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- /*
- * CMapGenerator.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 "../GameConstants.h"
- #include "../CRandomGenerator.h"
- class CMap;
- class CTerrainViewPatternConfig;
- class CMapEditManager;
- namespace EWaterContent
- {
- enum EWaterContent
- {
- RANDOM = -1,
- NONE,
- NORMAL,
- ISLANDS
- };
- }
- namespace EMonsterStrength
- {
- enum EMonsterStrength
- {
- RANDOM = -1,
- WEAK,
- NORMAL,
- STRONG
- };
- }
- namespace EPlayerType
- {
- enum EPlayerType
- {
- HUMAN,
- AI,
- COMP_ONLY
- };
- }
- /// The map gen options class holds values about general map generation settings
- /// e.g. the size of the map, the count of players,...
- class DLL_LINKAGE CMapGenOptions
- {
- public:
- /// The player settings class maps the player color, starting town and human player flag.
- class DLL_LINKAGE CPlayerSettings
- {
- public:
- CPlayerSettings();
- /// The color of the player ranging from 0 to PlayerColor::PLAYER_LIMIT - 1.
- /// The default value is 0.
- PlayerColor getColor() const;
- void setColor(PlayerColor value);
- /// The starting town of the player ranging from 0 to town max count or RANDOM_TOWN.
- /// The default value is RANDOM_TOWN.
- si32 getStartingTown() const;
- void setStartingTown(si32 value);
- /// The default value is EPlayerType::AI.
- EPlayerType::EPlayerType getPlayerType() const;
- void setPlayerType(EPlayerType::EPlayerType value);
- /// Constant for a random town selection.
- static const si32 RANDOM_TOWN = -1;
- private:
- PlayerColor color;
- si32 startingTown;
- EPlayerType::EPlayerType playerType;
- public:
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & color & startingTown & playerType;
- }
- };
- CMapGenOptions();
- si32 getWidth() const;
- void setWidth(si32 value);
- si32 getHeight() const;
- void setHeight(si32 value);
- bool getHasTwoLevels() const;
- void setHasTwoLevels(bool value);
- /// The count of the players ranging from 1 to PlayerColor::PLAYER_LIMIT or RANDOM_SIZE for random. If you call
- /// this method, all player settings are reset to default settings.
- si8 getPlayersCnt() const;
- void setPlayersCnt(si8 value);
- /// The count of the teams ranging from 0 to <players count - 1> or RANDOM_SIZE for random.
- si8 getTeamsCnt() const;
- void setTeamsCnt(si8 value);
- /// The count of the computer only players ranging from 0 to <PlayerColor::PLAYER_LIMIT - players count> or RANDOM_SIZE for random.
- /// If you call this method, all player settings are reset to default settings.
- si8 getCompOnlyPlayersCnt() const;
- void setCompOnlyPlayersCnt(si8 value);
- /// The count of the computer only teams ranging from 0 to <comp only players - 1> or RANDOM_SIZE for random.
- si8 getCompOnlyTeamsCnt() const;
- void setCompOnlyTeamsCnt(si8 value);
- EWaterContent::EWaterContent getWaterContent() const;
- void setWaterContent(EWaterContent::EWaterContent value);
- EMonsterStrength::EMonsterStrength getMonsterStrength() const;
- void setMonsterStrength(EMonsterStrength::EMonsterStrength value);
- /// The first player colors belong to standard players and the last player colors belong to comp only players.
- /// All standard players are by default of type EPlayerType::AI.
- const std::map<PlayerColor, CPlayerSettings> & getPlayersSettings() const;
- void setStartingTownForPlayer(PlayerColor color, si32 town);
- /// Sets a player type for a standard player. A standard player is the opposite of a computer only player. The
- /// values which can be chosen for the player type are EPlayerType::AI or EPlayerType::HUMAN. Calling this method
- /// has no effect for the map itself, but it adds some informational text for the map description.
- void setPlayerTypeForStandardPlayer(PlayerColor color, EPlayerType::EPlayerType playerType);
- /// Finalizes the options. All random sizes for various properties will be overwritten by numbers from
- /// a random number generator by keeping the options in a valid state.
- void finalize();
- void finalize(CRandomGenerator & gen);
- static const si8 RANDOM_SIZE = -1;
- private:
- void resetPlayersMap();
- int countHumanPlayers() const;
- PlayerColor getNextPlayerColor() const;
- si32 width, height;
- bool hasTwoLevels;
- si8 playersCnt, teamsCnt, compOnlyPlayersCnt, compOnlyTeamsCnt;
- EWaterContent::EWaterContent waterContent;
- EMonsterStrength::EMonsterStrength monsterStrength;
- std::map<PlayerColor, CPlayerSettings> players;
- public:
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- //FIXME: Enum is not a fixed with data type. Add enum class to both enums
- // later. For now it is ok.
- h & width & height & hasTwoLevels & playersCnt & teamsCnt & compOnlyPlayersCnt;
- h & compOnlyTeamsCnt & waterContent & monsterStrength & players;
- }
- };
- /// The map generator creates a map randomly.
- class DLL_LINKAGE CMapGenerator
- {
- public:
- explicit CMapGenerator(const CMapGenOptions & mapGenOptions, int randomSeed = std::time(nullptr));
- ~CMapGenerator(); // required due to unique_ptr
- std::unique_ptr<CMap> generate();
- private:
- /// Generation methods
- std::string getMapDescription() const;
- void addPlayerInfo();
- void addHeaderInfo();
- void genTerrain();
- void genTowns();
- CMapGenOptions mapGenOptions;
- std::unique_ptr<CMap> map;
- CRandomGenerator gen;
- int randomSeed;
- CMapEditManager * editManager;
- };
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