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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 "CObjectHandler.h"
- #include "CDefObjInfoHandler.h"
- #endif
- #include "ConstTransitivePtr.h"
- #include "ResourceSet.h"
- /*
- * 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 CArtifactInstance;
- class CGDefInfo;
- class CGObjectInstance;
- class CGHeroInstance;
- class CGCreature;
- class CQuest;
- class CGTownInstance;
- class IModableArt;
- /// Struct which describes a single terrain tile
- 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)
- int topVisitableID() const; //returns ID of the top visitable ovject or -1 if there is none
- bool isCoastal() const;
- bool hasFavourableWinds() const;
- };
- /// name of starting hero
- struct DLL_EXPORT SheroName
- {
- int heroID;
- std::string heroName;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & heroID & heroName;
- }
- };
- /// Player information regarding map. Which factions are allowed, AI tactic setting, main hero name,
- /// position of main town,...
- 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 chosen 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) {};
- si8 defaultCastle() const
- {
- si8 ret = -2;
- for (int j = 0; j < F_NUMBER && ret != -1; j++) //we start with none and find matching faction. if more than one, then set to random
- {
- if((1 << j) & allowedFactions)
- {
- if (ret >= 0) //we've already assigned a castle and another one is possible -> set random and let player choose
- ret = -1; //breaks
- if (ret == -2) //first available castle - pick
- ret = j;
- }
- }
- return ret;
- }
- si8 defaultHero() const
- {
- if ((generateHeroAtMainTown && hasMainTown) //we will generate hero in front of main town
- || p8) //random hero
- return -1;
- else
- return -2;
- }
- 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;
- }
- };
- /// Small struct which holds information about the loss condition
- 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();
- };
- /// Small struct which holds information about the victory condition
- 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 which holds a name and the rumor text
- struct DLL_EXPORT Rumor
- {
- std::string name, text;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & name & text;
- }
- };
- /// Struct which describes who can hire this hero
- 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 which manages map events.
- class DLL_EXPORT CMapEvent
- {
- public:
- std::string name, message;
- TResources 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;
- }
- bool operator<=(const CMapEvent &b) const
- {
- return firstOccurence <= b.firstOccurence;
- }
- };
- /// Sub-class derived by CMapEvent; This event can build specific buildings or add
- /// additional creatures in a town.
- class DLL_EXPORT CCastleEvent: public CMapEvent
- {
- public:
- std::set<si32> buildings;//build specific buildings
- std::vector<si32> creatures;//additional creatures in i-th level dwelling
- CGTownInstance * town;//owner of this event
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CMapEvent&>(*this);
- h & buildings & creatures;
- }
- };
- /// Holds information about loss/victory condition, map format, version, players, height, width,...
- 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;
- }
- };
- /// Extends the base class and adds further map information like rumors, disposed heroes,
- /// allowed spells, artifacts, abilities and such things.
- struct DLL_EXPORT Mapa : public CMapHeader
- {
- ui32 checksum;
- TerrainTile*** terrain;
- std::vector<Rumor> rumors;
- std::vector<DisposedHero> disposedHeroes;
- std::vector<ConstTransitivePtr<CGHeroInstance> > predefinedHeroes;
- std::vector<ConstTransitivePtr<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<ConstTransitivePtr<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; //stores all artifacts
- //bmap<ui16, ConstTransitivePtr<CGCreature> > monsters;
- //bmap<ui16, ConstTransitivePtr<CGHeroInstance> > heroesToBeat;
- bmap<si32, si32> questIdentifierToId;
- 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);
- CGObjectInstance *loadHero(const unsigned char * bufor, int &i, int idToBeGiven);
- void loadArtifactsOfHero(const unsigned char * bufor, int & i, CGHeroInstance * nhi);
- bool loadArtifactToSlot(CGHeroInstance *h, int slot, 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);
- CArtifactInstance *createArt(int aid, int spellID = -1);
- void addNewArtifactInstance(CArtifactInstance *art);
- void eraseArtifactInstance(CArtifactInstance *art);
- const CGObjectInstance *getObjectiveObjectFrom(int3 pos, bool lookForHero);
- 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(const int3 & tile);
- const TerrainTile &getTile(const 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 & artInstances; //hopefully serialization is now automagical?
- h & questIdentifierToId;
- //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 & 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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