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https://github.com/vcmi/vcmi.git
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7ba271edf1
* Instead of [x][y][z] coordinates, map will be stored as [z][x][y]. * Nullkiller AI can get it too. * Use boost::multi_array instead of nested vectors * In MapHandler too * Rotate foreach algorithms, too * VCAI gets rotated, too
716 lines
19 KiB
C++
716 lines
19 KiB
C++
/*
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* CMap.cpp, 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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#include "StdInc.h"
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#include "CMap.h"
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#include "../CArtHandler.h"
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#include "../VCMI_Lib.h"
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#include "../CCreatureHandler.h"
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#include "../CTownHandler.h"
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#include "../CHeroHandler.h"
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#include "../mapObjects/CObjectClassesHandler.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../CGeneralTextHandler.h"
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#include "../spells/CSpellHandler.h"
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#include "../CSkillHandler.h"
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#include "CMapEditManager.h"
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#include "../serializer/JsonSerializeFormat.h"
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SHeroName::SHeroName() : heroId(-1)
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{
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}
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PlayerInfo::PlayerInfo(): canHumanPlay(false), canComputerPlay(false),
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aiTactic(EAiTactic::RANDOM), isFactionRandom(false), hasRandomHero(false), mainCustomHeroPortrait(-1), mainCustomHeroId(-1), hasMainTown(false),
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generateHeroAtMainTown(false), posOfMainTown(-1), team(TeamID::NO_TEAM), /* following are unused */ generateHero(false), p7(0), powerPlaceholders(-1)
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{
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allowedFactions = VLC->townh->getAllowedFactions();
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}
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si8 PlayerInfo::defaultCastle() const
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{
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//if random allowed set it as default
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if(isFactionRandom)
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return -1;
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if(!allowedFactions.empty())
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return *allowedFactions.begin();
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// fall back to random
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return -1;
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}
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si8 PlayerInfo::defaultHero() const
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{
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// we will generate hero in front of main town
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if((generateHeroAtMainTown && hasMainTown) || hasRandomHero)
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{
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//random hero
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return -1;
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}
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return -2;
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}
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bool PlayerInfo::canAnyonePlay() const
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{
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return canHumanPlay || canComputerPlay;
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}
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bool PlayerInfo::hasCustomMainHero() const
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{
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return !mainCustomHeroName.empty() && mainCustomHeroPortrait != -1;
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}
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EventCondition::EventCondition(EWinLoseType condition):
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object(nullptr),
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metaType(EMetaclass::INVALID),
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value(-1),
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objectType(-1),
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objectSubtype(-1),
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position(-1, -1, -1),
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condition(condition)
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{
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}
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EventCondition::EventCondition(EWinLoseType condition, si32 value, si32 objectType, int3 position):
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object(nullptr),
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metaType(EMetaclass::INVALID),
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value(value),
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objectType(objectType),
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objectSubtype(-1),
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position(position),
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condition(condition)
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{}
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void Rumor::serializeJson(JsonSerializeFormat & handler)
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{
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handler.serializeString("name", name);
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handler.serializeString("text", text);
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}
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DisposedHero::DisposedHero() : heroId(0), portrait(255), players(0)
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{
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}
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CMapEvent::CMapEvent() : players(0), humanAffected(0), computerAffected(0),
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firstOccurence(0), nextOccurence(0)
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{
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}
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bool CMapEvent::earlierThan(const CMapEvent & other) const
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{
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return firstOccurence < other.firstOccurence;
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}
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bool CMapEvent::earlierThanOrEqual(const CMapEvent & other) const
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{
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return firstOccurence <= other.firstOccurence;
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}
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CCastleEvent::CCastleEvent() : town(nullptr)
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{
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}
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TerrainTile::TerrainTile() : terType("BORDER"), terView(0), riverType(RIVER_NAMES[0]),
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riverDir(0), roadType(ROAD_NAMES[0]), roadDir(0), extTileFlags(0), visitable(false),
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blocked(false)
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{
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}
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bool TerrainTile::entrableTerrain(const TerrainTile * from) const
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{
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return entrableTerrain(from ? from->terType.isLand() : true, from ? from->terType.isWater() : true);
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}
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bool TerrainTile::entrableTerrain(bool allowLand, bool allowSea) const
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{
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return terType.isPassable()
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&& ((allowSea && terType.isWater()) || (allowLand && terType.isLand()));
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}
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bool TerrainTile::isClear(const TerrainTile * from) const
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{
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return entrableTerrain(from) && !blocked;
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}
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Obj TerrainTile::topVisitableId(bool excludeTop) const
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{
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return topVisitableObj(excludeTop) ? topVisitableObj(excludeTop)->ID : Obj(Obj::NO_OBJ);
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}
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CGObjectInstance * TerrainTile::topVisitableObj(bool excludeTop) const
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{
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if(visitableObjects.empty() || (excludeTop && visitableObjects.size() == 1))
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return nullptr;
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if(excludeTop)
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return visitableObjects[visitableObjects.size()-2];
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return visitableObjects.back();
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}
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EDiggingStatus TerrainTile::getDiggingStatus(const bool excludeTop) const
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{
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if(terType.isWater() || !terType.isPassable())
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return EDiggingStatus::WRONG_TERRAIN;
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int allowedBlocked = excludeTop ? 1 : 0;
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if(blockingObjects.size() > allowedBlocked || topVisitableObj(excludeTop))
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return EDiggingStatus::TILE_OCCUPIED;
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else
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return EDiggingStatus::CAN_DIG;
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}
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bool TerrainTile::hasFavorableWinds() const
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{
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return extTileFlags & 128;
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}
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bool TerrainTile::isWater() const
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{
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return terType.isWater();
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}
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void CMapHeader::setupEvents()
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{
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EventCondition victoryCondition(EventCondition::STANDARD_WIN);
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EventCondition defeatCondition(EventCondition::DAYS_WITHOUT_TOWN);
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defeatCondition.value = 7;
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//Victory condition - defeat all
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TriggeredEvent standardVictory;
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standardVictory.effect.type = EventEffect::VICTORY;
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standardVictory.effect.toOtherMessage = VLC->generaltexth->allTexts[5];
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standardVictory.identifier = "standardVictory";
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standardVictory.description = ""; // TODO: display in quest window
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standardVictory.onFulfill = VLC->generaltexth->allTexts[659];
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standardVictory.trigger = EventExpression(victoryCondition);
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//Loss condition - 7 days without town
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TriggeredEvent standardDefeat;
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standardDefeat.effect.type = EventEffect::DEFEAT;
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standardDefeat.effect.toOtherMessage = VLC->generaltexth->allTexts[8];
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standardDefeat.identifier = "standardDefeat";
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standardDefeat.description = ""; // TODO: display in quest window
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standardDefeat.onFulfill = VLC->generaltexth->allTexts[7];
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standardDefeat.trigger = EventExpression(defeatCondition);
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triggeredEvents.push_back(standardVictory);
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triggeredEvents.push_back(standardDefeat);
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victoryIconIndex = 11;
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victoryMessage = VLC->generaltexth->victoryConditions[0];
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defeatIconIndex = 3;
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defeatMessage = VLC->generaltexth->lossCondtions[0];
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}
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CMapHeader::CMapHeader() : version(EMapFormat::SOD), height(72), width(72),
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twoLevel(true), difficulty(1), levelLimit(0), howManyTeams(0), areAnyPlayers(false)
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{
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setupEvents();
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allowedHeroes = VLC->heroh->getDefaultAllowed();
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players.resize(PlayerColor::PLAYER_LIMIT_I);
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}
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CMapHeader::~CMapHeader()
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{
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}
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ui8 CMapHeader::levels() const
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{
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return (twoLevel ? 2 : 1);
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}
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CMap::CMap()
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: checksum(0), grailPos(-1, -1, -1), grailRadius(0), terrain(nullptr),
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guardingCreaturePositions(nullptr),
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uidCounter(0)
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{
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allHeroes.resize(allowedHeroes.size());
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allowedAbilities = VLC->skillh->getDefaultAllowed();
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allowedArtifact = VLC->arth->getDefaultAllowed();
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allowedSpell = VLC->spellh->getDefaultAllowed();
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}
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CMap::~CMap()
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{
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if(terrain)
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{
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for(int z = 0; z < levels(); z++)
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{
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for(int x = 0; x < width; x++)
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{
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delete[] terrain[z][x];
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delete[] guardingCreaturePositions[z][x];
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}
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delete[] terrain[z];
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delete[] guardingCreaturePositions[z];
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}
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delete [] terrain;
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delete [] guardingCreaturePositions;
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}
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for(auto obj : objects)
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obj.dellNull();
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for(auto quest : quests)
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quest.dellNull();
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resetStaticData();
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}
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void CMap::removeBlockVisTiles(CGObjectInstance * obj, bool total)
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{
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const int zVal = obj->pos.z;
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for(int fx = 0; fx < obj->getWidth(); ++fx)
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{
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int xVal = obj->pos.x - fx;
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for(int fy = 0; fy < obj->getHeight(); ++fy)
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{
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int yVal = obj->pos.y - fy;
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if(xVal>=0 && xVal < width && yVal>=0 && yVal < height)
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{
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TerrainTile & curt = terrain[zVal][xVal][yVal];
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if(total || obj->visitableAt(xVal, yVal))
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{
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curt.visitableObjects -= obj;
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curt.visitable = curt.visitableObjects.size();
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}
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if(total || obj->blockingAt(xVal, yVal))
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{
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curt.blockingObjects -= obj;
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curt.blocked = curt.blockingObjects.size();
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}
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}
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}
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}
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}
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void CMap::addBlockVisTiles(CGObjectInstance * obj)
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{
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const int zVal = obj->pos.z;
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for(int fx = 0; fx < obj->getWidth(); ++fx)
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{
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int xVal = obj->pos.x - fx;
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for(int fy = 0; fy < obj->getHeight(); ++fy)
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{
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int yVal = obj->pos.y - fy;
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if(xVal>=0 && xVal < width && yVal >= 0 && yVal < height)
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{
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TerrainTile & curt = terrain[zVal][xVal][yVal];
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if(obj->visitableAt(xVal, yVal))
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{
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curt.visitableObjects.push_back(obj);
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curt.visitable = true;
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}
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if(obj->blockingAt(xVal, yVal))
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{
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curt.blockingObjects.push_back(obj);
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curt.blocked = true;
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}
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}
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}
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}
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}
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void CMap::calculateGuardingGreaturePositions()
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{
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int levels = twoLevel ? 2 : 1;
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for(int z = 0; z < levels; z++)
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{
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for(int x = 0; x < width; x++)
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{
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for(int y = 0; y < height; y++)
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{
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guardingCreaturePositions[z][x][y] = guardingCreaturePosition(int3(x, y, z));
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}
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}
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}
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}
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CGHeroInstance * CMap::getHero(int heroID)
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{
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for(auto & elem : heroesOnMap)
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if(elem->subID == heroID)
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return elem;
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return nullptr;
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}
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bool CMap::isCoastalTile(const int3 & pos) const
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{
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//todo: refactoring: extract neighbor tile iterator and use it in GameState
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static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
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int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
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if(!isInTheMap(pos))
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{
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logGlobal->error("Coastal check outside of map: %s", pos.toString());
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return false;
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}
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if(isWaterTile(pos))
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return false;
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for (auto & dir : dirs)
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{
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const int3 hlp = pos + dir;
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if(!isInTheMap(hlp))
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continue;
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const TerrainTile &hlpt = getTile(hlp);
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if(hlpt.isWater())
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return true;
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}
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return false;
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}
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bool CMap::isInTheMap(const int3 & pos) const
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{
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if(pos.x < 0 || pos.y < 0 || pos.z < 0 || pos.x >= width || pos.y >= height
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|| pos.z > (twoLevel ? 1 : 0))
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{
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return false;
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}
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else
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{
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return true;
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}
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}
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TerrainTile & CMap::getTile(const int3 & tile)
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{
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assert(isInTheMap(tile));
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return terrain[tile.z][tile.x][tile.y];
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}
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const TerrainTile & CMap::getTile(const int3 & tile) const
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{
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assert(isInTheMap(tile));
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return terrain[tile.z][tile.x][tile.y];
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}
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bool CMap::isWaterTile(const int3 &pos) const
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{
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return isInTheMap(pos) && getTile(pos).isWater();
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}
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bool CMap::canMoveBetween(const int3 &src, const int3 &dst) const
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{
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const TerrainTile * dstTile = &getTile(dst);
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const TerrainTile * srcTile = &getTile(src);
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return checkForVisitableDir(src, dstTile, dst) && checkForVisitableDir(dst, srcTile, src);
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}
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bool CMap::checkForVisitableDir(const int3 & src, const TerrainTile *pom, const int3 & dst ) const
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{
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if (!pom->entrableTerrain()) //rock is never accessible
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return false;
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for (auto obj : pom->visitableObjects) //checking destination tile
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{
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if(!vstd::contains(pom->blockingObjects, obj)) //this visitable object is not blocking, ignore
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continue;
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if (!obj->appearance->isVisitableFrom(src.x - dst.x, src.y - dst.y))
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return false;
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}
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return true;
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}
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int3 CMap::guardingCreaturePosition (int3 pos) const
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{
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const int3 originalPos = pos;
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// Give monster at position priority.
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if (!isInTheMap(pos))
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return int3(-1, -1, -1);
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const TerrainTile &posTile = getTile(pos);
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if (posTile.visitable)
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{
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for (CGObjectInstance* obj : posTile.visitableObjects)
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{
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if(obj->blockVisit)
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{
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if (obj->ID == Obj::MONSTER) // Monster
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return pos;
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else
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return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
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}
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}
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}
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// See if there are any monsters adjacent.
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bool water = posTile.isWater();
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pos -= int3(1, 1, 0); // Start with top left.
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for (int dx = 0; dx < 3; dx++)
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{
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for (int dy = 0; dy < 3; dy++)
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{
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if (isInTheMap(pos))
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{
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const auto & tile = getTile(pos);
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if (tile.visitable && (tile.isWater() == water))
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{
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for (CGObjectInstance* obj : tile.visitableObjects)
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{
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if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &posTile, originalPos)) // Monster being able to attack investigated tile
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{
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return pos;
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}
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}
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}
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}
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pos.y++;
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}
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pos.y -= 3;
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pos.x++;
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}
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return int3(-1, -1, -1);
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}
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const CGObjectInstance * CMap::getObjectiveObjectFrom(int3 pos, Obj::EObj type)
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{
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for (CGObjectInstance * object : getTile(pos).visitableObjects)
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{
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if (object->ID == type)
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return object;
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}
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// There is weird bug because of which sometimes heroes will not be found properly despite having correct position
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// Try to workaround that and find closest object that we can use
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logGlobal->error("Failed to find object of type %d at %s", int(type), pos.toString());
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logGlobal->error("Will try to find closest matching object");
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CGObjectInstance * bestMatch = nullptr;
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for (CGObjectInstance * object : objects)
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{
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if (object && object->ID == type)
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{
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if (bestMatch == nullptr)
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bestMatch = object;
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else
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{
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if (object->pos.dist2dSQ(pos) < bestMatch->pos.dist2dSQ(pos))
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bestMatch = object;// closer than one we already found
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}
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}
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}
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assert(bestMatch != nullptr); // if this happens - victory conditions or map itself is very, very broken
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logGlobal->error("Will use %s from %s", bestMatch->getObjectName(), bestMatch->pos.toString());
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return bestMatch;
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}
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void CMap::checkForObjectives()
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{
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// NOTE: probably should be moved to MapFormatH3M.cpp
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for (TriggeredEvent & event : triggeredEvents)
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{
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auto patcher = [&](EventCondition cond) -> EventExpression::Variant
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{
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switch (cond.condition)
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{
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case EventCondition::HAVE_ARTIFACT:
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boost::algorithm::replace_first(event.onFulfill, "%s", VLC->arth->objects[cond.objectType]->getName());
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break;
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case EventCondition::HAVE_CREATURES:
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boost::algorithm::replace_first(event.onFulfill, "%s", VLC->creh->objects[cond.objectType]->nameSing);
|
|
boost::algorithm::replace_first(event.onFulfill, "%d", boost::lexical_cast<std::string>(cond.value));
|
|
break;
|
|
|
|
case EventCondition::HAVE_RESOURCES:
|
|
boost::algorithm::replace_first(event.onFulfill, "%s", VLC->generaltexth->restypes[cond.objectType]);
|
|
boost::algorithm::replace_first(event.onFulfill, "%d", boost::lexical_cast<std::string>(cond.value));
|
|
break;
|
|
|
|
case EventCondition::HAVE_BUILDING:
|
|
if (isInTheMap(cond.position))
|
|
cond.object = getObjectiveObjectFrom(cond.position, Obj::TOWN);
|
|
break;
|
|
|
|
case EventCondition::CONTROL:
|
|
if (isInTheMap(cond.position))
|
|
cond.object = getObjectiveObjectFrom(cond.position, Obj::EObj(cond.objectType));
|
|
|
|
if (cond.object)
|
|
{
|
|
const CGTownInstance *town = dynamic_cast<const CGTownInstance*>(cond.object);
|
|
if (town)
|
|
boost::algorithm::replace_first(event.onFulfill, "%s", town->name);
|
|
const CGHeroInstance *hero = dynamic_cast<const CGHeroInstance*>(cond.object);
|
|
if (hero)
|
|
boost::algorithm::replace_first(event.onFulfill, "%s", hero->name);
|
|
}
|
|
break;
|
|
|
|
case EventCondition::DESTROY:
|
|
if (isInTheMap(cond.position))
|
|
cond.object = getObjectiveObjectFrom(cond.position, Obj::EObj(cond.objectType));
|
|
|
|
if (cond.object)
|
|
{
|
|
const CGHeroInstance *hero = dynamic_cast<const CGHeroInstance*>(cond.object);
|
|
if (hero)
|
|
boost::algorithm::replace_first(event.onFulfill, "%s", hero->name);
|
|
}
|
|
break;
|
|
case EventCondition::TRANSPORT:
|
|
cond.object = getObjectiveObjectFrom(cond.position, Obj::TOWN);
|
|
break;
|
|
//break; case EventCondition::DAYS_PASSED:
|
|
//break; case EventCondition::IS_HUMAN:
|
|
//break; case EventCondition::DAYS_WITHOUT_TOWN:
|
|
//break; case EventCondition::STANDARD_WIN:
|
|
|
|
//TODO: support new condition format
|
|
case EventCondition::HAVE_0:
|
|
break;
|
|
case EventCondition::DESTROY_0:
|
|
break;
|
|
case EventCondition::HAVE_BUILDING_0:
|
|
break;
|
|
}
|
|
return cond;
|
|
};
|
|
event.trigger = event.trigger.morph(patcher);
|
|
}
|
|
}
|
|
|
|
void CMap::addNewArtifactInstance(CArtifactInstance * art)
|
|
{
|
|
art->id = ArtifactInstanceID((si32)artInstances.size());
|
|
artInstances.push_back(art);
|
|
}
|
|
|
|
void CMap::eraseArtifactInstance(CArtifactInstance * art)
|
|
{
|
|
//TODO: handle for artifacts removed in map editor
|
|
assert(artInstances[art->id.getNum()] == art);
|
|
artInstances[art->id.getNum()].dellNull();
|
|
}
|
|
|
|
void CMap::addNewQuestInstance(CQuest* quest)
|
|
{
|
|
quest->qid = static_cast<si32>(quests.size());
|
|
quests.push_back(quest);
|
|
}
|
|
|
|
void CMap::removeQuestInstance(CQuest * quest)
|
|
|
|
{
|
|
//TODO: should be called only by map editor.
|
|
//During game, completed quests or quests from removed objects stay forever
|
|
|
|
//Shift indexes
|
|
auto iter = std::next(quests.begin(), quest->qid);
|
|
iter = quests.erase(iter);
|
|
for (int i = quest->qid; iter != quests.end(); ++i, ++iter)
|
|
{
|
|
(*iter)->qid = i;
|
|
}
|
|
}
|
|
|
|
void CMap::setUniqueInstanceName(CGObjectInstance * obj)
|
|
|
|
{
|
|
//this gives object unique name even if objects are removed later
|
|
|
|
auto uid = uidCounter++;
|
|
|
|
boost::format fmt("%s_%d");
|
|
fmt % obj->typeName % uid;
|
|
obj->instanceName = fmt.str();
|
|
}
|
|
|
|
void CMap::addNewObject(CGObjectInstance * obj)
|
|
{
|
|
if(obj->id != ObjectInstanceID((si32)objects.size()))
|
|
throw std::runtime_error("Invalid object instance id");
|
|
|
|
if(obj->instanceName == "")
|
|
throw std::runtime_error("Object instance name missing");
|
|
|
|
if (vstd::contains(instanceNames, obj->instanceName))
|
|
throw std::runtime_error("Object instance name duplicated: "+obj->instanceName);
|
|
|
|
objects.push_back(obj);
|
|
instanceNames[obj->instanceName] = obj;
|
|
addBlockVisTiles(obj);
|
|
|
|
//TODO: how about defeated heroes recruited again?
|
|
|
|
obj->afterAddToMap(this);
|
|
}
|
|
|
|
void CMap::moveObject(CGObjectInstance * obj, const int3 & pos)
|
|
{
|
|
removeBlockVisTiles(obj);
|
|
obj->pos = pos;
|
|
addBlockVisTiles(obj);
|
|
}
|
|
|
|
void CMap::removeObject(CGObjectInstance * obj)
|
|
{
|
|
removeBlockVisTiles(obj);
|
|
instanceNames.erase(obj->instanceName);
|
|
|
|
//update indeces
|
|
auto iter = std::next(objects.begin(), obj->id.getNum());
|
|
iter = objects.erase(iter);
|
|
for(int i = obj->id.getNum(); iter != objects.end(); ++i, ++iter)
|
|
{
|
|
(*iter)->id = ObjectInstanceID(i);
|
|
}
|
|
|
|
obj->afterRemoveFromMap(this);
|
|
|
|
//TOOD: Clean artifact instances (mostly worn by hero?) and quests related to this object
|
|
}
|
|
|
|
void CMap::initTerrain()
|
|
{
|
|
int level = levels();
|
|
terrain = new TerrainTile**[level];
|
|
guardingCreaturePositions = new int3**[level];
|
|
for(int z = 0; z < level; ++z)
|
|
{
|
|
terrain[z] = new TerrainTile*[width];
|
|
guardingCreaturePositions[z] = new int3*[width];
|
|
for(int x = 0; x < width; ++x)
|
|
{
|
|
terrain[z][x] = new TerrainTile[height];
|
|
guardingCreaturePositions[z][x] = new int3[height];
|
|
}
|
|
}
|
|
}
|
|
|
|
CMapEditManager * CMap::getEditManager()
|
|
{
|
|
if(!editManager) editManager = make_unique<CMapEditManager>(this);
|
|
return editManager.get();
|
|
}
|
|
|
|
void CMap::resetStaticData()
|
|
{
|
|
CGKeys::reset();
|
|
CGMagi::reset();
|
|
CGObelisk::reset();
|
|
CGTownInstance::reset();
|
|
}
|