mirror of
https://github.com/vcmi/vcmi.git
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218a3beaf6
* partial support for Idol of Fortune, Fountain of Fortune, Faerie Ring, Swan Pond
550 lines
16 KiB
C++
550 lines
16 KiB
C++
#ifndef __MAP_H__
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#define __MAP_H__
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#ifdef _MSC_VER
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#pragma warning (disable : 4482)
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#endif
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#include <cstring>
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#include <vector>
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#include <map>
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#include <set>
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#include "global.h"
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#ifndef _MSC_VER
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#include "hch/CObjectHandler.h"
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#include "hch/CDefObjInfoHandler.h"
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#endif
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class CGDefInfo;
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class CGObjectInstance;
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class CGHeroInstance;
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class CQuest;
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class CGTownInstance;
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enum ESortBy{_name, _playerAm, _size, _format, _viccon, _loscon};
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enum EDefType {TOWN_DEF, HERO_DEF, CREATURES_DEF, SEERHUT_DEF, RESOURCE_DEF, TERRAINOBJ_DEF,
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EVENTOBJ_DEF, SIGN_DEF, GARRISON_DEF, ARTIFACT_DEF, WITCHHUT_DEF, SCHOLAR_DEF, PLAYERONLY_DEF,
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SHRINE_DEF, SPELLSCROLL_DEF, PANDORA_DEF, GRAIL_DEF, CREGEN_DEF, CREGEN2_DEF, CREGEN3_DEF,
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BORDERGUARD_DEF, HEROPLACEHOLDER_DEF};
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class DLL_EXPORT CSpecObjInfo
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{
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public:
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virtual ~CSpecObjInfo(){};
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};
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class DLL_EXPORT CCreGenObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char player; //owner
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bool asCastle;
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int identifier;
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unsigned char castles[2]; //allowed castles
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};
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class DLL_EXPORT CCreGen2ObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char player; //owner
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bool asCastle;
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int identifier;
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unsigned char castles[2]; //allowed castles
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unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
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};
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class DLL_EXPORT CCreGen3ObjInfo : public CSpecObjInfo
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{
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public:
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unsigned char player; //owner
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unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
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};
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struct DLL_EXPORT Sresource
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{
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std::string resName; //name of this resource
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int amount; //it can be greater and lesser than 0
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};
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struct DLL_EXPORT TimeEvent
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{
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std::string eventName;
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std::string message;
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std::vector<Sresource> decIncRes; //decreases / increases of resources
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unsigned int whichPlayers; //which players are affected by this event (+1 - first, +2 - second, +4 - third, +8 - fourth etc.)
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bool areHumansAffected;
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bool areCompsAffected;
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int firstAfterNDays; //how many days after appears this event
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int nextAfterNDays; //how many days after the epperance before appaers this event
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};
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struct DLL_EXPORT TerrainTile
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{
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EterrainType tertype; // type of terrain
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unsigned char terview; // look of terrain
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Eriver nuine; // type of Eriver (0 if there is no Eriver)
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unsigned char rivDir; // direction of Eriver
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Eroad malle; // type of Eroad (0 if there is no Eriver)
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unsigned char roadDir; // direction of Eroad
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unsigned char siodmyTajemniczyBajt; //bitfield, info whether this tile is coastal and how to rotate tile graphics
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bool visitable; //false = not visitable; true = visitable
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bool blocked; //false = free; true = blocked;
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std::vector <CGObjectInstance*> visitableObjects; //pointers to objects hero can visit while being on this tile
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std::vector <CGObjectInstance*> blockingObjects; //pointers to objects that are blocking this tile
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & tertype & terview & nuine & rivDir & malle &roadDir & siodmyTajemniczyBajt;
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if(!h.saving)
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{
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visitable = blocked = false;
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//these flags (and obj vectors) will be restored in map serialization
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}
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}
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};
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struct DLL_EXPORT SheroName //name of starting hero
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{
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int heroID;
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std::string heroName;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & heroID & heroName;
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}
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};
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struct DLL_EXPORT PlayerInfo
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{
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si32 p7, p8, p9;
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ui8 canHumanPlay;
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ui8 canComputerPlay;
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ui32 AITactic; //(00 - random, 01 - warrior, 02 - builder, 03 - explorer)
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ui32 allowedFactions; //(01 - castle; 02 - rampart; 04 - tower; 08 - inferno; 16 - necropolis; 32 - dungeon; 64 - stronghold; 128 - fortress; 256 - conflux);
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ui8 isFactionRandom;
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ui32 mainHeroPortrait; //it's ID of hero with choosen portrait; 255 if standard
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std::string mainHeroName;
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std::vector<SheroName> heroesNames;
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ui8 hasMainTown;
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ui8 generateHeroAtMainTown;
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int3 posOfMainTown;
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ui8 team;
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ui8 generateHero;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & p7 & p8 & p9 & canHumanPlay & canComputerPlay & AITactic & allowedFactions & isFactionRandom &
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mainHeroPortrait & mainHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
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posOfMainTown & team & generateHero;
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}
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};
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struct DLL_EXPORT LossCondition
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{
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ElossCon typeOfLossCon;
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int3 castlePos;
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int3 heroPos;
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int timeLimit; // in days
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & typeOfLossCon & castlePos & heroPos & timeLimit;
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}
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};
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struct DLL_EXPORT CVictoryCondition
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{
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EvictoryConditions condition; //ID of condition
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ui8 allowNormalVictory, appliesToAI;
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int3 pos; //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)
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ui32 ID; //artifact ID (0); monster ID (1); resource ID (2); needed fort level in upgraded town (3); artifact ID (8)
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ui32 count; //needed count for creatures (1) / resource (2); upgraded town hall level (3);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & condition & allowNormalVictory & appliesToAI & pos & ID & count;
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}
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};
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struct DLL_EXPORT Rumor
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{
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std::string name, text;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & name & text;
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}
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};
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struct DLL_EXPORT DisposedHero
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{
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ui32 ID;
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ui16 portrait; //0xFF - default
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std::string name;
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ui8 players; //who can hire this hero (bitfield)
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & ID & portrait & name & players;
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}
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};
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class DLL_EXPORT CMapEvent
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{
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public:
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std::string name, message;
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si32 wood, mercury, ore, sulfur, crystal, gems, gold; //gained / taken resources
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ui8 players; //affected players
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ui8 humanAffected;
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ui8 computerAffected;
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ui32 firstOccurence;
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ui32 nextOccurence; //after nextOccurance day event will occure; if it it 0, event occures only one time;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & name & message & wood & mercury & ore & sulfur & crystal & gems & gold
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& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
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}
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};
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class DLL_EXPORT CMapHeader
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{
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public:
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Eformat version; // version of map Eformat
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ui8 areAnyPLayers; // if there are any playable players on map
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si32 height, width, twoLevel; //sizes
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std::string name; //name of map
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std::string description; //and description
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ui8 difficulty; // 0 easy - 4 impossible
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ui8 levelLimit;
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LossCondition lossCondition;
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CVictoryCondition victoryCondition; //victory conditions
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std::vector<PlayerInfo> players; // info about players - size 8
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std::vector<ui8> teams; // teams[i] = team of player no i
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ui8 howManyTeams;
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void initFromMemory(unsigned char *bufor, int &i);
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void loadViCLossConditions( unsigned char * bufor, int &i);
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void loadPlayerInfo( int &pom, unsigned char * bufor, int &i);
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CMapHeader(unsigned char *map); //an argument is a reference to string described a map (unpacked)
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CMapHeader();
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template <typename Handler> void serialize(Handler &h, const int Version)
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{
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h & version & name & description & width & height & twoLevel & difficulty & levelLimit & areAnyPLayers;
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h & players & teams & lossCondition & victoryCondition & howManyTeams;
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}
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};
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class DLL_EXPORT CMapInfo : public CMapHeader
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{
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public:
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ui8 seldiff; //selected difficulty (only in saved games)
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std::string filename;
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std::string date;
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int playerAmnt, humenPlayers;
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CMapInfo(){};
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void countPlayers();
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CMapInfo(std::string fname, unsigned char *map);
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};
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class DLL_EXPORT mapSorter
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{
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public:
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ESortBy sortBy;
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bool operator()(const CMapHeader & a, const CMapHeader& b)
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{
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switch (sortBy)
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{
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case _format:
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return (a.version<b.version);
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break;
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case _loscon:
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return (a.lossCondition.typeOfLossCon<b.lossCondition.typeOfLossCon);
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break;
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case _playerAm:
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int playerAmntB,humenPlayersB,playerAmntA,humenPlayersA;
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playerAmntB=humenPlayersB=playerAmntA=humenPlayersA=0;
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for (int i=0;i<8;i++)
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{
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if (a.players[i].canHumanPlay) {playerAmntA++;humenPlayersA++;}
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else if (a.players[i].canComputerPlay) {playerAmntA++;}
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if (b.players[i].canHumanPlay) {playerAmntB++;humenPlayersB++;}
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else if (b.players[i].canComputerPlay) {playerAmntB++;}
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}
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if (playerAmntB!=playerAmntA)
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return (playerAmntA<playerAmntB);
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else
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return (humenPlayersA<humenPlayersB);
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break;
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case _size:
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return (a.width<b.width);
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break;
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case _viccon:
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return (a.victoryCondition.condition < b.victoryCondition.condition);
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break;
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case _name:
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return (a.name<b.name);
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break;
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default:
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return (a.name<b.name);
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break;
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}
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};
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mapSorter(ESortBy es):sortBy(es){};
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};
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struct DLL_EXPORT Mapa : public CMapHeader
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{
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ui32 checksum;
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TerrainTile*** terrain;
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std::vector<Rumor> rumors;
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std::vector<DisposedHero> disposedHeroes;
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std::vector<CGHeroInstance*> predefinedHeroes;
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std::vector<CGDefInfo *> defy; // list of .def files with definitions from .h3m (may be custom)
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std::vector<ui8> allowedSpell; //allowedSpell[spell_ID] - if the spell is allowed
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std::vector<ui8> allowedArtifact; //allowedArtifact[artifact_ID] - if the artifact is allowed
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std::vector<ui8> allowedAbilities; //allowedAbilities[ability_ID] - if the ability is allowed
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std::vector<ui8> allowedHeroes; //allowedHeroes[hero_ID] - if the hero is allowed
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std::vector<CMapEvent> events;
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int3 grailPos;
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int grailRadious;
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std::vector<CGObjectInstance*> objects;
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std::vector<CGHeroInstance*> heroes;
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std::vector<CGTownInstance*> towns;
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void initFromBytes(unsigned char * bufor); //creates map from decompressed .h3m data
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void readEvents( unsigned char * bufor, int &i);
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void readObjects( unsigned char * bufor, int &i);
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void loadQuest( CQuest * guard, unsigned char * bufor, int & i);
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void readDefInfo( unsigned char * bufor, int &i);
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void readTerrain( unsigned char * bufor, int &i);
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void readPredefinedHeroes( unsigned char * bufor, int &i);
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void readHeader( unsigned char * bufor, int &i);
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void readRumors( unsigned char * bufor, int &i);
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void loadHero( CGObjectInstance * &nobj, unsigned char * bufor, int &i);
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void loadTown( CGObjectInstance * &nobj, unsigned char * bufor, int &i);
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int loadSeerHut( unsigned char * bufor, int i, CGObjectInstance *& nobj);
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void addBlockVisTiles(CGObjectInstance * obj);
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void removeBlockVisTiles(CGObjectInstance * obj);
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Mapa(std::string filename); //creates map structure from .h3m file
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Mapa();
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~Mapa();
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CGHeroInstance * getHero(int ID, int mode=0);
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bool isInTheMap(int3 pos);
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template <typename TObject, typename Handler> void serializeObj(Handler &h, const int version, TObject ** obj)
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{
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h & *obj;
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}
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template <typename Handler> void serialize(Handler &h, const int formatVersion)
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{
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h & static_cast<CMapHeader&>(*this);
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h & rumors & allowedSpell & allowedAbilities & allowedArtifact & allowedHeroes & events & grailPos;
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//TODO: viccondetails
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if(h.saving)
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{
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//saving terrain
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for (int i = 0; i < width ; i++)
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for (int j = 0; j < height ; j++)
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for (int k = 0; k <= twoLevel ; k++)
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h & terrain[i][j][k];
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}
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else
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{
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//loading terrain
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terrain = new TerrainTile**[width]; // allocate memory
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for (int ii=0;ii<width;ii++)
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{
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terrain[ii] = new TerrainTile*[height]; // allocate memory
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for(int jj=0;jj<height;jj++)
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terrain[ii][jj] = new TerrainTile[twoLevel+1];
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}
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for (int i = 0; i < width ; i++)
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for (int j = 0; j < height ; j++)
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for (int k = 0; k <= twoLevel ; k++)
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h & terrain[i][j][k];
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}
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//definfos
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std::vector<CGDefInfo*> defs;
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if(h.saving) //create vector with all defs used on map
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{
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for(int i=0; i<objects.size(); i++)
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if(objects[i])
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objects[i]->defInfo->serial = -1; //set serial to serial -1 - indicates that def is not present in defs vector
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for(int i=0; i<objects.size(); i++)
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{
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if(!objects[i]) continue;
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CGDefInfo *cur = objects[i]->defInfo;
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if(cur->serial < 0)
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{
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cur->serial = defs.size();
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defs.push_back(cur);
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}
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}
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}
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h & ((h.saving) ? defs : defy);
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//objects
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if(h.saving)
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{
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ui32 hlp = objects.size();
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h & hlp;
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}
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else
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{
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ui32 hlp;
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h & hlp;
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objects.resize(hlp);
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}
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h & CGTeleport::objs;
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for(int i=0; i<objects.size(); i++)
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{
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CGObjectInstance *&obj = objects[i];
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ui8 exists = (obj!=NULL);
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ui32 hlp;
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si32 shlp;
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h & exists;
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if(!exists)
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{
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if(!h.saving)
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obj = 0;
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continue;
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}
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h & (h.saving ? (hlp=obj->ID) : hlp);
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switch(hlp)
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{
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#define SERIALIZE(TYPE) ( serializeObj<TYPE>( h,version,(TYPE**) (&obj) ) )
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case 34: case 70: case 62:
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SERIALIZE(CGHeroInstance);
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break;
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case 98: case 77:
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SERIALIZE(CGTownInstance);
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break;
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case 26: //for event objects
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SERIALIZE(CGEvent);
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break;
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case 4: //arena
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case 51: //Mercenary Camp
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case 23: //Marletto Tower
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case 61: // Star Axis
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case 32: // Garden of Revelation
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case 100: //Learning Stone
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case 102: //Tree of Knowledge
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SERIALIZE(CGVisitableOPH);
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break;
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case 55: //mystical garden
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case 112://windmill
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case 109://water wheel
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SERIALIZE(CGVisitableOPW);
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break;
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case 43: //teleport
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case 44: //teleport
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case 45: //teleport
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case 103://subterranean gate
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SERIALIZE(CGTeleport);
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break;
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case 12: //campfire
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case 101: //treasure chest
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SERIALIZE(CGPickable);
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break;
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case 54: //Monster
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case 71: case 72: case 73: case 74: case 75: // Random Monster 1 - 4
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case 162: case 163: case 164:
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SERIALIZE(CGCreature);
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break;
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case 59: case 91: //ocean bottle and sign
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SERIALIZE(CGSignBottle);
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break;
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case 83: //seer's hut
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SERIALIZE(CGSeerHut);
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break;
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case 113: //witch hut
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SERIALIZE(CGWitchHut);
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break;
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case 81: //scholar
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SERIALIZE(CGScholar);
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break;
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case 33: case 219: //garrison
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SERIALIZE(CGGarrison);
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break;
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case 5: //artifact
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case 65: case 66: case 67: case 68: case 69: //random artifact
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case 93: //spell scroll
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SERIALIZE(CGArtifact);
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break;
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case 76: case 79: //random resource; resource
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SERIALIZE(CGResource);
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break;
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case 53:
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SERIALIZE(CGMine);
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break;
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case 88: case 89: case 90: //spell shrine
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SERIALIZE(CGShrine);
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break;
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case 6:
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SERIALIZE(CGPandoraBox);
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break;
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case 217:
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case 216:
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case 218:
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//TODO cregen
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SERIALIZE(CGObjectInstance);
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break;
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case 215:
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SERIALIZE(CGQuestGuard);
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break;
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case 28: //faerie ring
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case 14: //Swan pond
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case 38: //idol of fortune
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case 30: //Fountain of Fortune
|
|
SERIALIZE(CGBonusingObject);
|
|
break;
|
|
default:
|
|
SERIALIZE(CGObjectInstance);
|
|
}
|
|
|
|
#undef SERIALIZE
|
|
|
|
//definfo
|
|
h & (h.saving ? (shlp=obj->defInfo->serial) : shlp); //read / write pos of definfo in defs vector
|
|
if(!h.saving)
|
|
obj->defInfo = defy[shlp];
|
|
}
|
|
|
|
if(!h.saving)
|
|
{
|
|
|
|
for(int i=0; i<objects.size(); i++)
|
|
{
|
|
if(!objects[i]) continue;
|
|
if(objects[i]->ID == 34)
|
|
heroes.push_back(static_cast<CGHeroInstance*>(objects[i]));
|
|
else if(objects[i]->ID == 98)
|
|
towns.push_back(static_cast<CGTownInstance*>(objects[i]));
|
|
|
|
addBlockVisTiles(objects[i]); //recreate blockvis map
|
|
}
|
|
for(int i=0; i<heroes.size(); i++) //if hero is visiting/garrisoned in town set appropriate pointers
|
|
{
|
|
int3 vistile = heroes[i]->pos; vistile.x++;
|
|
for(int j=0; j<towns.size(); j++)
|
|
{
|
|
if(vistile == towns[j]->pos) //hero stands on the town entrance
|
|
{
|
|
if(heroes[i]->inTownGarrison)
|
|
towns[j]->garrisonHero = heroes[i];
|
|
else
|
|
towns[j]->visitingHero = heroes[i];
|
|
|
|
heroes[i]->visitedTown = towns[j];
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
};
|
|
#endif // __MAP_H__
|