/* * 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 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 allowedFactions; bool isFactionRandom; si32 mainHeroPortrait; /// The default value is -1. std::string mainHeroName; std::vector 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 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 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 (nullptr if not used); set during map parsing const CGObjectInstance * obj; template 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 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 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 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 buildings; std::vector creatures; CGTownInstance * town; template void serialize(Handler & h, const int version) { h & static_cast(*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 = nullptr) const; bool entrableTerrain(bool allowLand, bool allowSea) const; /// Checks for blocking objects and terraint type (water / land). bool isClear(const TerrainTile * from = nullptr) 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 visitableObjects; std::vector blockingObjects; template 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 = 0, // HEX DEC ROE = 0x0e, // 14 AB = 0x15, // 21 SOD = 0x1c, // 28 WOG = 0x33 // 51 }; } /// The map header holds information about loss/victory condition,map format, version, players, height, width,... class DLL_LINKAGE CMapHeader { 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; LossCondition lossCondition; /// The default value is lose all your towns and heroes. VictoryCondition victoryCondition; /// The default value is defeat all enemies. std::vector players; /// The default size of the vector is PlayerColor::PLAYER_LIMIT. ui8 howManyTeams; std::vector allowedHeroes; std::vector placeholdedHeroes; bool areAnyPlayers; /// Unused. True if there are any playable players on the map. template 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 rumors; std::vector disposedHeroes; std::vector > predefinedHeroes; std::vector > customDefs; std::vector allowedSpell; std::vector allowedArtifact; std::vector allowedAbilities; std::list events; int3 grailPos; int grailRadious; //Central lists of items in game. Position of item in the vectors below is their (instance) id. std::vector< ConstTransitivePtr > objects; std::vector< ConstTransitivePtr > towns; std::vector< ConstTransitivePtr > artInstances; std::vector< ConstTransitivePtr > quests; std::vector< ConstTransitivePtr > allHeroes; //indexed by [hero_type_id]; on map, disposed, prisons, etc. //Helper lists std::vector< ConstTransitivePtr > heroesOnMap; /// associative list to identify which hero/creature id belongs to which object id(index for objects) bmap questIdentifierToId; unique_ptr editManager; private: TerrainTile*** terrain; public: template void serialize(Handler &h, const int formatVersion) { h & static_cast(*this); h & rumors & allowedSpell & allowedAbilities & allowedArtifact & events & grailPos; h & artInstances & quests & allHeroes; 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 & heroesOnMap & 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; } };