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- /*
- * CMap.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 "../ConstTransitivePtr.h"
- #include "../CObjectHandler.h"
- #include "../ResourceSet.h"
- #include "../int3.h"
- #include "../GameConstants.h"
- class CArtifactInstance;
- class CGDefInfo;
- class CGObjectInstance;
- class CGHeroInstance;
- class CCommanderInstance;
- class CGCreature;
- class CQuest;
- class CGTownInstance;
- class IModableArt;
- class IQuestObject;
- class CInputStream;
- class CMapEditManager;
- /// The hero name struct consists of the hero id and the hero name.
- struct DLL_LINKAGE SHeroName
- {
- SHeroName();
- int heroId;
- std::string heroName;
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & heroId & heroName;
- }
- };
- namespace EAiTactic
- {
- enum EAiTactic
- {
- NONE = -1,
- RANDOM,
- WARRIOR,
- BUILDER,
- EXPLORER
- };
- }
- /// 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.
- si8 defaultCastle() const;
- /// Gets the default hero id or -1 for a random hero.
- si8 defaultHero() const;
- bool canAnyonePlay() const;
- bool canHumanPlay;
- bool canComputerPlay;
- EAiTactic::EAiTactic aiTactic; /// The default value is EAiTactic::RANDOM.
- std::set<TFaction> allowedFactions;
- bool isFactionRandom;
- si32 mainHeroPortrait; /// The default value is -1.
- std::string mainHeroName;
- std::vector<SHeroName> heroesNames; /// List of renamed heroes.
- bool hasMainTown; /// The default value is false.
- bool generateHeroAtMainTown; /// The default value is false.
- int3 posOfMainTown;
- TeamID team; /// The default value is 255 representing that the player belongs to no team.
- bool generateHero; /// Unused.
- si32 p7; /// Unknown and unused.
- bool hasHero; /// Player has a (custom?) hero
- si32 customHeroID; /// ID of custom hero, -1 if none
- /// Unused. Count of hero placeholders containing hero type.
- /// WARNING: powerPlaceholders sometimes gives false 0 (eg. even if there is one placeholder), maybe different meaning ???
- ui8 powerPlaceholders;
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & p7 & hasHero & customHeroID & canHumanPlay & canComputerPlay & aiTactic & allowedFactions & isFactionRandom &
- mainHeroPortrait & mainHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
- posOfMainTown & team & generateHero;
- }
- };
- /// The loss condition describes the condition to lose the game. (e.g. lose all own heroes/castles)
- struct DLL_LINKAGE LossCondition
- {
- LossCondition();
- ELossConditionType::ELossConditionType typeOfLossCon;
- int3 pos; /// the position of an object which mustn't be lost
- si32 timeLimit; /// time limit in days, -1 if not used
- const CGObjectInstance * obj;
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & typeOfLossCon & pos & timeLimit & obj;
- }
- };
- /// The victory condition describes the condition to win the game. (e.g. defeat all enemy heroes/castles,
- /// receive a specific artifact, ...)
- struct DLL_LINKAGE VictoryCondition
- {
- VictoryCondition();
- EVictoryConditionType::EVictoryConditionType condition;
- bool allowNormalVictory; /// true if a normal victory is allowed (defeat all enemy towns, heroes)
- bool appliesToAI;
- /// 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)
- int3 pos;
- /// artifact ID (0); monster ID (1); resource ID (2); needed fort level in upgraded town (3); artifact ID (8)
- si32 objectId;
- /// needed count for creatures (1) / resource (2); upgraded town hall level (3);
- si32 count;
- /// object of specific monster / city / hero instance (NULL if not used); set during map parsing
- const CGObjectInstance * obj;
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & condition & allowNormalVictory & appliesToAI & pos & objectId & count & obj;
- }
- };
- /// The rumor struct consists of a rumor name and text.
- struct DLL_LINKAGE Rumor
- {
- std::string name;
- std::string text;
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & name & text;
- }
- };
- /// The disposed hero struct describes which hero can be hired from which player.
- struct DLL_LINKAGE DisposedHero
- {
- DisposedHero();
- ui32 heroId;
- ui16 portrait; /// The portrait id of the hero, 0xFF is default.
- std::string name;
- ui8 players; /// Who can hire this hero (bitfield).
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & heroId & portrait & name & players;
- }
- };
- /// The map event is an event which e.g. gives or takes resources of a specific
- /// amount to/from players and can appear regularly or once a time.
- class DLL_LINKAGE CMapEvent
- {
- public:
- CMapEvent();
- bool earlierThan(const CMapEvent & other) const;
- bool earlierThanOrEqual(const CMapEvent & other) const;
- std::string name;
- std::string message;
- TResources resources;
- ui8 players; // affected players, bit field?
- ui8 humanAffected;
- ui8 computerAffected;
- ui32 firstOccurence;
- ui32 nextOccurence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & name & message & resources
- & players & humanAffected & computerAffected & firstOccurence & nextOccurence;
- }
- };
- /// The castle event builds/adds buildings/creatures for a specific town.
- class DLL_LINKAGE CCastleEvent: public CMapEvent
- {
- public:
- CCastleEvent();
- std::set<BuildingID> buildings;
- std::vector<si32> creatures;
- CGTownInstance * town;
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & static_cast<CMapEvent &>(*this);
- h & buildings & creatures;
- }
- };
- namespace ERiverType
- {
- enum ERiverType
- {
- NO_RIVER, CLEAR_RIVER, ICY_RIVER, MUDDY_RIVER, LAVA_RIVER
- };
- }
- namespace ERoadType
- {
- enum ERoadType
- {
- NO_ROAD, DIRT_ROAD, GRAVEL_ROAD, COBBLESTONE_ROAD
- };
- }
- /// The terrain tile describes the terrain type and the visual representation of the terrain.
- /// Furthermore the struct defines whether the tile is visitable or/and blocked and which objects reside in it.
- struct DLL_LINKAGE TerrainTile
- {
- TerrainTile();
- /// Gets true if the terrain is not a rock. If from is water/land, same type is also required.
- bool entrableTerrain(const TerrainTile * from = NULL) const;
- bool entrableTerrain(bool allowLand, bool allowSea) const;
- /// Checks for blocking objects and terraint type (water / land).
- bool isClear(const TerrainTile * from = NULL) const;
- /// Gets the ID of the top visitable object or -1 if there is none.
- int topVisitableId() const;
- bool isWater() const;
- bool isCoastal() const;
- bool hasFavourableWinds() const;
- ETerrainType terType;
- ui8 terView;
- ERiverType::ERiverType riverType;
- ui8 riverDir;
- ERoadType::ERoadType roadType;
- ui8 roadDir;
- /// 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
- ui8 extTileFlags;
- bool visitable;
- bool blocked;
- std::vector<CGObjectInstance *> visitableObjects;
- std::vector<CGObjectInstance *> blockingObjects;
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & terType & terView & riverType & riverDir & roadType &roadDir & extTileFlags;
- h & visitable & blocked;
- h & visitableObjects & blockingObjects;
- }
- };
- namespace EMapFormat
- {
- enum EMapFormat
- {
- INVALID, WOG=0x33, AB=0x15, ROE=0x0e, SOD=0x1c
- };
- }
- /// The map header holds information about loss/victory condition,map format, version, players, height, width,...
- class DLL_LINKAGE CMapHeader
- {
- public:
- CMapHeader();
- virtual ~CMapHeader();
- EMapFormat::EMapFormat version; /// The default value is EMapFormat::SOD.
- si32 height; /// The default value is 72.
- si32 width; /// The default value is 72.
- bool twoLevel; /// The default value is true.
- std::string name;
- std::string description;
- ui8 difficulty; /// The default value is 1 representing a normal map difficulty.
- /// 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;
- LossCondition lossCondition; /// The default value is lose all your towns and heroes.
- VictoryCondition victoryCondition; /// The default value is defeat all enemies.
- std::vector<PlayerInfo> players; /// The default size of the vector is PlayerColor::PLAYER_LIMIT.
- ui8 howManyTeams;
- std::vector<bool> allowedHeroes;
- std::vector<ui16> placeholdedHeroes;
- bool areAnyPlayers; /// Unused. True if there are any playable players on the map.
- 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 & allowedHeroes;
- }
- };
- /// The map contains the map header, the tiles of the terrain, objects, heroes, towns, rumors...
- class DLL_LINKAGE CMap : public CMapHeader
- {
- public:
- CMap();
- ~CMap();
- void initTerrain();
- CMapEditManager * getEditManager();
- TerrainTile & getTile(const int3 & tile);
- const TerrainTile & getTile(const int3 & tile) const;
- bool isInTheMap(const int3 & pos) const;
- bool isWaterTile(const int3 & pos) const;
- void addBlockVisTiles(CGObjectInstance * obj);
- void removeBlockVisTiles(CGObjectInstance * obj, bool total = false);
- void addNewArtifactInstance(CArtifactInstance * art);
- void eraseArtifactInstance(CArtifactInstance * art);
- void addQuest(CGObjectInstance * quest);
- /// Gets the topmost object or the lowermost object depending on the flag lookForHero from the specified position.
- const CGObjectInstance * getObjectiveObjectFrom(int3 pos, bool lookForHero);
- CGHeroInstance * getHero(int heroId);
- /// Sets the victory/loss condition objectives ??
- void checkForObjectives();
- ui32 checksum;
- /// a 3-dimensional array of terrain tiles, access is as follows: x, y, level. where level=1 is underground
- std::vector<Rumor> rumors;
- std::vector<DisposedHero> disposedHeroes;
- std::vector<ConstTransitivePtr<CGHeroInstance> > predefinedHeroes;
- std::vector<ConstTransitivePtr<CGDefInfo> > customDefs;
- std::vector<bool> allowedSpell;
- std::vector<bool> allowedArtifact;
- std::vector<bool> allowedAbilities;
- std::list<CMapEvent> events;
- int3 grailPos;
- int grailRadious;
- std::vector< ConstTransitivePtr<CGObjectInstance> > objects;
- std::vector< ConstTransitivePtr<CGHeroInstance> > heroes;
- std::vector< ConstTransitivePtr<CGTownInstance> > towns;
- std::vector< ConstTransitivePtr<CArtifactInstance> > artInstances;
- std::vector< ConstTransitivePtr<CQuest> > quests;
- /// associative list to identify which hero/creature id belongs to which object id(index for objects)
- bmap<si32, ObjectInstanceID> questIdentifierToId;
- unique_ptr<CMapEditManager> editManager;
- private:
- void getTileRangeCheck(const int3 & tile) const;
- TerrainTile*** terrain;
- public:
- template <typename Handler>
- void serialize(Handler &h, const int formatVersion)
- {
- h & static_cast<CMapHeader&>(*this);
- h & rumors & allowedSpell & allowedAbilities & allowedArtifact & events & grailPos;
- h & artInstances & quests;
- h & questIdentifierToId;
- //TODO: viccondetails
- if(h.saving)
- {
- // Save terrain
- for(int i = 0; i < width ; ++i)
- {
- for(int j = 0; j < height ; ++j)
- {
- for(int k = 0; k < (twoLevel ? 2 : 1); ++k)
- {
- h & terrain[i][j][k];
- }
- }
- }
- }
- else
- {
- // Load terrain
- terrain = new TerrainTile**[width];
- for(int ii = 0; ii < width; ++ii)
- {
- terrain[ii] = new TerrainTile*[height];
- for(int jj = 0; jj < height; ++jj)
- {
- terrain[ii][jj] = new TerrainTile[twoLevel ? 2 : 1];
- }
- }
- for(int i = 0; i < width ; ++i)
- {
- for(int j = 0; j < height ; ++j)
- {
- for(int k = 0; k < (twoLevel ? 2 : 1); ++k)
- {
- h & terrain[i][j][k];
- }
- }
- }
- }
- h & customDefs & objects;
- h & heroes & towns & artInstances;
- // static members
- h & CGTeleport::objs;
- h & CGTeleport::gates;
- h & CGKeys::playerKeyMap;
- h & CGMagi::eyelist;
- h & CGObelisk::obeliskCount & CGObelisk::visited;
- h & CGTownInstance::merchantArtifacts;
- h & CGTownInstance::universitySkills;
- }
- };
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