/* * 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 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 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 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 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 void serialize(Handler & h, const int version) { h & object; h & value; h & objectType; h & position; h & condition; //(!!!) should be `version >= 759` here, but do not try to "fix" it if(version > 759) { h & objectSubtype; h & objectInstanceName; } if(version >= 770) { h & metaType; } } }; 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; 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 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 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 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 = 36; static const int MAP_SIZE_MIDDLE = 72; static const int MAP_SIZE_LARGE = 108; static const int MAP_SIZE_XLARGE = 144; 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; 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; 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(); void resetStaticData(); 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 grailRadius; //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; std::map > teleportChannels; /// associative list to identify which hero/creature id belongs to which object id(index for objects) std::map questIdentifierToId; std::unique_ptr editManager; int3 ***guardingCreaturePositions; std::map > 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 void serialize(Handler &h, const int formatVersion) { h & static_cast(*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; } } };