/* * 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" #include "../LogicalExpression.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 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 hasCustomMainHero() const; bool canHumanPlay; bool canComputerPlay; EAiTactic::EAiTactic aiTactic; /// The default value is EAiTactic::RANDOM. std::set allowedFactions; bool isFactionRandom; si32 mainCustomHeroPortrait; /// The default value is -1. std::string mainCustomHeroName; si32 mainCustomHeroId; /// ID of custom hero (only if portrait and hero name are set, otherwise unpredicted value), -1 if none (not always -1) std::vector 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 is 255 representing that the player belongs to no team. bool hasRandomHero; /// Player has a random hero 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 void serialize(Handler & h, const int version) { h & p7 & hasRandomHero & mainCustomHeroId & canHumanPlay & canComputerPlay & aiTactic & allowedFactions & isFactionRandom & mainCustomHeroPortrait & mainCustomHeroName & 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 EventCondition { enum EWinLoseType { 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 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) }; 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 on start si32 value; si32 objectType; int3 position; EWinLoseType condition; template void serialize(Handler & h, const int version) { h & object & value & objectType & position & condition; } }; typedef LogicalExpression 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 void serialize(Handler & h, const int version) { h & type & 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 void serialize(Handler & h, const int version) { h & identifier & trigger & description & onFulfill & effect; } }; /// 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; CGObjectInstance * topVisitableObj() 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 // HOTA = 0x1e ... 0x20 // 28 ... 30 WOG = 0x33 // 51 }; } /// 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 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. /// "main quests" of the map that describe victory and loss conditions std::vector triggeredEvents; template void serialize(Handler & h, const int Version) { h & version & name & description & width & height & twoLevel & difficulty & levelLimit & areAnyPlayers; h & players & howManyTeams & allowedHeroes & triggeredEvents; h & victoryMessage & victoryIconIndex & defeatMessage & 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 isInTheMap(const int3 & pos) const; bool isWaterTile(const int3 & pos) 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 addQuest(CGObjectInstance * quest); /// 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 rumors; std::vector disposedHeroes; std::vector > predefinedHeroes; 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) std::map questIdentifierToId; unique_ptr editManager; int3 ***guardingCreaturePositions; private: /// a 3-dimensional array of terrain tiles, access is as follows: x, y, level. where level=1 is underground 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 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 & 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; } };