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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Split massive CMap.h a bit

This commit is contained in:
Ivan Savenko 2023-05-24 01:14:06 +03:00
parent bf720200f9
commit 62595cb039
26 changed files with 571 additions and 470 deletions

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@ -28,6 +28,7 @@
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/mapping/CMapInfo.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/mapping/MapFormat.h"
#include "../../lib/rmg/CMapGenOptions.h"
#include "../../lib/CModHandler.h"
#include "../../lib/rmg/CRmgTemplateStorage.h"

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@ -37,6 +37,7 @@
#include "../../lib/filesystem/Filesystem.h"
#include "../../lib/mapping/CMapInfo.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/mapping/MapFormat.h"
#include "../../lib/mapping/CCampaignHandler.h"
#include "../../lib/serializer/Connection.h"

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@ -85,6 +85,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/mapping/CCampaignHandler.cpp
${MAIN_LIB_DIR}/mapping/CDrawRoadsOperation.cpp
${MAIN_LIB_DIR}/mapping/CMap.cpp
${MAIN_LIB_DIR}/mapping/CMapHeader.cpp
${MAIN_LIB_DIR}/mapping/CMapEditManager.cpp
${MAIN_LIB_DIR}/mapping/CMapInfo.cpp
${MAIN_LIB_DIR}/mapping/CMapOperation.cpp
@ -206,6 +207,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/CGeneralTextHandler.cpp
${MAIN_LIB_DIR}/CHeroHandler.cpp
${MAIN_LIB_DIR}/CModHandler.cpp
${MAIN_LIB_DIR}/CModVersion.cpp
${MAIN_LIB_DIR}/CPathfinder.cpp
${MAIN_LIB_DIR}/CPlayerState.cpp
${MAIN_LIB_DIR}/CRandomGenerator.cpp
@ -382,6 +384,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/mapping/CDrawRoadsOperation.h
${MAIN_LIB_DIR}/mapping/CMapDefines.h
${MAIN_LIB_DIR}/mapping/CMapEditManager.h
${MAIN_LIB_DIR}/mapping/CMapHeader.h
${MAIN_LIB_DIR}/mapping/CMap.h
${MAIN_LIB_DIR}/mapping/CMapInfo.h
${MAIN_LIB_DIR}/mapping/CMapOperation.h
@ -390,6 +393,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/mapping/MapIdentifiersH3M.h
${MAIN_LIB_DIR}/mapping/MapFeaturesH3M.h
${MAIN_LIB_DIR}/mapping/MapFormatH3M.h
${MAIN_LIB_DIR}/mapping/MapFormat.h
${MAIN_LIB_DIR}/mapping/MapReaderH3M.h
${MAIN_LIB_DIR}/mapping/MapFormatJson.h
${MAIN_LIB_DIR}/mapping/ObstacleProxy.h
@ -499,6 +503,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/CGeneralTextHandler.h
${MAIN_LIB_DIR}/CHeroHandler.h
${MAIN_LIB_DIR}/CModHandler.h
${MAIN_LIB_DIR}/CModVersion.h
${MAIN_LIB_DIR}/CondSh.h
${MAIN_LIB_DIR}/ConstTransitivePtr.h
${MAIN_LIB_DIR}/Color.h

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@ -582,53 +582,6 @@ JsonNode addMeta(JsonNode config, const std::string & meta)
return config;
}
CModInfo::Version CModInfo::Version::GameVersion()
{
return Version(VCMI_VERSION_MAJOR, VCMI_VERSION_MINOR, VCMI_VERSION_PATCH);
}
CModInfo::Version CModInfo::Version::fromString(std::string from)
{
int major = 0;
int minor = 0;
int patch = 0;
try
{
auto pointPos = from.find('.');
major = std::stoi(from.substr(0, pointPos));
if(pointPos != std::string::npos)
{
from = from.substr(pointPos + 1);
pointPos = from.find('.');
minor = std::stoi(from.substr(0, pointPos));
if(pointPos != std::string::npos)
patch = std::stoi(from.substr(pointPos + 1));
}
}
catch(const std::invalid_argument &)
{
return Version();
}
return Version(major, minor, patch);
}
std::string CModInfo::Version::toString() const
{
return std::to_string(major) + '.' + std::to_string(minor) + '.' + std::to_string(patch);
}
bool CModInfo::Version::compatible(const Version & other, bool checkMinor, bool checkPatch) const
{
return (major == other.major &&
(!checkMinor || minor >= other.minor) &&
(!checkPatch || minor > other.minor || (minor == other.minor && patch >= other.patch)));
}
bool CModInfo::Version::isNull() const
{
return major == 0 && minor == 0 && patch == 0;
}
CModInfo::CModInfo():
checksum(0),
explicitlyEnabled(false),
@ -650,11 +603,11 @@ CModInfo::CModInfo(const std::string & identifier, const JsonNode & local, const
validation(PENDING),
config(addMeta(config, identifier))
{
version = Version::fromString(config["version"].String());
version = CModVersion::fromString(config["version"].String());
if(!config["compatibility"].isNull())
{
vcmiCompatibleMin = Version::fromString(config["compatibility"]["min"].String());
vcmiCompatibleMax = Version::fromString(config["compatibility"]["max"].String());
vcmiCompatibleMin = CModVersion::fromString(config["compatibility"]["min"].String());
vcmiCompatibleMax = CModVersion::fromString(config["compatibility"]["max"].String());
}
if (!config["language"].isNull())
@ -715,8 +668,8 @@ void CModInfo::loadLocalData(const JsonNode & data)
}
//check compatibility
implicitlyEnabled &= (vcmiCompatibleMin.isNull() || Version::GameVersion().compatible(vcmiCompatibleMin));
implicitlyEnabled &= (vcmiCompatibleMax.isNull() || vcmiCompatibleMax.compatible(Version::GameVersion()));
implicitlyEnabled &= (vcmiCompatibleMin.isNull() || CModVersion::GameVersion().compatible(vcmiCompatibleMin));
implicitlyEnabled &= (vcmiCompatibleMax.isNull() || vcmiCompatibleMax.compatible(CModVersion::GameVersion()));
if(!implicitlyEnabled)
logGlobal->warn("Mod %s is incompatible with current version of VCMI and cannot be enabled", name);

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@ -10,6 +10,7 @@
#pragma once
#include "JsonNode.h"
#include "CModVersion.h"
#ifdef __UCLIBC__
#undef major
@ -185,30 +186,6 @@ public:
FAILED,
PASSED
};
struct DLL_LINKAGE Version
{
int major = 0;
int minor = 0;
int patch = 0;
Version() = default;
Version(int mj, int mi, int p): major(mj), minor(mi), patch(p) {}
static Version GameVersion();
static Version fromString(std::string from);
std::string toString() const;
bool compatible(const Version & other, bool checkMinor = false, bool checkPatch = false) const;
bool isNull() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & major;
h & minor;
h & patch;
}
};
/// identifier, identical to name of folder with mod
std::string identifier;
@ -218,14 +195,14 @@ public:
std::string description;
/// version of the mod
Version version;
CModVersion version;
/// Base language of mod, all mod strings are assumed to be in this language
std::string baseLanguage;
/// vcmi versions compatible with the mod
Version vcmiCompatibleMin, vcmiCompatibleMax;
CModVersion vcmiCompatibleMin, vcmiCompatibleMax;
/// list of mods that should be loaded before this one
std::set <TModID> dependencies;
@ -381,7 +358,7 @@ public:
for(const auto & m : newActiveMods)
{
CModInfo::Version mver;
CModVersion mver;
h & mver;
if(allMods.count(m) && (allMods[m].version.isNull() || mver.isNull() || allMods[m].version.compatible(mver)))

63
lib/CModVersion.cpp Normal file
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@ -0,0 +1,63 @@
/*
* CModVersion.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
*
*/
#include "StdInc.h"
#include "CModVersion.h"
VCMI_LIB_NAMESPACE_BEGIN
CModVersion CModVersion::GameVersion()
{
return CModVersion(VCMI_VERSION_MAJOR, VCMI_VERSION_MINOR, VCMI_VERSION_PATCH);
}
CModVersion CModVersion::fromString(std::string from)
{
int major = 0;
int minor = 0;
int patch = 0;
try
{
auto pointPos = from.find('.');
major = std::stoi(from.substr(0, pointPos));
if(pointPos != std::string::npos)
{
from = from.substr(pointPos + 1);
pointPos = from.find('.');
minor = std::stoi(from.substr(0, pointPos));
if(pointPos != std::string::npos)
patch = std::stoi(from.substr(pointPos + 1));
}
}
catch(const std::invalid_argument &)
{
return CModVersion();
}
return CModVersion(major, minor, patch);
}
std::string CModVersion::toString() const
{
return std::to_string(major) + '.' + std::to_string(minor) + '.' + std::to_string(patch);
}
bool CModVersion::compatible(const CModVersion & other, bool checkMinor, bool checkPatch) const
{
return (major == other.major &&
(!checkMinor || minor >= other.minor) &&
(!checkPatch || minor > other.minor || (minor == other.minor && patch >= other.patch)));
}
bool CModVersion::isNull() const
{
return major == 0 && minor == 0 && patch == 0;
}
VCMI_LIB_NAMESPACE_END

39
lib/CModVersion.h Normal file
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@ -0,0 +1,39 @@
/*
* CModVersion.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
VCMI_LIB_NAMESPACE_BEGIN
struct DLL_LINKAGE CModVersion
{
int major = 0;
int minor = 0;
int patch = 0;
CModVersion() = default;
CModVersion(int mj, int mi, int p): major(mj), minor(mi), patch(p) {}
static CModVersion GameVersion();
static CModVersion fromString(std::string from);
std::string toString() const;
bool compatible(const CModVersion & other, bool checkMinor = false, bool checkPatch = false) const;
bool isNull() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & major;
h & minor;
h & patch;
}
};
VCMI_LIB_NAMESPACE_END

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@ -11,6 +11,7 @@
#include "StartInfo.h"
#include "CGeneralTextHandler.h"
#include "CModHandler.h"
#include "rmg/CMapGenOptions.h"
#include "mapping/CMapInfo.h"
#include "mapping/CCampaignHandler.h"

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@ -29,74 +29,6 @@
VCMI_LIB_NAMESPACE_BEGIN
SHeroName::SHeroName() : heroId(-1)
{
}
PlayerInfo::PlayerInfo(): canHumanPlay(false), canComputerPlay(false),
aiTactic(EAiTactic::RANDOM), isFactionRandom(false), hasRandomHero(false), mainCustomHeroPortrait(-1), mainCustomHeroId(-1), hasMainTown(false),
generateHeroAtMainTown(false), posOfMainTown(-1), team(TeamID::NO_TEAM)
{
allowedFactions = VLC->townh->getAllowedFactions();
}
si8 PlayerInfo::defaultCastle() const
{
//if random allowed set it as default
if(isFactionRandom)
return -1;
if(!allowedFactions.empty())
return *allowedFactions.begin();
// fall back to random
return -1;
}
si8 PlayerInfo::defaultHero() const
{
// we will generate hero in front of main town
if((generateHeroAtMainTown && hasMainTown) || hasRandomHero)
{
//random hero
return -1;
}
return -2;
}
bool PlayerInfo::canAnyonePlay() const
{
return canHumanPlay || canComputerPlay;
}
bool PlayerInfo::hasCustomMainHero() const
{
return !mainCustomHeroName.empty() && mainCustomHeroPortrait != -1;
}
EventCondition::EventCondition(EWinLoseType condition):
object(nullptr),
metaType(EMetaclass::INVALID),
value(-1),
objectType(-1),
objectSubtype(-1),
position(-1, -1, -1),
condition(condition)
{
}
EventCondition::EventCondition(EWinLoseType condition, si32 value, si32 objectType, const int3 & position):
object(nullptr),
metaType(EMetaclass::INVALID),
value(value),
objectType(objectType),
objectSubtype(-1),
position(position),
condition(condition)
{}
void Rumor::serializeJson(JsonSerializeFormat & handler)
{
handler.serializeString("name", name);
@ -196,53 +128,6 @@ bool TerrainTile::isWater() const
return terType->isWater();
}
void CMapHeader::setupEvents()
{
EventCondition victoryCondition(EventCondition::STANDARD_WIN);
EventCondition defeatCondition(EventCondition::DAYS_WITHOUT_TOWN);
defeatCondition.value = 7;
//Victory condition - defeat all
TriggeredEvent standardVictory;
standardVictory.effect.type = EventEffect::VICTORY;
standardVictory.effect.toOtherMessage = VLC->generaltexth->allTexts[5];
standardVictory.identifier = "standardVictory";
standardVictory.description.clear(); // TODO: display in quest window
standardVictory.onFulfill = VLC->generaltexth->allTexts[659];
standardVictory.trigger = EventExpression(victoryCondition);
//Loss condition - 7 days without town
TriggeredEvent standardDefeat;
standardDefeat.effect.type = EventEffect::DEFEAT;
standardDefeat.effect.toOtherMessage = VLC->generaltexth->allTexts[8];
standardDefeat.identifier = "standardDefeat";
standardDefeat.description.clear(); // TODO: display in quest window
standardDefeat.onFulfill = VLC->generaltexth->allTexts[7];
standardDefeat.trigger = EventExpression(defeatCondition);
triggeredEvents.push_back(standardVictory);
triggeredEvents.push_back(standardDefeat);
victoryIconIndex = 11;
victoryMessage = VLC->generaltexth->victoryConditions[0];
defeatIconIndex = 3;
defeatMessage = VLC->generaltexth->lossCondtions[0];
}
CMapHeader::CMapHeader() : version(EMapFormat::VCMI), height(72), width(72),
twoLevel(true), difficulty(1), levelLimit(0), howManyTeams(0), areAnyPlayers(false)
{
setupEvents();
allowedHeroes = VLC->heroh->getDefaultAllowed();
players.resize(PlayerColor::PLAYER_LIMIT_I);
}
ui8 CMapHeader::levels() const
{
return (twoLevel ? 2 : 1);
}
CMap::CMap()
: checksum(0), grailPos(-1, -1, -1), grailRadius(0), terrain(nullptr),
guardingCreaturePositions(nullptr),

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@ -10,15 +10,10 @@
#pragma once
#include "../ConstTransitivePtr.h"
#include "CMapHeader.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 "../CModHandler.h"
#include "CMapDefines.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -34,183 +29,8 @@ 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<FactionID> 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
template <typename Handler>
void serialize(Handler & h, const int version)
{
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 & 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, const 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;
h & objectSubtype;
h & objectInstanceName;
h & metaType;
}
};
using EventExpression = LogicalExpression<EventCondition>;
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;
}
};
class JsonSerializeFormat;
struct TeleportChannel;
/// The rumor struct consists of a rumor name and text.
struct DLL_LINKAGE Rumor
@ -251,94 +71,6 @@ struct DLL_LINKAGE DisposedHero
}
};
enum class EMapFormat: uint8_t
{
INVALID = 0,
// HEX DEC
ROE = 0x0e, // 14
AB = 0x15, // 21
SOD = 0x1c, // 28
// CHR = 0x1d, // 29 Heroes Chronicles, presumably - identical to SoD, untested
HOTA = 0x20, // 32
WOG = 0x33, // 51
VCMI = 0x64
};
// Inherit from container to enable forward declaration
class ModCompatibilityInfo: public std::map<TModID, CModInfo::Version>
{};
/// 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 = 36;
static const int MAP_SIZE_MIDDLE = 72;
static const int MAP_SIZE_LARGE = 108;
static const int MAP_SIZE_XLARGE = 144;
static const int MAP_SIZE_HUGE = 180;
static const int MAP_SIZE_XHUGE = 216;
static const int MAP_SIZE_GIANT = 252;
CMapHeader();
virtual ~CMapHeader() = default;
ui8 levels() const;
EMapFormat version; /// The default value is EMapFormat::SOD.
ModCompatibilityInfo mods; /// set of mods required to play a map
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;
if(Version >= 821)
h & mods;
h & name;
h & description;
h & width;
h & height;
h & twoLevel;
h & difficulty;
h & levelLimit;
h & areAnyPlayers;
h & players;
h & howManyTeams;
h & allowedHeroes;
//Do not serialize triggeredEvents in header as they can contain information about heroes and armies
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
{

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@ -12,9 +12,13 @@
VCMI_LIB_NAMESPACE_BEGIN
#include "../ResourceSet.h"
class TerrainType;
class RiverType;
class RoadType;
class CGObjectInstance;
class CGTownInstance;
/// 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.

133
lib/mapping/CMapHeader.cpp Normal file
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@ -0,0 +1,133 @@
/*
* CMapHeader.cpp, 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
*
*/
#include "StdInc.h"
#include "CMapHeader.h"
#include "MapFormat.h"
#include "../VCMI_Lib.h"
#include "../CTownHandler.h"
#include "../CGeneralTextHandler.h"
#include "../CHeroHandler.h"
SHeroName::SHeroName() : heroId(-1)
{
}
PlayerInfo::PlayerInfo(): canHumanPlay(false), canComputerPlay(false),
aiTactic(EAiTactic::RANDOM), isFactionRandom(false), hasRandomHero(false), mainCustomHeroPortrait(-1), mainCustomHeroId(-1), hasMainTown(false),
generateHeroAtMainTown(false), posOfMainTown(-1), team(TeamID::NO_TEAM)
{
allowedFactions = VLC->townh->getAllowedFactions();
}
si8 PlayerInfo::defaultCastle() const
{
//if random allowed set it as default
if(isFactionRandom)
return -1;
if(!allowedFactions.empty())
return *allowedFactions.begin();
// fall back to random
return -1;
}
si8 PlayerInfo::defaultHero() const
{
// we will generate hero in front of main town
if((generateHeroAtMainTown && hasMainTown) || hasRandomHero)
{
//random hero
return -1;
}
return -2;
}
bool PlayerInfo::canAnyonePlay() const
{
return canHumanPlay || canComputerPlay;
}
bool PlayerInfo::hasCustomMainHero() const
{
return !mainCustomHeroName.empty() && mainCustomHeroPortrait != -1;
}
EventCondition::EventCondition(EWinLoseType condition):
object(nullptr),
metaType(EMetaclass::INVALID),
value(-1),
objectType(-1),
objectSubtype(-1),
position(-1, -1, -1),
condition(condition)
{
}
EventCondition::EventCondition(EWinLoseType condition, si32 value, si32 objectType, const int3 & position):
object(nullptr),
metaType(EMetaclass::INVALID),
value(value),
objectType(objectType),
objectSubtype(-1),
position(position),
condition(condition)
{}
void CMapHeader::setupEvents()
{
EventCondition victoryCondition(EventCondition::STANDARD_WIN);
EventCondition defeatCondition(EventCondition::DAYS_WITHOUT_TOWN);
defeatCondition.value = 7;
//Victory condition - defeat all
TriggeredEvent standardVictory;
standardVictory.effect.type = EventEffect::VICTORY;
standardVictory.effect.toOtherMessage = VLC->generaltexth->allTexts[5];
standardVictory.identifier = "standardVictory";
standardVictory.description.clear(); // TODO: display in quest window
standardVictory.onFulfill = VLC->generaltexth->allTexts[659];
standardVictory.trigger = EventExpression(victoryCondition);
//Loss condition - 7 days without town
TriggeredEvent standardDefeat;
standardDefeat.effect.type = EventEffect::DEFEAT;
standardDefeat.effect.toOtherMessage = VLC->generaltexth->allTexts[8];
standardDefeat.identifier = "standardDefeat";
standardDefeat.description.clear(); // TODO: display in quest window
standardDefeat.onFulfill = VLC->generaltexth->allTexts[7];
standardDefeat.trigger = EventExpression(defeatCondition);
triggeredEvents.push_back(standardVictory);
triggeredEvents.push_back(standardDefeat);
victoryIconIndex = 11;
victoryMessage = VLC->generaltexth->victoryConditions[0];
defeatIconIndex = 3;
defeatMessage = VLC->generaltexth->lossCondtions[0];
}
CMapHeader::CMapHeader() : version(EMapFormat::VCMI), height(72), width(72),
twoLevel(true), difficulty(1), levelLimit(0), howManyTeams(0), areAnyPlayers(false)
{
setupEvents();
allowedHeroes = VLC->heroh->getDefaultAllowed();
players.resize(PlayerColor::PLAYER_LIMIT_I);
}
ui8 CMapHeader::levels() const
{
return (twoLevel ? 2 : 1);
}

271
lib/mapping/CMapHeader.h Normal file
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@ -0,0 +1,271 @@
/*
* CMapHeader.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 "../CModVersion.h"
#include "../LogicalExpression.h"
#include "../int3.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGObjectInstance;
enum class EMapFormat : uint8_t;
using ModCompatibilityInfo = std::map<std::string, CModVersion>;
/// 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<FactionID> 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
template <typename Handler>
void serialize(Handler & h, const int version)
{
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 & 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, const 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;
h & objectSubtype;
h & objectInstanceName;
h & metaType;
}
};
using EventExpression = LogicalExpression<EventCondition>;
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 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 = 36;
static const int MAP_SIZE_MIDDLE = 72;
static const int MAP_SIZE_LARGE = 108;
static const int MAP_SIZE_XLARGE = 144;
static const int MAP_SIZE_HUGE = 180;
static const int MAP_SIZE_XHUGE = 216;
static const int MAP_SIZE_GIANT = 252;
CMapHeader();
virtual ~CMapHeader() = default;
ui8 levels() const;
EMapFormat version; /// The default value is EMapFormat::SOD.
ModCompatibilityInfo mods; /// set of mods required to play a map
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;
if(Version >= 821)
h & mods;
h & name;
h & description;
h & width;
h & height;
h & twoLevel;
h & difficulty;
h & levelLimit;
h & areAnyPlayers;
h & players;
h & howManyTeams;
h & allowedHeroes;
//Do not serialize triggeredEvents in header as they can contain information about heroes and armies
h & victoryMessage;
h & victoryIconIndex;
h & defeatMessage;
h & defeatIconIndex;
}
};
VCMI_LIB_NAMESPACE_END

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@ -16,6 +16,7 @@
#include "CMapService.h"
#include "CMap.h"
#include "CCampaignHandler.h"
#include "MapFormat.h"
#include "../filesystem/Filesystem.h"
#include "../serializer/CMemorySerializer.h"

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@ -19,6 +19,7 @@
#include "../Languages.h"
#include "CMap.h"
#include "MapFormat.h"
#include "MapFormatH3M.h"
#include "MapFormatJson.h"

View File

@ -17,11 +17,12 @@ class ResourceID;
class CMap;
class CMapHeader;
class CInputStream;
struct CModVersion;
class IMapLoader;
class IMapPatcher;
class ModCompatibilityInfo;
using ModCompatibilityInfo = std::map<std::string, CModVersion>;
/**
* The map service provides loading of VCMI/H3 map files. It can

View File

@ -12,6 +12,7 @@
#include "MapFeaturesH3M.h"
#include "CMap.h"
#include "MapFormat.h"
VCMI_LIB_NAMESPACE_BEGIN

24
lib/mapping/MapFormat.h Normal file
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@ -0,0 +1,24 @@
/*
* MapFormat.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
enum class EMapFormat : uint8_t
{
INVALID = 0,
// HEX DEC
ROE = 0x0e, // 14
AB = 0x15, // 21
SOD = 0x1c, // 28
// CHR = 0x1d, // 29 Heroes Chronicles, presumably - identical to SoD, untested
HOTA = 0x20, // 32
WOG = 0x33, // 51
VCMI = 0x64
};

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@ -13,12 +13,14 @@
#include "CMap.h"
#include "MapReaderH3M.h"
#include "MapFormat.h"
#include "../CCreatureHandler.h"
#include "../CGeneralTextHandler.h"
#include "../CHeroHandler.h"
#include "../CSkillHandler.h"
#include "../CStopWatch.h"
#include "../CModHandler.h"
#include "../GameSettings.h"
#include "../RiverHandler.h"
#include "../RoadHandler.h"
@ -107,7 +109,7 @@ void CMapLoaderH3M::init()
readRumors();
readPredefinedHeroes();
readTerrain();
readDefInfo();
readObjectTemplates();
readObjects();
readEvents();
@ -911,7 +913,7 @@ void CMapLoaderH3M::readTerrain()
}
}
void CMapLoaderH3M::readDefInfo()
void CMapLoaderH3M::readObjectTemplates()
{
uint32_t defAmount = reader->readUInt32();

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@ -148,7 +148,7 @@ private:
/**
* Reads custom(map) def information.
*/
void readDefInfo();
void readObjectTemplates();
/**
* Reads objects(towns, mines,...).

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@ -15,6 +15,7 @@
#include "../filesystem/COutputStream.h"
#include "../JsonDetail.h"
#include "CMap.h"
#include "MapFormat.h"
#include "../CModHandler.h"
#include "../CHeroHandler.h"
#include "../CTownHandler.h"
@ -952,7 +953,7 @@ void CMapLoaderJson::readHeader(const bool complete)
if(!header["mods"].isNull())
{
for(auto & mod : header["mods"].Vector())
mapHeader->mods[mod["name"].String()] = CModInfo::Version::fromString(mod["version"].String());
mapHeader->mods[mod["name"].String()] = CModVersion::fromString(mod["version"].String());
}
//todo: multilevel map load support

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@ -11,6 +11,7 @@
#include "CMapGenerator.h"
#include "../mapping/CMap.h"
#include "../mapping/MapFormat.h"
#include "../VCMI_Lib.h"
#include "../CGeneralTextHandler.h"
#include "../mapping/CMapEditManager.h"

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@ -27,6 +27,7 @@
#include "../lib/mapping/CMapService.h"
#include "../lib/mapping/CMap.h"
#include "../lib/mapping/CMapEditManager.h"
#include "../lib/mapping/MapFormat.h"
#include "../lib/RoadHandler.h"
#include "../lib/RiverHandler.h"
#include "../lib/TerrainHandler.h"

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@ -19,6 +19,7 @@
#include "../lib/CSkillHandler.h"
#include "../lib/spells/CSpellHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CModHandler.h"
#include "../lib/serializer/CMemorySerializer.h"
#include "mapview.h"
#include "scenelayer.h"

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@ -14,6 +14,7 @@
#include "ui_validator.h"
#include "../lib/mapObjects/MapObjects.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CModHandler.h"
Validator::Validator(const CMap * map, QWidget *parent) :
QDialog(parent),

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@ -15,6 +15,7 @@
#include "../lib/rmg/CMapGenerator.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/mapping/CMapEditManager.h"
#include "../lib/mapping/MapFormat.h"
#include "../lib/CGeneralTextHandler.h"
#include "windownewmap.h"