/* * CMap.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 "CMap.h" #include "../CArtHandler.h" #include "../VCMI_Lib.h" #include "../CCreatureHandler.h" #include "../CTownHandler.h" #include "../CHeroHandler.h" #include "../RiverHandler.h" #include "../RoadHandler.h" #include "../TerrainHandler.h" #include "../mapObjects/CGHeroInstance.h" #include "../mapObjects/ObjectTemplate.h" #include "../CGeneralTextHandler.h" #include "../spells/CSpellHandler.h" #include "../CSkillHandler.h" #include "CMapEditManager.h" #include "CMapOperation.h" #include "../serializer/JsonSerializeFormat.h" VCMI_LIB_NAMESPACE_BEGIN void Rumor::serializeJson(JsonSerializeFormat & handler) { handler.serializeString("name", name); handler.serializeString("text", text); } DisposedHero::DisposedHero() : heroId(0), portrait(255), players(0) { } CMapEvent::CMapEvent() : players(0), humanAffected(0), computerAffected(0), firstOccurence(0), nextOccurence(0) { } bool CMapEvent::earlierThan(const CMapEvent & other) const { return firstOccurence < other.firstOccurence; } bool CMapEvent::earlierThanOrEqual(const CMapEvent & other) const { return firstOccurence <= other.firstOccurence; } CCastleEvent::CCastleEvent() : town(nullptr) { } TerrainTile::TerrainTile(): terType(nullptr), terView(0), riverType(VLC->riverTypeHandler->getById(River::NO_RIVER)), riverDir(0), roadType(VLC->roadTypeHandler->getById(Road::NO_ROAD)), roadDir(0), extTileFlags(0), visitable(false), blocked(false) { } bool TerrainTile::entrableTerrain(const TerrainTile * from) const { return entrableTerrain(from ? from->terType->isLand() : true, from ? from->terType->isWater() : true); } bool TerrainTile::entrableTerrain(bool allowLand, bool allowSea) const { return terType->isPassable() && ((allowSea && terType->isWater()) || (allowLand && terType->isLand())); } bool TerrainTile::isClear(const TerrainTile * from) const { return entrableTerrain(from) && !blocked; } Obj TerrainTile::topVisitableId(bool excludeTop) const { return topVisitableObj(excludeTop) ? topVisitableObj(excludeTop)->ID : Obj(Obj::NO_OBJ); } CGObjectInstance * TerrainTile::topVisitableObj(bool excludeTop) const { if(visitableObjects.empty() || (excludeTop && visitableObjects.size() == 1)) return nullptr; if(excludeTop) return visitableObjects[visitableObjects.size()-2]; return visitableObjects.back(); } EDiggingStatus TerrainTile::getDiggingStatus(const bool excludeTop) const { if(terType->isWater() || !terType->isPassable()) return EDiggingStatus::WRONG_TERRAIN; int allowedBlocked = excludeTop ? 1 : 0; if(blockingObjects.size() > allowedBlocked || topVisitableObj(excludeTop)) return EDiggingStatus::TILE_OCCUPIED; else return EDiggingStatus::CAN_DIG; } bool TerrainTile::hasFavorableWinds() const { return extTileFlags & 128; } bool TerrainTile::isWater() const { return terType->isWater(); } CMap::CMap() : checksum(0) , grailPos(-1, -1, -1) , grailRadius(0) , uidCounter(0) { allHeroes.resize(allowedHeroes.size()); allowedAbilities = VLC->skillh->getDefaultAllowed(); allowedArtifact = VLC->arth->getDefaultAllowed(); allowedSpell = VLC->spellh->getDefaultAllowed(); } CMap::~CMap() { getEditManager()->getUndoManager().clearAll(); for(auto obj : objects) obj.dellNull(); for(auto quest : quests) quest.dellNull(); resetStaticData(); } void CMap::removeBlockVisTiles(CGObjectInstance * obj, bool total) { const int zVal = obj->pos.z; for(int fx = 0; fx < obj->getWidth(); ++fx) { int xVal = obj->pos.x - fx; for(int fy = 0; fy < obj->getHeight(); ++fy) { int yVal = obj->pos.y - fy; if(xVal>=0 && xVal < width && yVal>=0 && yVal < height) { TerrainTile & curt = terrain[zVal][xVal][yVal]; if(total || obj->visitableAt(xVal, yVal)) { curt.visitableObjects -= obj; curt.visitable = curt.visitableObjects.size(); } if(total || obj->blockingAt(xVal, yVal)) { curt.blockingObjects -= obj; curt.blocked = curt.blockingObjects.size(); } } } } } void CMap::addBlockVisTiles(CGObjectInstance * obj) { const int zVal = obj->pos.z; for(int fx = 0; fx < obj->getWidth(); ++fx) { int xVal = obj->pos.x - fx; for(int fy = 0; fy < obj->getHeight(); ++fy) { int yVal = obj->pos.y - fy; if(xVal>=0 && xVal < width && yVal >= 0 && yVal < height) { TerrainTile & curt = terrain[zVal][xVal][yVal]; if(obj->visitableAt(xVal, yVal)) { curt.visitableObjects.push_back(obj); curt.visitable = true; } if(obj->blockingAt(xVal, yVal)) { curt.blockingObjects.push_back(obj); curt.blocked = true; } } } } } void CMap::calculateGuardingGreaturePositions() { int levels = twoLevel ? 2 : 1; for(int z = 0; z < levels; z++) { for(int x = 0; x < width; x++) { for(int y = 0; y < height; y++) { guardingCreaturePositions[z][x][y] = guardingCreaturePosition(int3(x, y, z)); } } } } CGHeroInstance * CMap::getHero(int heroID) { for(auto & elem : heroesOnMap) if(elem->subID == heroID) return elem; return nullptr; } bool CMap::isCoastalTile(const int3 & pos) const { //todo: refactoring: extract neighbor tile iterator and use it in GameState static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0), int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) }; if(!isInTheMap(pos)) { logGlobal->error("Coastal check outside of map: %s", pos.toString()); return false; } if(isWaterTile(pos)) return false; for(const auto & dir : dirs) { const int3 hlp = pos + dir; if(!isInTheMap(hlp)) continue; const TerrainTile &hlpt = getTile(hlp); if(hlpt.isWater()) return true; } return false; } bool CMap::isInTheMap(const int3 & pos) const { return pos.x >= 0 && pos.y >= 0 && pos.z >= 0 && pos.x < width && pos.y < height && pos.z <= (twoLevel ? 1 : 0); } TerrainTile & CMap::getTile(const int3 & tile) { assert(isInTheMap(tile)); return terrain[tile.z][tile.x][tile.y]; } const TerrainTile & CMap::getTile(const int3 & tile) const { assert(isInTheMap(tile)); return terrain[tile.z][tile.x][tile.y]; } bool CMap::isWaterTile(const int3 &pos) const { return isInTheMap(pos) && getTile(pos).isWater(); } bool CMap::canMoveBetween(const int3 &src, const int3 &dst) const { const TerrainTile * dstTile = &getTile(dst); const TerrainTile * srcTile = &getTile(src); return checkForVisitableDir(src, dstTile, dst) && checkForVisitableDir(dst, srcTile, src); } bool CMap::checkForVisitableDir(const int3 & src, const TerrainTile * pom, const int3 & dst) const { if (!pom->entrableTerrain()) //rock is never accessible return false; for(auto * obj : pom->visitableObjects) //checking destination tile { if(!vstd::contains(pom->blockingObjects, obj)) //this visitable object is not blocking, ignore continue; if (!obj->appearance->isVisitableFrom(src.x - dst.x, src.y - dst.y)) return false; } return true; } int3 CMap::guardingCreaturePosition (int3 pos) const { const int3 originalPos = pos; // Give monster at position priority. if (!isInTheMap(pos)) return int3(-1, -1, -1); const TerrainTile &posTile = getTile(pos); if (posTile.visitable) { for (CGObjectInstance* obj : posTile.visitableObjects) { if(obj->isBlockedVisitable()) { if (obj->ID == Obj::MONSTER) // Monster return pos; else return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures } } } // See if there are any monsters adjacent. bool water = posTile.isWater(); pos -= int3(1, 1, 0); // Start with top left. for (int dx = 0; dx < 3; dx++) { for (int dy = 0; dy < 3; dy++) { if (isInTheMap(pos)) { const auto & tile = getTile(pos); if (tile.visitable && (tile.isWater() == water)) { for (CGObjectInstance* obj : tile.visitableObjects) { if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &posTile, originalPos)) // Monster being able to attack investigated tile { return pos; } } } } pos.y++; } pos.y -= 3; pos.x++; } return int3(-1, -1, -1); } const CGObjectInstance * CMap::getObjectiveObjectFrom(const int3 & pos, Obj::EObj type) { for (CGObjectInstance * object : getTile(pos).visitableObjects) { if (object->ID == type) return object; } // There is weird bug because of which sometimes heroes will not be found properly despite having correct position // Try to workaround that and find closest object that we can use logGlobal->error("Failed to find object of type %d at %s", static_cast(type), pos.toString()); logGlobal->error("Will try to find closest matching object"); CGObjectInstance * bestMatch = nullptr; for (CGObjectInstance * object : objects) { if (object && object->ID == type) { if (bestMatch == nullptr) bestMatch = object; else { if (object->pos.dist2dSQ(pos) < bestMatch->pos.dist2dSQ(pos)) bestMatch = object;// closer than one we already found } } } assert(bestMatch != nullptr); // if this happens - victory conditions or map itself is very, very broken logGlobal->error("Will use %s from %s", bestMatch->getObjectName(), bestMatch->pos.toString()); return bestMatch; } void CMap::checkForObjectives() { // NOTE: probably should be moved to MapFormatH3M.cpp for (TriggeredEvent & event : triggeredEvents) { auto patcher = [&](EventCondition cond) -> EventExpression::Variant { switch (cond.condition) { case EventCondition::HAVE_ARTIFACT: event.onFulfill.replaceTextID(VLC->artifacts()->getByIndex(cond.objectType)->getNameTextID()); break; case EventCondition::HAVE_CREATURES: event.onFulfill.replaceTextID(VLC->creatures()->getByIndex(cond.objectType)->getNameSingularTextID()); event.onFulfill.replaceNumber(cond.value); break; case EventCondition::HAVE_RESOURCES: event.onFulfill.replaceLocalString(EMetaText::RES_NAMES, cond.objectType); event.onFulfill.replaceNumber(cond.value); break; case EventCondition::HAVE_BUILDING: if (isInTheMap(cond.position)) cond.object = getObjectiveObjectFrom(cond.position, Obj::TOWN); break; case EventCondition::CONTROL: if (isInTheMap(cond.position)) cond.object = getObjectiveObjectFrom(cond.position, static_cast(cond.objectType)); if (cond.object) { const auto * town = dynamic_cast(cond.object); if (town) event.onFulfill.replaceRawString(town->getNameTranslated()); const auto * hero = dynamic_cast(cond.object); if (hero) event.onFulfill.replaceRawString(hero->getNameTranslated()); } break; case EventCondition::DESTROY: if (isInTheMap(cond.position)) cond.object = getObjectiveObjectFrom(cond.position, static_cast(cond.objectType)); if (cond.object) { const auto * hero = dynamic_cast(cond.object); if (hero) event.onFulfill.replaceRawString(hero->getNameTranslated()); } break; case EventCondition::TRANSPORT: cond.object = getObjectiveObjectFrom(cond.position, Obj::TOWN); break; //break; case EventCondition::DAYS_PASSED: //break; case EventCondition::IS_HUMAN: //break; case EventCondition::DAYS_WITHOUT_TOWN: //break; case EventCondition::STANDARD_WIN: //TODO: support new condition format case EventCondition::HAVE_0: break; case EventCondition::DESTROY_0: break; case EventCondition::HAVE_BUILDING_0: break; } return cond; }; event.trigger = event.trigger.morph(patcher); } } void CMap::addNewArtifactInstance(CArtifactInstance * art) { art->id = ArtifactInstanceID(static_cast(artInstances.size())); artInstances.emplace_back(art); } void CMap::eraseArtifactInstance(CArtifactInstance * art) { //TODO: handle for artifacts removed in map editor assert(artInstances[art->id.getNum()] == art); artInstances[art->id.getNum()].dellNull(); } void CMap::addNewQuestInstance(CQuest* quest) { quest->qid = static_cast(quests.size()); quests.emplace_back(quest); } void CMap::removeQuestInstance(CQuest * quest) { //TODO: should be called only by map editor. //During game, completed quests or quests from removed objects stay forever //Shift indexes auto iter = std::next(quests.begin(), quest->qid); iter = quests.erase(iter); for (int i = quest->qid; iter != quests.end(); ++i, ++iter) { (*iter)->qid = i; } } void CMap::setUniqueInstanceName(CGObjectInstance * obj) { //this gives object unique name even if objects are removed later auto uid = uidCounter++; boost::format fmt("%s_%d"); fmt % obj->typeName % uid; obj->instanceName = fmt.str(); } void CMap::addNewObject(CGObjectInstance * obj) { if(obj->id != ObjectInstanceID(static_cast(objects.size()))) throw std::runtime_error("Invalid object instance id"); if(obj->instanceName.empty()) throw std::runtime_error("Object instance name missing"); if (vstd::contains(instanceNames, obj->instanceName)) throw std::runtime_error("Object instance name duplicated: "+obj->instanceName); objects.emplace_back(obj); instanceNames[obj->instanceName] = obj; addBlockVisTiles(obj); //TODO: how about defeated heroes recruited again? obj->afterAddToMap(this); } void CMap::moveObject(CGObjectInstance * obj, const int3 & pos) { removeBlockVisTiles(obj); obj->pos = pos; addBlockVisTiles(obj); } void CMap::removeObject(CGObjectInstance * obj) { removeBlockVisTiles(obj); instanceNames.erase(obj->instanceName); //update indeces auto iter = std::next(objects.begin(), obj->id.getNum()); iter = objects.erase(iter); for(int i = obj->id.getNum(); iter != objects.end(); ++i, ++iter) { (*iter)->id = ObjectInstanceID(i); } obj->afterRemoveFromMap(this); //TOOD: Clean artifact instances (mostly worn by hero?) and quests related to this object } bool CMap::isWaterMap() const { return waterMap; } bool CMap::calculateWaterContent() { size_t totalTiles = height * width * levels(); size_t waterTiles = 0; for(auto tile = terrain.origin(); tile < (terrain.origin() + terrain.num_elements()); ++tile) { if (tile->isWater()) { waterTiles++; } } if (waterTiles >= totalTiles / 100) //At least 1% of area is water { waterMap = true; } return waterMap; } void CMap::initTerrain() { terrain.resize(boost::extents[levels()][width][height]); guardingCreaturePositions.resize(boost::extents[levels()][width][height]); } CMapEditManager * CMap::getEditManager() { if(!editManager) editManager = std::make_unique(this); return editManager.get(); } void CMap::resetStaticData() { CGKeys::reset(); CGMagi::reset(); CGObelisk::reset(); CGTownInstance::reset(); } VCMI_LIB_NAMESPACE_END