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							- #ifndef __MAP_H__
 
- #define __MAP_H__
 
- #ifdef _MSC_VER
 
- #pragma warning (disable : 4482)
 
- #endif
 
- #include <cstring>
 
- #include <vector>
 
- #include <map>
 
- #include <set>
 
- #include <list>
 
- #include "../global.h"
 
- #ifndef _MSC_VER
 
- #include "../hch/CObjectHandler.h"
 
- #include "../hch/CDefObjInfoHandler.h"
 
- #endif
 
- /*
 
-  * map.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
 
-  *
 
-  */
 
- class CGDefInfo;
 
- class CGObjectInstance;
 
- class CGHeroInstance;
 
- class CGCreature;
 
- class CQuest;
 
- class CGTownInstance;
 
- enum EDefType {TOWN_DEF, HERO_DEF, CREATURES_DEF, SEERHUT_DEF, RESOURCE_DEF, TERRAINOBJ_DEF, 
 
- 	EVENTOBJ_DEF, SIGN_DEF, GARRISON_DEF, ARTIFACT_DEF, WITCHHUT_DEF, SCHOLAR_DEF, PLAYERONLY_DEF, 
 
- 	SHRINE_DEF, SPELLSCROLL_DEF, PANDORA_DEF, GRAIL_DEF, CREGEN_DEF, CREGEN2_DEF, CREGEN3_DEF, 
 
- 	BORDERGUARD_DEF, HEROPLACEHOLDER_DEF};
 
- class DLL_EXPORT CSpecObjInfo
 
- {
 
- public:
 
- 	virtual ~CSpecObjInfo(){};
 
- };
 
- class DLL_EXPORT CCreGenObjInfo : public CSpecObjInfo
 
- {
 
- public:
 
- 	unsigned char player; //owner
 
- 	bool asCastle;
 
- 	ui32 identifier;
 
- 	unsigned char castles[2]; //allowed castles
 
- };
 
- class DLL_EXPORT CCreGen2ObjInfo : public CSpecObjInfo
 
- {
 
- public:
 
- 	unsigned char player; //owner
 
- 	bool asCastle;
 
- 	ui32 identifier;
 
- 	unsigned char castles[2]; //allowed castles
 
- 	unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
 
- };
 
- class DLL_EXPORT CCreGen3ObjInfo : public CSpecObjInfo
 
- {
 
- public:
 
- 	unsigned char player; //owner
 
- 	unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
 
- };
 
- struct DLL_EXPORT TerrainTile
 
- {
 
- 	enum EterrainType {border=-1, dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock};
 
- 	enum Eriver {noRiver=0, clearRiver, icyRiver, muddyRiver, lavaRiver};
 
- 	enum Eroad {dirtRoad=1, grazvelRoad, cobblestoneRoad};
 
- 	EterrainType tertype; // type of terrain
 
- 	unsigned char terview; // look of terrain
 
- 	Eriver nuine; // type of Eriver (0 if there is no river)
 
- 	unsigned char rivDir; // direction of Eriver
 
- 	Eroad malle; // type of Eroad (0 if there is no river)
 
- 	unsigned char roadDir; // direction of Eroad
 
- 	unsigned char siodmyTajemniczyBajt; //first two bits - how to rotate terrain graphic (next two - river graphic, next two - road); 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect
 
- 	bool visitable; //false = not visitable; true = visitable
 
- 	bool blocked; //false = free; true = blocked;
 
- 	std::vector <CGObjectInstance*> visitableObjects; //pointers to objects hero can visit while being on this tile
 
- 	std::vector <CGObjectInstance*> blockingObjects; //pointers to objects that are blocking this tile
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & tertype & terview & nuine & rivDir & malle &roadDir & siodmyTajemniczyBajt;
 
- 		if(!h.saving)
 
- 		{
 
- 			visitable = blocked = false;
 
- 			//these flags (and obj vectors) will be restored in map serialization
 
- 		}
 
- 	}
 
- 	bool entrableTerrain(const TerrainTile *from = NULL) const; //checks if terrain is not a rock. If from is water/land, same type is also required. 
 
- 	bool entrableTerrain(bool allowLand, bool allowSea) const; //checks if terrain is not a rock. If from is water/land, same type is also required. 
 
- 	bool isClear(const TerrainTile *from = NULL) const; //checks for blocking objs and terraint type (water / land)
 
- };
 
- struct DLL_EXPORT SheroName //name of starting hero
 
- {
 
- 	int heroID;
 
- 	std::string heroName;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & heroID & heroName;
 
- 	}
 
- };
 
- struct DLL_EXPORT PlayerInfo
 
- {
 
- 	si32 p7, p8, p9;
 
- 	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???
 
- 	ui8 canHumanPlay;
 
- 	ui8 canComputerPlay;
 
- 	ui32 AITactic; //(00 - random, 01 -  warrior, 02 - builder, 03 - explorer)
 
- 	ui32 allowedFactions; //(01 - castle; 02 - rampart; 04 - tower; 08 - inferno; 16 - necropolis; 32 - dungeon; 64 - stronghold; 128 - fortress; 256 - conflux);
 
- 	ui8 isFactionRandom;
 
- 	ui32 mainHeroPortrait; //it's ID of hero with choosen portrait; 255 if standard
 
- 	std::string mainHeroName;
 
- 	std::vector<SheroName> heroesNames;
 
- 	ui8 hasMainTown;
 
- 	ui8 generateHeroAtMainTown;
 
- 	int3 posOfMainTown;
 
- 	ui8 team;
 
- 	ui8 generateHero;
 
- 	PlayerInfo(): p7(0), p8(0), p9(0), canHumanPlay(0), canComputerPlay(0),
 
- 		AITactic(0), allowedFactions(0), isFactionRandom(0),
 
- 		mainHeroPortrait(0), hasMainTown(0), generateHeroAtMainTown(0),
 
- 		team(255), generateHero(0) {};
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & p7 & p8 & p9 & canHumanPlay & canComputerPlay & AITactic & allowedFactions & isFactionRandom &
 
- 			mainHeroPortrait & mainHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
 
- 			posOfMainTown & team & generateHero;
 
- 	}
 
- };
 
- struct DLL_EXPORT LossCondition
 
- {
 
- 	ElossCon typeOfLossCon;
 
- 	int3 pos;
 
- 	si32 timeLimit; // in days; -1 if not used
 
- 	const CGObjectInstance *obj; //set during map parsing: hero/town (depending on typeOfLossCon); NULL if not used
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & typeOfLossCon & pos & timeLimit & obj;
 
- 	}
 
- 	LossCondition();
 
- };
 
- struct DLL_EXPORT CVictoryCondition
 
- {
 
- 	EvictoryConditions condition; //ID of condition
 
- 	ui8 allowNormalVictory, appliesToAI;
 
- 	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)
 
- 	si32 ID; //artifact ID (0); monster ID (1); resource ID (2); needed fort level in upgraded town (3); artifact ID (8)
 
- 	si32 count; //needed count for creatures (1) / resource (2); upgraded town hall level (3); 
 
- 	const CGObjectInstance *obj; //object of specific monster / city / hero instance (NULL if not used); set during map parsing
 
- 	CVictoryCondition();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & condition & allowNormalVictory & appliesToAI & pos & ID & count & obj;
 
- 	}
 
- };
 
- struct DLL_EXPORT Rumor
 
- {
 
- 	std::string name, text;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & name & text;
 
- 	}
 
- };
 
- struct DLL_EXPORT DisposedHero
 
- {
 
- 	ui32 ID;
 
- 	ui16 portrait; //0xFF - default
 
- 	std::string name;
 
- 	ui8 players; //who can hire this hero (bitfield)
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & ID & portrait & name & players;
 
- 	}
 
- };
 
- class DLL_EXPORT CMapEvent
 
- {
 
- public:
 
- 	std::string name, message;
 
- 	std::vector<si32> resources; //gained / taken resources
 
- 	ui8 players; //affected players
 
- 	ui8 humanAffected;
 
- 	ui8 computerAffected;
 
- 	ui32 firstOccurence;
 
- 	ui32 nextOccurence; //after nextOccurance day event will occur; if it it 0, event occures only one time;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & name & message & resources
 
- 			& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
 
- 	}
 
- 	bool operator<(const CMapEvent &b) const
 
- 	{
 
- 		return firstOccurence < b.firstOccurence;
 
- 	}
 
- };
 
- class DLL_EXPORT CMapHeader
 
- {
 
- public:
 
- 	enum Eformat {invalid, WoG=0x33, AB=0x15, RoE=0x0e,  SoD=0x1c};
 
- 	Eformat version; // version of map Eformat
 
- 	ui8 areAnyPLayers; // if there are any playable players on map
 
- 	si32 height, width, twoLevel; //sizes
 
- 	std::string name;  //name of map
 
- 	std::string description;  //and description
 
- 	ui8 difficulty; // 0 easy - 4 impossible
 
- 	ui8 levelLimit;
 
- 	LossCondition lossCondition;
 
- 	CVictoryCondition victoryCondition; //victory conditions
 
- 	std::vector<PlayerInfo> players; // info about players - size 8
 
- 	ui8 howManyTeams;
 
- 	std::vector<ui8> allowedHeroes; //allowedHeroes[hero_ID] - if the hero is allowed
 
- 	std::vector<ui16> placeholdedHeroes; //ID of types of heroes in placeholders
 
- 	void initFromMemory(const unsigned char *bufor, int &i);
 
- 	void loadViCLossConditions( const unsigned char * bufor, int &i);
 
- 	void loadPlayerInfo( int &pom, const unsigned char * bufor, int &i);
 
- 	CMapHeader(const unsigned char *map); //an argument is a reference to string described a map (unpacked)
 
- 	CMapHeader();
 
- 	virtual ~CMapHeader();
 
- 	template <typename Handler> void serialize(Handler &h, const int Version)
 
- 	{
 
- 		h & version & name & description & width & height & twoLevel & difficulty & levelLimit & areAnyPLayers;
 
- 		h & players & lossCondition & victoryCondition & howManyTeams;
 
- 	}
 
- };
 
- struct DLL_EXPORT Mapa : public CMapHeader
 
- {
 
- 	ui32 checksum;
 
- 	TerrainTile*** terrain; 
 
- 	std::vector<Rumor> rumors;
 
- 	std::vector<DisposedHero> disposedHeroes;
 
- 	std::vector<CGHeroInstance*> predefinedHeroes;
 
- 	std::vector<CGDefInfo *> defy; // list of .def files with definitions from .h3m (may be custom)
 
- 	std::vector<ui8> allowedSpell; //allowedSpell[spell_ID] - if the spell is allowed
 
- 	std::vector<ui8> allowedArtifact; //allowedArtifact[artifact_ID] - if the artifact is allowed
 
- 	std::vector<ui8> allowedAbilities; //allowedAbilities[ability_ID] - if the ability is allowed
 
- 	std::list<CMapEvent*> events;
 
- 	int3 grailPos;
 
- 	int grailRadious;
 
- 	std::vector<CGObjectInstance*> objects;
 
- 	std::vector<CGHeroInstance*> heroes;
 
- 	std::vector<CGTownInstance*> towns;
 
- 	std::map<ui16, CGCreature*> monsters;
 
- 	std::map<ui16, CGHeroInstance*> heroesToBeat;
 
- 	void initFromBytes( const unsigned char * bufor); //creates map from decompressed .h3m data
 
- 	void readEvents( const unsigned char * bufor, int &i);
 
- 	void readObjects( const unsigned char * bufor, int &i);
 
- 	void loadQuest( CQuest * guard, const unsigned char * bufor, int & i);
 
- 	void readDefInfo( const unsigned char * bufor, int &i);
 
- 	void readTerrain( const unsigned char * bufor, int &i);
 
- 	void readPredefinedHeroes( const unsigned char * bufor, int &i);
 
- 	void readHeader( const unsigned char * bufor, int &i);
 
- 	void readRumors( const unsigned char * bufor, int &i);
 
- 	void loadHero( CGObjectInstance * &nobj, const unsigned char * bufor, int &i);
 
- 	void loadTown( CGObjectInstance * &nobj, const unsigned char * bufor, int &i, int subid);
 
- 	int loadSeerHut( const unsigned char * bufor, int i, CGObjectInstance *& nobj);
 
- 	void checkForObjectives();
 
- 	void addBlockVisTiles(CGObjectInstance * obj);
 
- 	void removeBlockVisTiles(CGObjectInstance * obj, bool total=false);
 
- 	Mapa(std::string filename); //creates map structure from .h3m file
 
- 	Mapa();
 
- 	~Mapa();
 
- 	TerrainTile &getTile(int3 tile);
 
- 	const TerrainTile &getTile(int3 tile) const;
 
- 	CGHeroInstance * getHero(int ID, int mode=0);
 
- 	bool isInTheMap(const int3 &pos) const;
 
- 	bool isWaterTile(const int3 &pos) const; //out-of-pos safe
 
- 	template <typename Handler> void serialize(Handler &h, const int formatVersion)
 
- 	{
 
- 		h & static_cast<CMapHeader&>(*this);
 
- 		h & rumors & allowedSpell & allowedAbilities & allowedArtifact & allowedHeroes & events & grailPos;
 
- 		h & monsters & heroesToBeat; //hoprfully serialization is now automagical?
 
- 		//TODO: viccondetails
 
- 		if(h.saving)
 
- 		{
 
- 			//saving terrain
 
- 			for (int i = 0; i < width ; i++)
 
- 				for (int j = 0; j < height ; j++)
 
- 					for (int k = 0; k <= twoLevel ; k++)
 
- 						h & terrain[i][j][k];
 
- 		}
 
- 		else
 
- 		{
 
- 			//loading terrain
 
- 			terrain = new TerrainTile**[width]; // allocate memory 
 
- 			for (int ii=0;ii<width;ii++)
 
- 			{
 
- 				terrain[ii] = new TerrainTile*[height]; // allocate memory 
 
- 				for(int jj=0;jj<height;jj++)
 
- 					terrain[ii][jj] = new TerrainTile[twoLevel+1];
 
- 			}
 
- 			for (int i = 0; i < width ; i++)
 
- 				for (int j = 0; j < height ; j++)
 
- 					for (int k = 0; k <= twoLevel ; k++)
 
- 						h & terrain[i][j][k];
 
- 		}
 
- 		
 
- 		h & defy & objects;
 
- // 		//definfos
 
- // 		std::vector<CGDefInfo*> defs;
 
- // 
 
- // 		if(h.saving) //create vector with all defs used on map
 
- // 		{
 
- // 			for(unsigned int i=0; i<objects.size(); i++)
 
- // 				if(objects[i])
 
- // 					objects[i]->defInfo->serial = -1; //set serial to serial -1 - indicates that def is not present in defs vector
 
- // 
 
- // 			for(unsigned int i=0; i<objects.size(); i++)
 
- // 			{
 
- // 				if(!objects[i]) continue;
 
- // 				CGDefInfo *cur = objects[i]->defInfo;
 
- // 				if(cur->serial < 0)
 
- // 				{
 
- // 					cur->serial = defs.size();
 
- // 					defs.push_back(cur);
 
- // 				}
 
- // 			}
 
- // 		}
 
- // 
 
- // 		h & ((h.saving) ? defs : defy);
 
- // 		//objects
 
- // 		if(h.saving)
 
- // 		{
 
- // 			ui32 hlp = objects.size(); 
 
- // 			h & hlp;
 
- // 		}
 
- // 		else
 
- // 		{
 
- // 			ui32 hlp;
 
- // 			h & hlp;
 
- // 			objects.resize(hlp);
 
- // 		}
 
- 		//static members
 
- 		h & CGTeleport::objs;
 
- 		h & CGTeleport::gates;
 
- 		h & CGKeys::playerKeyMap;
 
- 		h & CGMagi::eyelist;
 
- 		h & CGPyramid::pyramidConfig;
 
- 		h & CGObelisk::obeliskCount & CGObelisk::visited;
 
- 		h & CGTownInstance::merchantArtifacts;
 
- // 		for(unsigned int i=0; i<objects.size(); i++)
 
- // 		{
 
- // 			CGObjectInstance *&obj = objects[i];
 
- // 			h & obj;
 
- // 
 
- // 			if (obj)
 
- // 			{
 
- // 				si32 shlp;
 
- // 				//definfo
 
- // 				h & (h.saving ? (shlp=obj->defInfo->serial) : shlp); //read / write pos of definfo in defs vector
 
- // 				if(!h.saving)
 
- // 					obj->defInfo = defy[shlp];
 
- // 			}
 
- // 		}
 
- 		if(!h.saving)
 
- 		{
 
- 			for(unsigned int i=0; i<objects.size(); i++)
 
- 			{
 
- 				if(!objects[i]) continue;
 
- 				if(objects[i]->ID == HEROI_TYPE)
 
- 					heroes.push_back(static_cast<CGHeroInstance*>(objects[i]));
 
- 				else if(objects[i]->ID == TOWNI_TYPE)
 
- 					towns.push_back(static_cast<CGTownInstance*>(objects[i]));
 
- 				addBlockVisTiles(objects[i]); //recreate blockvis map
 
- 			}
 
- 			for(unsigned int i=0; i<heroes.size(); i++) //if hero is visiting/garrisoned in town set appropriate pointers
 
- 			{
 
- 				int3 vistile = heroes[i]->pos; vistile.x++;
 
- 				for(unsigned int j=0; j<towns.size(); j++)
 
- 				{
 
- 					if(vistile == towns[j]->pos) //hero stands on the town entrance
 
- 					{
 
- 						if(heroes[i]->inTownGarrison)
 
- 						{
 
- 							towns[j]->garrisonHero = heroes[i];
 
- 							removeBlockVisTiles(heroes[i]);
 
- 						}
 
- 						else
 
- 						{
 
- 							towns[j]->visitingHero = heroes[i];
 
- 						}
 
- 						heroes[i]->visitedTown = towns[j];
 
- 						break;
 
- 					}
 
- 				}
 
- 				vistile.x -= 2; //manifest pos
 
- 				const TerrainTile &t = getTile(vistile);
 
- 				if(t.tertype != TerrainTile::water) continue;
 
- 				//hero stands on the water - he must be in the boat
 
- 				for(unsigned int j = 0; j < t.visitableObjects.size(); j++)
 
- 				{
 
- 					if(t.visitableObjects[j]->ID == 8)
 
- 					{
 
- 						CGBoat *b = static_cast<CGBoat *>(t.visitableObjects[j]);
 
- 						heroes[i]->boat = b;
 
- 						b->hero = heroes[i];
 
- 						removeBlockVisTiles(b);
 
- 						break;
 
- 					}
 
- 				}
 
- 			} //heroes loop
 
- 		} //!saving
 
- 	}
 
- };
 
- #endif // __MAP_H__
 
 
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