123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499 |
- /*
- * 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 "../mapObjects/MiscObjects.h" // To serialize static props
- #include "../mapObjects/CQuest.h" // To serialize static props
- #include "../mapObjects/CGTownInstance.h" // To serialize static props
- #include "../ResourceSet.h"
- #include "../int3.h"
- #include "../GameConstants.h"
- #include "../LogicalExpression.h"
- #include "CMapDefines.h"
- class CArtifactInstance;
- 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;
- h & heroName;
- }
- };
- /// 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 hasCustomMainHero() const;
- bool canHumanPlay;
- bool canComputerPlay;
- EAiTactic::EAiTactic aiTactic; /// The default value is EAiTactic::RANDOM.
- std::set<TFaction> allowedFactions;
- bool isFactionRandom;
- ///main hero instance (VCMI maps only)
- std::string mainHeroInstance;
- /// Player has a random main hero
- bool hasRandomHero;
- /// The default value is -1.
- si32 mainCustomHeroPortrait;
- std::string mainCustomHeroName;
- /// ID of custom hero (only if portrait and hero name are set, otherwise unpredicted value), -1 if none (not always -1)
- si32 mainCustomHeroId;
- std::vector<SHeroName> heroesNames; /// list of placed heroes on the map
- bool hasMainTown; /// The default value is false.
- bool generateHeroAtMainTown; /// The default value is false.
- int3 posOfMainTown;
- TeamID team; /// The default value NO_TEAM
- bool generateHero; /// Unused.
- si32 p7; /// Unknown and unused.
- /// 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;
- h & hasRandomHero;
- h & mainCustomHeroId;
- h & canHumanPlay;
- h & canComputerPlay;
- h & aiTactic;
- h & allowedFactions;
- h & isFactionRandom;
- h & mainCustomHeroPortrait;
- h & mainCustomHeroName;
- h & heroesNames;
- h & hasMainTown;
- h & generateHeroAtMainTown;
- h & posOfMainTown;
- h & team;
- h & generateHero;
- if(version >= 770)
- {
- h & mainHeroInstance;
- }
- }
- };
- /// The loss condition describes the condition to lose the game. (e.g. lose all own heroes/castles)
- struct DLL_LINKAGE EventCondition
- {
- enum EWinLoseType {
- //internal use, deprecated
- HAVE_ARTIFACT, // type - required artifact
- HAVE_CREATURES, // type - creatures to collect, value - amount to collect
- HAVE_RESOURCES, // type - resource ID, value - amount to collect
- HAVE_BUILDING, // position - town, optional, type - building to build
- CONTROL, // position - position of object, optional, type - type of object
- DESTROY, // position - position of object, optional, type - type of object
- TRANSPORT, // position - where artifact should be transported, type - type of artifact
- //map format version pre 1.0
- DAYS_PASSED, // value - number of days from start of the game
- IS_HUMAN, // value - 0 = player is AI, 1 = player is human
- DAYS_WITHOUT_TOWN, // value - how long player can live without town, 0=instakill
- STANDARD_WIN, // normal defeat all enemies condition
- CONST_VALUE, // condition that always evaluates to "value" (0 = false, 1 = true)
- //map format version 1.0+
- HAVE_0,
- HAVE_BUILDING_0,
- DESTROY_0
- };
- EventCondition(EWinLoseType condition = STANDARD_WIN);
- EventCondition(EWinLoseType condition, si32 value, si32 objectType, int3 position = int3(-1, -1, -1));
- const CGObjectInstance * object; // object that was at specified position or with instance name on start
- EMetaclass metaType;
- si32 value;
- si32 objectType;
- si32 objectSubtype;
- std::string objectInstanceName;
- int3 position;
- EWinLoseType condition;
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & object;
- h & value;
- h & objectType;
- h & position;
- h & condition;
- if(version > 759)
- {
- h & objectSubtype;
- h & objectInstanceName;
- }
- if(version >= 770)
- {
- h & metaType;
- }
- }
- };
- typedef LogicalExpression<EventCondition> EventExpression;
- struct DLL_LINKAGE EventEffect
- {
- enum EType
- {
- VICTORY,
- DEFEAT
- };
- /// effect type, using EType enum
- si8 type;
- /// message that will be sent to other players
- std::string toOtherMessage;
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & type;
- h & toOtherMessage;
- }
- };
- struct DLL_LINKAGE TriggeredEvent
- {
- /// base condition that must be evaluated
- EventExpression trigger;
- /// string identifier read from config file (e.g. captureKreelah)
- std::string identifier;
- /// string-description, for use in UI (capture town to win)
- std::string description;
- /// Message that will be displayed when this event is triggered (You captured town. You won!)
- std::string onFulfill;
- /// Effect of this event. TODO: refactor into something more flexible
- EventEffect effect;
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & identifier;
- h & trigger;
- h & description;
- h & onFulfill;
- h & effect;
- }
- };
- /// The rumor struct consists of a rumor name and text.
- struct DLL_LINKAGE Rumor
- {
- std::string name;
- std::string text;
- Rumor() = default;
- ~Rumor() = default;
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & name;
- h & text;
- }
- void serializeJson(JsonSerializeFormat & handler);
- };
- /// 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;
- h & portrait;
- h & name;
- h & players;
- }
- };
- namespace EMapFormat
- {
- enum EMapFormat: ui8
- {
- INVALID = 0,
- // HEX DEC
- ROE = 0x0e, // 14
- AB = 0x15, // 21
- SOD = 0x1c, // 28
- // HOTA = 0x1e ... 0x20 // 28 ... 30
- WOG = 0x33, // 51
- VCMI = 0xF0
- };
- }
- /// The map header holds information about loss/victory condition,map format, version, players, height, width,...
- class DLL_LINKAGE CMapHeader
- {
- void setupEvents();
- public:
- static const int MAP_SIZE_SMALL;
- static const int MAP_SIZE_MIDDLE;
- static const int MAP_SIZE_LARGE;
- static const int MAP_SIZE_XLARGE;
- 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;
- std::string victoryMessage;
- std::string defeatMessage;
- ui16 victoryIconIndex;
- ui16 defeatIconIndex;
- std::vector<PlayerInfo> players; /// The default size of the vector is PlayerColor::PLAYER_LIMIT.
- ui8 howManyTeams;
- std::vector<bool> allowedHeroes;
- bool areAnyPlayers; /// Unused. True if there are any playable players on the map.
- /// "main quests" of the map that describe victory and loss conditions
- std::vector<TriggeredEvent> triggeredEvents;
- template <typename Handler>
- void serialize(Handler & h, const int Version)
- {
- h & version;
- h & name;
- h & description;
- h & width;
- h & height;
- h & twoLevel;
- h & difficulty;
- h & levelLimit;
- h & areAnyPlayers;
- h & players;
- h & howManyTeams;
- h & allowedHeroes;
- h & triggeredEvents;
- h & victoryMessage;
- h & victoryIconIndex;
- h & defeatMessage;
- h & defeatIconIndex;
- }
- };
- /// 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 isCoastalTile(const int3 & pos) const;
- bool isInTheMap(const int3 & pos) const;
- bool isWaterTile(const int3 & pos) const;
- bool canMoveBetween(const int3 &src, const int3 &dst) const;
- bool checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const;
- int3 guardingCreaturePosition (int3 pos) const;
- void addBlockVisTiles(CGObjectInstance * obj);
- void removeBlockVisTiles(CGObjectInstance * obj, bool total = false);
- void calculateGuardingGreaturePositions();
- void addNewArtifactInstance(CArtifactInstance * art);
- void eraseArtifactInstance(CArtifactInstance * art);
- void addNewQuestInstance(CQuest * quest);
- ///Use only this method when creating new map object instances
- void addNewObject(CGObjectInstance * obj);
- /// Gets object of specified type on requested position
- const CGObjectInstance * getObjectiveObjectFrom(int3 pos, Obj::EObj type);
- CGHeroInstance * getHero(int heroId);
- /// Sets the victory/loss condition objectives ??
- void checkForObjectives();
- ui32 checksum;
- std::vector<Rumor> rumors;
- std::vector<DisposedHero> disposedHeroes;
- std::vector<ConstTransitivePtr<CGHeroInstance> > predefinedHeroes;
- std::vector<bool> allowedSpell;
- std::vector<bool> allowedArtifact;
- std::vector<bool> allowedAbilities;
- std::list<CMapEvent> events;
- int3 grailPos;
- int grailRadius;
- //Central lists of items in game. Position of item in the vectors below is their (instance) id.
- std::vector< ConstTransitivePtr<CGObjectInstance> > objects;
- std::vector< ConstTransitivePtr<CGTownInstance> > towns;
- std::vector< ConstTransitivePtr<CArtifactInstance> > artInstances;
- std::vector< ConstTransitivePtr<CQuest> > quests;
- std::vector< ConstTransitivePtr<CGHeroInstance> > allHeroes; //indexed by [hero_type_id]; on map, disposed, prisons, etc.
- //Helper lists
- std::vector< ConstTransitivePtr<CGHeroInstance> > heroesOnMap;
- std::map<TeleportChannelID, std::shared_ptr<TeleportChannel> > teleportChannels;
- /// associative list to identify which hero/creature id belongs to which object id(index for objects)
- std::map<si32, ObjectInstanceID> questIdentifierToId;
- std::unique_ptr<CMapEditManager> editManager;
- int3 ***guardingCreaturePositions;
- std::map<std::string, ConstTransitivePtr<CGObjectInstance> > instanceNames;
- private:
- /// a 3-dimensional array of terrain tiles, access is as follows: x, y, level. where level=1 is underground
- TerrainTile*** terrain;
- public:
- template <typename Handler>
- void serialize(Handler &h, const int formatVersion)
- {
- h & static_cast<CMapHeader&>(*this);
- h & rumors;
- h & allowedSpell;
- h & allowedAbilities;
- h & allowedArtifact;
- h & events;
- h & grailPos;
- h & artInstances;
- h & quests;
- h & allHeroes;
- h & questIdentifierToId;
- //TODO: viccondetails
- int level = twoLevel ? 2 : 1;
- if(h.saving)
- {
- // Save terrain
- for(int i = 0; i < width ; ++i)
- {
- for(int j = 0; j < height ; ++j)
- {
- for(int k = 0; k < level; ++k)
- {
- h & terrain[i][j][k];
- h & guardingCreaturePositions[i][j][k];
- }
- }
- }
- }
- else
- {
- // Load terrain
- terrain = new TerrainTile**[width];
- guardingCreaturePositions = new int3**[width];
- for(int i = 0; i < width; ++i)
- {
- terrain[i] = new TerrainTile*[height];
- guardingCreaturePositions[i] = new int3*[height];
- for(int j = 0; j < height; ++j)
- {
- terrain[i][j] = new TerrainTile[level];
- guardingCreaturePositions[i][j] = new int3[level];
- }
- }
- for(int i = 0; i < width ; ++i)
- {
- for(int j = 0; j < height ; ++j)
- {
- for(int k = 0; k < level; ++k)
- {
- h & terrain[i][j][k];
- h & guardingCreaturePositions[i][j][k];
- }
- }
- }
- }
- h & objects;
- h & heroesOnMap;
- h & teleportChannels;
- h & towns;
- h & artInstances;
- // static members
- h & CGKeys::playerKeyMap;
- h & CGMagi::eyelist;
- h & CGObelisk::obeliskCount;
- h & CGObelisk::visited;
- h & CGTownInstance::merchantArtifacts;
- h & CGTownInstance::universitySkills;
- if(formatVersion >= 759)
- {
- h & instanceNames;
- }
- }
- };
|