  173. public:
  174. std::string name, message;
  175. std::vector<si32> resources; //gained / taken resources
  176. ui8 players; //affected players
  177. ui8 humanAffected;
  178. ui8 computerAffected;
  179. ui32 firstOccurence;
  180. ui32 nextOccurence; //after nextOccurance day event will occur; if it it 0, event occures only one time;
  181. template <typename Handler> void serialize(Handler &h, const int version)
  182. {
  183. h & name & message & resources
  184. & players & humanAffected & computerAffected & firstOccurence & nextOccurence;
  185. }
  186. bool operator<(const CMapEvent &b) const
  187. {
  188. return firstOccurence < b.firstOccurence;
  189. }
  190. };
  191. class DLL_EXPORT CMapHeader
  192. {
  193. public:
  194. enum Eformat {invalid, WoG=0x33, AB=0x15, RoE=0x0e, SoD=0x1c};
  195. Eformat version; // version of map Eformat
  196. ui8 areAnyPLayers; // if there are any playable players on map
  197. si32 height, width, twoLevel; //sizes
  198. std::string name; //name of map
  199. std::string description; //and description
  200. ui8 difficulty; // 0 easy - 4 impossible
  201. ui8 levelLimit;
  202. LossCondition lossCondition;
  203. CVictoryCondition victoryCondition; //victory conditions
  204. std::vector<PlayerInfo> players; // info about players - size 8
  205. ui8 howManyTeams;
  206. std::vector<ui8> allowedHeroes; //allowedHeroes[hero_ID] - if the hero is allowed
  207. std::vector<ui16> placeholdedHeroes; //ID of types of heroes in placeholders
  208. void initFromMemory(const unsigned char *bufor, int &i);
  209. void loadViCLossConditions( const unsigned char * bufor, int &i);
  210. void loadPlayerInfo( int &pom, const unsigned char * bufor, int &i);
  211. CMapHeader(const unsigned char *map); //an argument is a reference to string described a map (unpacked)
  212. CMapHeader();
  213. virtual ~CMapHeader();
  214. template <typename Handler> void serialize(Handler &h, const int Version)
  215. {
  216. h & version & name & description & width & height & twoLevel & difficulty & levelLimit & areAnyPLayers;
  217. h & players & lossCondition & victoryCondition & howManyTeams;
  218. }
  219. };
  220. class DLL_EXPORT CMapInfo : public CMapHeader
  221. {
  222. public:
  223. ui8 seldiff; //selected difficulty (only in saved games)
  224. std::string filename;
  225. std::string date;
  226. int playerAmnt, humenPlayers;
  227. CMapInfo();
  228. CMapInfo(const std::string &fname, const unsigned char *map);
  229. void init(const std::string &fname, const unsigned char *map);
  230. void countPlayers();
  231. };
  232. class DLL_EXPORT mapSorter
  233. {
  234. public:
  235. ESortBy sortBy;
  236. bool operator()(const CMapHeader *a, const CMapHeader *b)
  237. {
  238. switch (sortBy)
  239. {
  240. case _format:
  241. return (a->version<b->version);
  242. break;
  243. case _loscon:
  244. return (a->lossCondition.typeOfLossCon<b->lossCondition.typeOfLossCon);
  245. break;
  246. case _playerAm:
  247. int playerAmntB,humenPlayersB,playerAmntA,humenPlayersA;
  248. playerAmntB=humenPlayersB=playerAmntA=humenPlayersA=0;
  249. for (int i=0;i<8;i++)
  250. {
  251. if (a->players[i].canHumanPlay) {playerAmntA++;humenPlayersA++;}
  252. else if (a->players[i].canComputerPlay) {playerAmntA++;}
  253. if (b->players[i].canHumanPlay) {playerAmntB++;humenPlayersB++;}
  254. else if (b->players[i].canComputerPlay) {playerAmntB++;}
  255. }
  256. if (playerAmntB!=playerAmntA)
  257. return (playerAmntA<playerAmntB);
  258. else
  259. return (humenPlayersA<humenPlayersB);
  260. break;
  261. case _size:
  262. return (a->width<b->width);
  263. break;
  264. case _viccon:
  265. return (a->victoryCondition.condition < b->victoryCondition.condition);
  266. break;
  267. case _name:
  268. return (a->name<b->name);
  269. break;
  270. default:
  271. return (a->name<b->name);
  272. break;
  273. }
  274. };
  275. mapSorter(ESortBy es):sortBy(es){};
  276. };
  277. struct DLL_EXPORT Mapa : public CMapHeader
  278. {
  279. ui32 checksum;
  280. TerrainTile*** terrain;
  281. std::vector<Rumor> rumors;
  282. std::vector<DisposedHero> disposedHeroes;
  283. std::vector<CGHeroInstance*> predefinedHeroes;
  284. std::vector<CGDefInfo *> defy; // list of .def files with definitions from .h3m (may be custom)
  285. std::vector<ui8> allowedSpell; //allowedSpell[spell_ID] - if the spell is allowed
  286. std::vector<ui8> allowedArtifact; //allowedArtifact[artifact_ID] - if the artifact is allowed
  287. std::vector<ui8> allowedAbilities; //allowedAbilities[ability_ID] - if the ability is allowed
  288. std::list<CMapEvent*> events;
  289. int3 grailPos;
  290. int grailRadious;
  291. std::vector<CGObjectInstance*> objects;
  292. std::vector<CGHeroInstance*> heroes;
  293. std::vector<CGTownInstance*> towns;
  294. void initFromBytes( const unsigned char * bufor); //creates map from decompressed .h3m data
  295. void readEvents( const unsigned char * bufor, int &i);
  296. void readObjects( const unsigned char * bufor, int &i);
  297. void loadQuest( CQuest * guard, const unsigned char * bufor, int & i);
  298. void readDefInfo( const unsigned char * bufor, int &i);
  299. void readTerrain( const unsigned char * bufor, int &i);
  300. void readPredefinedHeroes( const unsigned char * bufor, int &i);
  301. void readHeader( const unsigned char * bufor, int &i);
  302. void readRumors( const unsigned char * bufor, int &i);
  303. void loadHero( CGObjectInstance * &nobj, const unsigned char * bufor, int &i);
  304. void loadTown( CGObjectInstance * &nobj, const unsigned char * bufor, int &i, int subid);
  305. int loadSeerHut( const unsigned char * bufor, int i, CGObjectInstance *& nobj);
  306. void checkForObjectives();
  307. void addBlockVisTiles(CGObjectInstance * obj);
  308. void removeBlockVisTiles(CGObjectInstance * obj, bool total=false);
  309. Mapa(std::string filename); //creates map structure from .h3m file
  310. Mapa();
  311. ~Mapa();
  312. TerrainTile &getTile(int3 tile);
  313. const TerrainTile &getTile(int3 tile) const;
  314. CGHeroInstance * getHero(int ID, int mode=0);
  315. bool isInTheMap(const int3 &pos) const;
  316. bool isWaterTile(const int3 &pos) const; //out-of-pos safe
  317. template <typename Handler> void serialize(Handler &h, const int formatVersion)
  318. {
  319. h & static_cast<CMapHeader&>(*this);
  320. h & rumors & allowedSpell & allowedAbilities & allowedArtifact & allowedHeroes & events & grailPos;
  321. //TODO: viccondetails
  322. if(h.saving)
  323. {
  324. //saving terrain
  325. for (int i = 0; i < width ; i++)
  326. for (int j = 0; j < height ; j++)
  327. for (int k = 0; k <= twoLevel ; k++)
  328. h & terrain[i][j][k];
  329. }
  330. else
  331. {
  332. //loading terrain
  333. terrain = new TerrainTile**[width]; // allocate memory
  334. for (int ii=0;ii<width;ii++)
  335. {
  336. terrain[ii] = new TerrainTile*[height]; // allocate memory
  337. for(int jj=0;jj<height;jj++)
  338. terrain[ii][jj] = new TerrainTile[twoLevel+1];
  339. }
  340. for (int i = 0; i < width ; i++)
  341. for (int j = 0; j < height ; j++)
  342. for (int k = 0; k <= twoLevel ; k++)
  343. h & terrain[i][j][k];
  344. }
  345. //definfos
  346. std::vector<CGDefInfo*> defs;
  347. if(h.saving) //create vector with all defs used on map
  348. {
  349. for(unsigned int i=0; i<objects.size(); i++)
  350. if(objects[i])
  351. objects[i]->defInfo->serial = -1; //set serial to serial -1 - indicates that def is not present in defs vector
  352. for(unsigned int i=0; i<objects.size(); i++)
  353. {
  354. if(!objects[i]) continue;
  355. CGDefInfo *cur = objects[i]->defInfo;
  356. if(cur->serial < 0)
  357. {
  358. cur->serial = defs.size();
  359. defs.push_back(cur);
  360. }
  361. }
  362. }
  363. h & ((h.saving) ? defs : defy);
  364. //objects
  365. if(h.saving)
  366. {
  367. ui32 hlp = objects.size();
  368. h & hlp;
  369. }
  370. else
  371. {
  372. ui32 hlp;
  373. h & hlp;
  374. objects.resize(hlp);
  375. }
  376. //static structures
  377. h & CGTeleport::objs;
  378. h & CGTeleport::gates;
  379. h & CGKeys::playerKeyMap;
  380. h & CGMagi::eyelist;
  381. h & CGPyramid::pyramidConfig;
  382. for(unsigned int i=0; i<objects.size(); i++)
  383. {
  384. CGObjectInstance *&obj = objects[i];
  385. h & obj;
  386. if (obj)
  387. {
  388. si32 shlp;
  389. //definfo
  390. h & (h.saving ? (shlp=obj->defInfo->serial) : shlp); //read / write pos of definfo in defs vector
  391. if(!h.saving)
  392. obj->defInfo = defy[shlp];
  393. }
  394. }
  395. if(!h.saving)
  396. {
  397. for(unsigned int i=0; i<objects.size(); i++)
  398. {
  399. if(!objects[i]) continue;
  400. if(objects[i]->ID == HEROI_TYPE)
  401. heroes.push_back(static_cast<CGHeroInstance*>(objects[i]));
  402. else if(objects[i]->ID == TOWNI_TYPE)
  403. towns.push_back(static_cast<CGTownInstance*>(objects[i]));
  404. addBlockVisTiles(objects[i]); //recreate blockvis map
  405. }
  406. for(unsigned int i=0; i<heroes.size(); i++) //if hero is visiting/garrisoned in town set appropriate pointers
  407. {
  408. int3 vistile = heroes[i]->pos; vistile.x++;
  409. for(unsigned int j=0; j<towns.size(); j++)
  410. {
  411. if(vistile == towns[j]->pos) //hero stands on the town entrance
  412. {
  413. if(heroes[i]->inTownGarrison)
  414. {
  415. towns[j]->garrisonHero = heroes[i];
  416. removeBlockVisTiles(heroes[i]);
  417. }
  418. else
  419. {
  420. towns[j]->visitingHero = heroes[i];
  421. }
  422. heroes[i]->visitedTown = towns[j];
  423. break;
  424. }
  425. }
  426. vistile.x -= 2; //manifest pos
  427. const TerrainTile &t = getTile(vistile);
  428. if(t.tertype != TerrainTile::water) continue;
  429. //hero stands on the water - he must be in the boat
  430. for(unsigned int j = 0; j < t.visitableObjects.size(); j++)
  431. {
  432. if(t.visitableObjects[j]->ID == 8)
  433. {
  434. CGBoat *b = static_cast<CGBoat *>(t.visitableObjects[j]);
  435. heroes[i]->boat = b;
  436. b->hero = heroes[i];
  437. removeBlockVisTiles(b);
  438. break;
  439. }
  440. }
  441. } //heroes loop
  442. } //!saving
  443. }
  444. };
  445. #endif // __MAP_H__