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	To all - please, avoid #include's in headers as much as possible This kills incremental build compile times
		
			
				
	
	
		
			398 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			398 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| 
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| /*
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|  * CMap.h, part of VCMI engine
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|  *
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|  * Authors: listed in file AUTHORS in main folder
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|  *
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|  * License: GNU General Public License v2.0 or later
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|  * Full text of license available in license.txt file, in main folder
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|  *
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|  */
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| 
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| #pragma once
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| 
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| #include "../ConstTransitivePtr.h"
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| #include "../mapObjects/MiscObjects.h" // To serialize static props
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| #include "../mapObjects/CQuest.h" // To serialize static props
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| #include "../mapObjects/CGTownInstance.h" // To serialize static props
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| #include "../ResourceSet.h"
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| #include "../int3.h"
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| #include "../GameConstants.h"
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| #include "../LogicalExpression.h"
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| #include "CMapDefines.h"
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| 
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| class CArtifactInstance;
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| class CGObjectInstance;
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| class CGHeroInstance;
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| class CCommanderInstance;
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| class CGCreature;
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| class CQuest;
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| class CGTownInstance;
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| class IModableArt;
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| class IQuestObject;
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| class CInputStream;
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| class CMapEditManager;
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| 
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| /// The hero name struct consists of the hero id and the hero name.
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| struct DLL_LINKAGE SHeroName
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| {
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| 	SHeroName();
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| 
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| 	int heroId;
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| 	std::string heroName;
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| 
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| 	template <typename Handler>
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| 	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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| 
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| /// The player info constains data about which factions are allowed, AI tactical settings,
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| /// the main hero name, where to generate the hero, whether the faction should be selected randomly,...
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| struct DLL_LINKAGE PlayerInfo
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| {
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| 	PlayerInfo();
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| 
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| 	/// Gets the default faction id or -1 for a random faction.
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| 	si8 defaultCastle() const;
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| 	/// Gets the default hero id or -1 for a random hero.
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| 	si8 defaultHero() const;
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| 	bool canAnyonePlay() const;
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| 	bool hasCustomMainHero() const;
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| 
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| 	bool canHumanPlay;
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| 	bool canComputerPlay;
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| 	EAiTactic::EAiTactic aiTactic; /// The default value is EAiTactic::RANDOM.
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| 
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| 	std::set<TFaction> allowedFactions;
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| 	bool isFactionRandom;
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| 
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| 	si32 mainCustomHeroPortrait; /// The default value is -1.
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| 	std::string mainCustomHeroName;
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| 	si32 mainCustomHeroId; /// ID of custom hero (only if portrait and hero name are set, otherwise unpredicted value), -1 if none (not always -1)
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| 
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| 	std::vector<SHeroName> heroesNames; /// list of placed heroes on the map
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| 	bool hasMainTown; /// The default value is false.
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| 	bool generateHeroAtMainTown; /// The default value is false.
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| 	int3 posOfMainTown;
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| 	TeamID team; /// The default value is 255 representing that the player belongs to no team.
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| 	bool hasRandomHero; /// Player has a random hero
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| 
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| 	bool generateHero; /// Unused.
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| 	si32 p7; /// Unknown and unused.
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| 	/// Unused. Count of hero placeholders containing hero type.
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| 	/// WARNING: powerPlaceholders sometimes gives false 0 (eg. even if there is one placeholder), maybe different meaning ???
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| 	ui8 powerPlaceholders;
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| 
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| 	template <typename Handler>
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| 	void serialize(Handler & h, const int version)
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| 	{
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| 		h & p7 & hasRandomHero & mainCustomHeroId & canHumanPlay & canComputerPlay & aiTactic & allowedFactions & isFactionRandom &
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| 				mainCustomHeroPortrait & mainCustomHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
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| 				posOfMainTown & team & generateHero;
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| 	}
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| };
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| 
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| /// The loss condition describes the condition to lose the game. (e.g. lose all own heroes/castles)
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| struct DLL_LINKAGE EventCondition
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| {
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| 	enum EWinLoseType {
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| 		HAVE_ARTIFACT,     // type - required artifact
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| 		HAVE_CREATURES,    // type - creatures to collect, value - amount to collect
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| 		HAVE_RESOURCES,    // type - resource ID, value - amount to collect
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| 		HAVE_BUILDING,     // position - town, optional, type - building to build
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| 		CONTROL,           // position - position of object, optional, type - type of object
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| 		DESTROY,           // position - position of object, optional, type - type of object
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| 		TRANSPORT,         // position - where artifact should be transported, type - type of artifact
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| 		DAYS_PASSED,       // value - number of days from start of the game
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| 		IS_HUMAN,          // value - 0 = player is AI, 1 = player is human
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| 		DAYS_WITHOUT_TOWN, // value - how long player can live without town, 0=instakill
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| 		STANDARD_WIN,      // normal defeat all enemies condition
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| 		CONST_VALUE        // condition that always evaluates to "value" (0 = false, 1 = true)
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| 	};
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| 
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| 	EventCondition(EWinLoseType condition = STANDARD_WIN);
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| 	EventCondition(EWinLoseType condition, si32 value, si32 objectType, int3 position = int3(-1, -1, -1));
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| 
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| 	const CGObjectInstance * object; // object that was at specified position on start
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| 	si32 value;
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| 	si32 objectType;
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| 	int3 position;
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| 	EWinLoseType condition;
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| 
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| 	template <typename Handler>
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| 	void serialize(Handler & h, const int version)
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| 	{
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| 		h & object & value & objectType & position & condition;
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| 	}
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| };
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| 
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| typedef LogicalExpression<EventCondition> EventExpression;
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| 
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| struct DLL_LINKAGE EventEffect
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| {
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| 	enum EType
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| 	{
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| 		VICTORY,
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| 		DEFEAT
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| 	};
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| 
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| 	/// effect type, using EType enum
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| 	si8 type;
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| 
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| 	/// message that will be sent to other players
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| 	std::string toOtherMessage;
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| 
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| 	template <typename Handler>
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| 	void serialize(Handler & h, const int version)
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| 	{
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| 		h & type & toOtherMessage;
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| 	}
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| };
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| 
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| struct DLL_LINKAGE TriggeredEvent
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| {
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| 	/// base condition that must be evaluated
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| 	EventExpression trigger;
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| 
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| 	/// string identifier read from config file (e.g. captureKreelah)
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| 	std::string identifier;
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| 
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| 	/// string-description, for use in UI (capture town to win)
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| 	std::string description;
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| 
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| 	/// Message that will be displayed when this event is triggered (You captured town. You won!)
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| 	std::string onFulfill;
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| 
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| 	/// Effect of this event. TODO: refactor into something more flexible
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| 	EventEffect effect;
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| 
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| 	template <typename Handler>
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| 	void serialize(Handler & h, const int version)
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| 	{
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| 		h & identifier & trigger & description & onFulfill & effect;
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| 	}
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| };
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| 
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| /// The rumor struct consists of a rumor name and text.
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| struct DLL_LINKAGE Rumor
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| {
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| 	std::string name;
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| 	std::string text;
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| 
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| 	template <typename Handler>
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| 	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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| 
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| /// The disposed hero struct describes which hero can be hired from which player.
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| struct DLL_LINKAGE DisposedHero
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| {
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| 	DisposedHero();
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| 
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| 	ui32 heroId;
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| 	ui16 portrait; /// The portrait id of the hero, 0xFF is default.
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| 	std::string name;
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| 	ui8 players; /// Who can hire this hero (bitfield).
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| 
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| 	template <typename Handler>
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| 	void serialize(Handler & h, const int version)
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| 	{
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| 		h & heroId & portrait & name & players;
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| 	}
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| };
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| 
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| namespace EMapFormat
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| {
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| enum EMapFormat
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| {
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| 	INVALID = 0,
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| 	//    HEX     DEC
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| 	ROE = 0x0e, // 14
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| 	AB  = 0x15, // 21
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| 	SOD = 0x1c, // 28
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| // HOTA = 0x1e ... 0x20 // 28 ... 30
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| 	WOG = 0x33  // 51
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| };
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| }
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| 
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| /// The map header holds information about loss/victory condition,map format, version, players, height, width,...
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| class DLL_LINKAGE CMapHeader
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| {
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| 	void setupEvents();
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| public:
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| 	static const int MAP_SIZE_SMALL;
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| 	static const int MAP_SIZE_MIDDLE;
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| 	static const int MAP_SIZE_LARGE;
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| 	static const int MAP_SIZE_XLARGE;
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| 
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| 	CMapHeader();
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| 	virtual ~CMapHeader();
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| 
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| 	EMapFormat::EMapFormat version; /// The default value is EMapFormat::SOD.
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| 	si32 height; /// The default value is 72.
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| 	si32 width; /// The default value is 72.
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| 	bool twoLevel; /// The default value is true.
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| 	std::string name;
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| 	std::string description;
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| 	ui8 difficulty; /// The default value is 1 representing a normal map difficulty.
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| 	/// Specifies the maximum level to reach for a hero. A value of 0 states that there is no
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| 	///	maximum level for heroes. This is the default value.
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| 	ui8 levelLimit;
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| 
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| 	std::string victoryMessage;
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| 	std::string defeatMessage;
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| 	ui16 victoryIconIndex;
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| 	ui16 defeatIconIndex;
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| 
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| 	std::vector<PlayerInfo> players; /// The default size of the vector is PlayerColor::PLAYER_LIMIT.
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| 	ui8 howManyTeams;
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| 	std::vector<bool> allowedHeroes;
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| 	std::vector<ui16> placeholdedHeroes;
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| 	bool areAnyPlayers; /// Unused. True if there are any playable players on the map.
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| 
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| 	/// "main quests" of the map that describe victory and loss conditions
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| 	std::vector<TriggeredEvent> triggeredEvents;
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| 
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| 	template <typename Handler>
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| 	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 & howManyTeams & allowedHeroes & triggeredEvents;
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| 		h & victoryMessage & victoryIconIndex & defeatMessage & defeatIconIndex;
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| 	}
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| };
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| 
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| /// The map contains the map header, the tiles of the terrain, objects, heroes, towns, rumors...
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| class DLL_LINKAGE CMap : public CMapHeader
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| {
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| public:
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| 	CMap();
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| 	~CMap();
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| 	void initTerrain();
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| 
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| 	CMapEditManager * getEditManager();
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| 	TerrainTile & getTile(const int3 & tile);
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| 	const TerrainTile & getTile(const int3 & tile) const;
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| 	bool isInTheMap(const int3 & pos) const;
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| 	bool isWaterTile(const int3 & pos) const;
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| 	bool checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const;
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| 	int3 guardingCreaturePosition (int3 pos) const;
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| 
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| 	void addBlockVisTiles(CGObjectInstance * obj);
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| 	void removeBlockVisTiles(CGObjectInstance * obj, bool total = false);
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| 	void calculateGuardingGreaturePositions();
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| 
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| 	void addNewArtifactInstance(CArtifactInstance * art);
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| 	void eraseArtifactInstance(CArtifactInstance * art);
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| 	void addQuest(CGObjectInstance * quest);
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| 
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| 	/// Gets object of specified type on requested position
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| 	const CGObjectInstance * getObjectiveObjectFrom(int3 pos, Obj::EObj type);
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| 	CGHeroInstance * getHero(int heroId);
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| 
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| 	/// Sets the victory/loss condition objectives ??
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| 	void checkForObjectives();
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| 
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| 	ui32 checksum;
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| 	std::vector<Rumor> rumors;
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| 	std::vector<DisposedHero> disposedHeroes;
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| 	std::vector<ConstTransitivePtr<CGHeroInstance> > predefinedHeroes;
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| 	std::vector<bool> allowedSpell;
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| 	std::vector<bool> allowedArtifact;
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| 	std::vector<bool> allowedAbilities;
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| 	std::list<CMapEvent> events;
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| 	int3 grailPos;
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| 	int grailRadious;
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| 
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| 	//Central lists of items in game. Position of item in the vectors below is their (instance) id.
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| 	std::vector< ConstTransitivePtr<CGObjectInstance> > objects;
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| 	std::vector< ConstTransitivePtr<CGTownInstance> > towns;
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| 	std::vector< ConstTransitivePtr<CArtifactInstance> > artInstances;
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| 	std::vector< ConstTransitivePtr<CQuest> > quests;
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| 	std::vector< ConstTransitivePtr<CGHeroInstance> > allHeroes; //indexed by [hero_type_id]; on map, disposed, prisons, etc.
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| 
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| 	//Helper lists
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| 	std::vector< ConstTransitivePtr<CGHeroInstance> > heroesOnMap;
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| 	std::map<TeleportChannelID, shared_ptr<TeleportChannel> > teleportChannels;
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| 
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| 	/// associative list to identify which hero/creature id belongs to which object id(index for objects)
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| 	std::map<si32, ObjectInstanceID> questIdentifierToId;
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| 
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| 	unique_ptr<CMapEditManager> editManager;
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| 
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| 	int3 ***guardingCreaturePositions;
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| 
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| private:
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| 	/// a 3-dimensional array of terrain tiles, access is as follows: x, y, level. where level=1 is underground
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| 	TerrainTile*** terrain;
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| 
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| public:
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| 	template <typename Handler>
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| 	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 & events & grailPos;
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| 		h & artInstances & quests & allHeroes;
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| 		h & questIdentifierToId;
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| 
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| 		//TODO: viccondetails
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| 		int level = twoLevel ? 2 : 1;
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| 		if(h.saving)
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| 		{
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| 			// Save terrain
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| 			for(int i = 0; i < width ; ++i)
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| 			{
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| 				for(int j = 0; j < height ; ++j)
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| 				{
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| 					for(int k = 0; k < level; ++k)
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| 					{
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| 						h & terrain[i][j][k];
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| 						h & guardingCreaturePositions[i][j][k];
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| 					}
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| 				}
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| 			}
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| 		}
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| 		else
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| 		{
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| 			// Load terrain
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| 			terrain = new TerrainTile**[width];
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| 			guardingCreaturePositions = new int3**[width];
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| 			for(int i = 0; i < width; ++i)
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| 			{
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| 				terrain[i] = new TerrainTile*[height];
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| 				guardingCreaturePositions[i] = new int3*[height];
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| 				for(int j = 0; j < height; ++j)
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| 				{
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| 					terrain[i][j] = new TerrainTile[level];
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| 					guardingCreaturePositions[i][j] = new int3[level];
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| 				}
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| 			}
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| 			for(int i = 0; i < width ; ++i)
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| 			{
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| 				for(int j = 0; j < height ; ++j)
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| 				{
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| 					for(int k = 0; k < level; ++k)
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| 					{
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| 						h & terrain[i][j][k];
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| 						h & guardingCreaturePositions[i][j][k];
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| 					}
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| 				}
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| 			}
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| 		}
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| 
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| 		h & objects;
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| 		h & heroesOnMap & teleportChannels & towns & artInstances;
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| 
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| 		// static members
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| 		h & CGKeys::playerKeyMap;
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| 		h & CGMagi::eyelist;
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| 		h & CGObelisk::obeliskCount & CGObelisk::visited;
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| 		h & CGTownInstance::merchantArtifacts;
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| 		h & CGTownInstance::universitySkills;
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| 	}
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| };
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