mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-30 08:57:00 +02:00
ac66fc7f42
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
504 lines
14 KiB
C++
504 lines
14 KiB
C++
/*
|
|
* 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 <typename Handler>
|
|
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<TFaction> 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<SHeroName> 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 <typename Handler>
|
|
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 <typename Handler>
|
|
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<EventCondition> 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 <typename Handler>
|
|
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 <typename Handler>
|
|
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 <typename Handler>
|
|
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 <typename Handler>
|
|
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<PlayerInfo> players; /// The default size of the vector is PlayerColor::PLAYER_LIMIT.
|
|
ui8 howManyTeams;
|
|
std::vector<bool> 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<TriggeredEvent> triggeredEvents;
|
|
|
|
template <typename Handler>
|
|
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<Rumor> rumors;
|
|
std::vector<DisposedHero> disposedHeroes;
|
|
std::vector<ConstTransitivePtr<CGHeroInstance> > predefinedHeroes;
|
|
std::vector<bool> allowedSpell;
|
|
std::vector<bool> allowedArtifact;
|
|
std::vector<bool> allowedAbilities;
|
|
std::list<CMapEvent> 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<CGObjectInstance> > objects;
|
|
std::vector< ConstTransitivePtr<CGTownInstance> > towns;
|
|
std::vector< ConstTransitivePtr<CArtifactInstance> > artInstances;
|
|
std::vector< ConstTransitivePtr<CQuest> > quests;
|
|
std::vector< ConstTransitivePtr<CGHeroInstance> > allHeroes; //indexed by [hero_type_id]; on map, disposed, prisons, etc.
|
|
|
|
//Helper lists
|
|
std::vector< ConstTransitivePtr<CGHeroInstance> > heroesOnMap;
|
|
std::map<TeleportChannelID, std::shared_ptr<TeleportChannel> > teleportChannels;
|
|
|
|
/// associative list to identify which hero/creature id belongs to which object id(index for objects)
|
|
std::map<si32, ObjectInstanceID> questIdentifierToId;
|
|
|
|
std::unique_ptr<CMapEditManager> editManager;
|
|
|
|
int3 ***guardingCreaturePositions;
|
|
|
|
std::map<std::string, ConstTransitivePtr<CGObjectInstance> > 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 <typename Handler>
|
|
void serialize(Handler &h, const int formatVersion)
|
|
{
|
|
h & static_cast<CMapHeader&>(*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;
|
|
}
|
|
}
|
|
};
|