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https://github.com/vcmi/vcmi.git
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3dd4fa2528
Final goal (of multiple PR's) is to remove all remaining pointers from serializeable game state, and replace them with either identifiers or with shared/unique pointers. CGTownInstance::town and CGHeroInstance::type members have been removed. Now this data is computed dynamically using subID member. VLC entity of a town can now be accessed via following methods: - getFactionID() returns ID of a faction - getFaction() returns pointer to a faction - getTown() returns pointer to a town VLC entity of a hero can now be accessed via following methods: - getHeroTypeID() returns ID of a hero - getHeroClassID() returns ID of a hero class - getHeroType() returns pointer to a hero - getHeroClass() returns pointer to a hero class
832 lines
20 KiB
C++
832 lines
20 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 "../CHeroHandler.h"
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#include "../GameSettings.h"
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#include "../RiverHandler.h"
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#include "../RoadHandler.h"
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#include "../TerrainHandler.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../mapObjects/CGTownInstance.h"
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#include "../mapObjects/CQuest.h"
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#include "../mapObjects/ObjectTemplate.h"
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#include "../texts/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 "CMapOperation.h"
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#include "../serializer/JsonSerializeFormat.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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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.serializeStruct("text", text);
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}
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DisposedHero::DisposedHero() : heroId(0), portrait(255)
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{
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}
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CMapEvent::CMapEvent()
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: humanAffected(false)
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, computerAffected(false)
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, firstOccurrence(0)
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, nextOccurrence(0)
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{
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}
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bool CMapEvent::occursToday(int currentDay) const
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{
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if (currentDay == firstOccurrence + 1)
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return true;
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if (nextOccurrence == 0)
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return false;
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if (currentDay < firstOccurrence)
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return false;
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return (currentDay - firstOccurrence - 1) % nextOccurrence == 0;
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}
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bool CMapEvent::affectsPlayer(PlayerColor color, bool isHuman) const
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{
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if (players.count(color) == 0)
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return false;
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if (!isHuman && !computerAffected)
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return false;
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if (isHuman && !humanAffected)
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return false;
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return true;
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}
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void CMapEvent::serializeJson(JsonSerializeFormat & handler)
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{
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handler.serializeString("name", name);
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handler.serializeStruct("message", message);
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if (!handler.saving && handler.getCurrent()["players"].isNumber())
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{
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// compatibility for old maps
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int playersMask = 0;
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handler.serializeInt("players", playersMask);
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for (int i = 0; i < 8; ++i)
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if ((playersMask & (1 << i)) != 0)
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players.insert(PlayerColor(i));
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}
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else
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{
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handler.serializeIdArray("players", players);
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}
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handler.serializeInt("humanAffected", humanAffected);
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handler.serializeInt("computerAffected", computerAffected);
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handler.serializeInt("firstOccurrence", firstOccurrence);
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handler.serializeInt("nextOccurrence", nextOccurrence);
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resources.serializeJson(handler, "resources");
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}
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void CCastleEvent::serializeJson(JsonSerializeFormat & handler)
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{
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CMapEvent::serializeJson(handler);
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// TODO: handler.serializeIdArray("buildings", buildings);
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{
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std::vector<BuildingID> temp(buildings.begin(), buildings.end());
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auto a = handler.enterArray("buildings");
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a.syncSize(temp);
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for(int i = 0; i < temp.size(); ++i)
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{
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int buildingID = temp[i].getNum();
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a.serializeInt(i, buildingID);
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buildings.insert(buildingID);
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}
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}
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{
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auto a = handler.enterArray("creatures");
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a.syncSize(creatures);
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for(int i = 0; i < creatures.size(); ++i)
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a.serializeInt(i, creatures[i]);
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}
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}
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TerrainTile::TerrainTile():
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terType(nullptr),
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riverType(VLC->riverTypeHandler->getById(River::NO_RIVER)),
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roadType(VLC->roadTypeHandler->getById(Road::NO_ROAD)),
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terView(0),
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riverDir(0),
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roadDir(0),
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extTileFlags(0),
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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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CMap::CMap(IGameCallback * cb)
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: GameCallbackHolder(cb)
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, checksum(0)
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, grailPos(-1, -1, -1)
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, grailRadius(0)
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, waterMap(false)
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, uidCounter(0)
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{
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allHeroes.resize(VLC->heroh->size());
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allowedAbilities = VLC->skillh->getDefaultAllowed();
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allowedArtifact = VLC->arth->getDefaultAllowed();
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allowedSpells = VLC->spellh->getDefaultAllowed();
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gameSettings = std::make_unique<GameSettings>();
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gameSettings->loadBase(VLC->settingsHandler->getFullConfig());
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}
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CMap::~CMap()
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{
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getEditManager()->getUndoManager().clearAll();
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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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for(auto artInstance : artInstances)
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artInstance.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->anchorPos().z;
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for(int fx = 0; fx < obj->getWidth(); ++fx)
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{
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int xVal = obj->anchorPos().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->anchorPos().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(int3(xVal, yVal, zVal)))
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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(int3(xVal, yVal, zVal)))
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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->anchorPos().z;
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for(int fx = 0; fx < obj->getWidth(); ++fx)
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{
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int xVal = obj->anchorPos().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->anchorPos().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(int3(xVal, yVal, zVal)))
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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(int3(xVal, yVal, zVal)))
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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(HeroTypeID heroID)
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{
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for(auto & elem : heroesOnMap)
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if(elem->getHeroTypeID() == 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(const 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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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->ID == Obj::MONSTER)
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return pos;
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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(const int3 & pos, Obj 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", type.getNum(), 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->anchorPos().dist2dSQ(pos) < bestMatch->anchorPos().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->anchorPos().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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event.onFulfill.replaceTextID(cond.objectType.as<ArtifactID>().toEntity(VLC)->getNameTextID());
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break;
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case EventCondition::HAVE_CREATURES:
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event.onFulfill.replaceTextID(cond.objectType.as<CreatureID>().toEntity(VLC)->getNameSingularTextID());
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event.onFulfill.replaceNumber(cond.value);
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break;
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case EventCondition::HAVE_RESOURCES:
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event.onFulfill.replaceName(cond.objectType.as<GameResID>());
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event.onFulfill.replaceNumber(cond.value);
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break;
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case EventCondition::HAVE_BUILDING:
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if (isInTheMap(cond.position))
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cond.objectID = getObjectiveObjectFrom(cond.position, Obj::TOWN)->id;
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break;
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case EventCondition::CONTROL:
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if (isInTheMap(cond.position))
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cond.objectID = getObjectiveObjectFrom(cond.position, cond.objectType.as<MapObjectID>())->id;
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if (cond.objectID != ObjectInstanceID::NONE)
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{
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const auto * town = dynamic_cast<const CGTownInstance *>(objects[cond.objectID].get());
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if (town)
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event.onFulfill.replaceRawString(town->getNameTranslated());
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const auto * hero = dynamic_cast<const CGHeroInstance *>(objects[cond.objectID].get());
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if (hero)
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event.onFulfill.replaceRawString(hero->getNameTranslated());
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}
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break;
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case EventCondition::DESTROY:
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if (isInTheMap(cond.position))
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cond.objectID = getObjectiveObjectFrom(cond.position, cond.objectType.as<MapObjectID>())->id;
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if (cond.objectID != ObjectInstanceID::NONE)
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{
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const auto * hero = dynamic_cast<const CGHeroInstance *>(objects[cond.objectID].get());
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if (hero)
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event.onFulfill.replaceRawString(hero->getNameTranslated());
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}
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break;
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case EventCondition::TRANSPORT:
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cond.objectID = getObjectiveObjectFrom(cond.position, Obj::TOWN)->id;
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break;
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//break; case EventCondition::DAYS_PASSED:
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//break; case EventCondition::IS_HUMAN:
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//break; case EventCondition::DAYS_WITHOUT_TOWN:
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//break; case EventCondition::STANDARD_WIN:
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}
|
|
return cond;
|
|
};
|
|
event.trigger = event.trigger.morph(patcher);
|
|
}
|
|
}
|
|
|
|
void CMap::addNewArtifactInstance(CArtifactSet & artSet)
|
|
{
|
|
for(const auto & [slot, slotInfo] : artSet.artifactsWorn)
|
|
{
|
|
if(!slotInfo.locked && slotInfo.getArt())
|
|
addNewArtifactInstance(slotInfo.artifact);
|
|
}
|
|
for(const auto & slotInfo : artSet.artifactsInBackpack)
|
|
addNewArtifactInstance(slotInfo.artifact);
|
|
}
|
|
|
|
void CMap::addNewArtifactInstance(ConstTransitivePtr<CArtifactInstance> art)
|
|
{
|
|
assert(art);
|
|
assert(art->getId() == -1);
|
|
art->setId(static_cast<ArtifactInstanceID>(artInstances.size()));
|
|
artInstances.emplace_back(art);
|
|
|
|
for(const auto & partInfo : art->getPartsInfo())
|
|
addNewArtifactInstance(partInfo.art);
|
|
}
|
|
|
|
void CMap::eraseArtifactInstance(CArtifactInstance * art)
|
|
{
|
|
//TODO: handle for artifacts removed in map editor
|
|
assert(artInstances[art->getId().getNum()] == art);
|
|
artInstances[art->getId().getNum()].dellNull();
|
|
}
|
|
|
|
void CMap::moveArtifactInstance(
|
|
CArtifactSet & srcSet, const ArtifactPosition & srcSlot,
|
|
CArtifactSet & dstSet, const ArtifactPosition & dstSlot)
|
|
{
|
|
auto art = srcSet.getArt(srcSlot);
|
|
removeArtifactInstance(srcSet, srcSlot);
|
|
putArtifactInstance(dstSet, art, dstSlot);
|
|
}
|
|
|
|
void CMap::putArtifactInstance(CArtifactSet & set, CArtifactInstance * art, const ArtifactPosition & slot)
|
|
{
|
|
art->addPlacementMap(set.putArtifact(slot, art));
|
|
}
|
|
|
|
void CMap::removeArtifactInstance(CArtifactSet & set, const ArtifactPosition & slot)
|
|
{
|
|
auto art = set.getArt(slot);
|
|
assert(art);
|
|
set.removeArtifact(slot);
|
|
CArtifactSet::ArtPlacementMap partsMap;
|
|
for(auto & part : art->getPartsInfo())
|
|
{
|
|
if(part.slot != ArtifactPosition::PRE_FIRST)
|
|
partsMap.try_emplace(part.art, ArtifactPosition::PRE_FIRST);
|
|
}
|
|
art->addPlacementMap(partsMap);
|
|
}
|
|
|
|
void CMap::addNewQuestInstance(CQuest* quest)
|
|
{
|
|
quest->qid = static_cast<si32>(quests.size());
|
|
quests.emplace_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(static_cast<si32>(objects.size())))
|
|
throw std::runtime_error("Invalid object instance id");
|
|
|
|
if(obj->instanceName.empty())
|
|
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.emplace_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->setAnchorPos(pos);
|
|
addBlockVisTiles(obj);
|
|
}
|
|
|
|
void CMap::removeObject(CGObjectInstance * obj)
|
|
{
|
|
removeBlockVisTiles(obj);
|
|
instanceNames.erase(obj->instanceName);
|
|
|
|
//update indices
|
|
|
|
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);
|
|
|
|
//TODO: Clean artifact instances (mostly worn by hero?) and quests related to this object
|
|
//This causes crash with undo/redo in editor
|
|
}
|
|
|
|
bool CMap::isWaterMap() const
|
|
{
|
|
return waterMap;
|
|
}
|
|
|
|
bool CMap::calculateWaterContent()
|
|
{
|
|
size_t totalTiles = height * width * levels();
|
|
size_t waterTiles = 0;
|
|
|
|
for(auto tile = terrain.origin(); tile < (terrain.origin() + terrain.num_elements()); ++tile)
|
|
{
|
|
if (tile->isWater())
|
|
{
|
|
waterTiles++;
|
|
}
|
|
}
|
|
|
|
if (waterTiles >= totalTiles / 100) //At least 1% of area is water
|
|
{
|
|
waterMap = true;
|
|
}
|
|
else
|
|
{
|
|
waterMap = false;
|
|
}
|
|
|
|
return waterMap;
|
|
}
|
|
|
|
void CMap::banWaterContent()
|
|
{
|
|
banWaterHeroes();
|
|
banWaterArtifacts();
|
|
banWaterSpells();
|
|
banWaterSkills();
|
|
}
|
|
|
|
void CMap::banWaterSpells()
|
|
{
|
|
vstd::erase_if(allowedSpells, [&](SpellID spell)
|
|
{
|
|
return spell.toSpell()->onlyOnWaterMap && !isWaterMap();
|
|
});
|
|
}
|
|
|
|
void CMap::banWaterArtifacts()
|
|
{
|
|
vstd::erase_if(allowedArtifact, [&](ArtifactID artifact)
|
|
{
|
|
return artifact.toArtifact()->onlyOnWaterMap && !isWaterMap();
|
|
});
|
|
}
|
|
|
|
void CMap::banWaterSkills()
|
|
{
|
|
vstd::erase_if(allowedAbilities, [&](SecondarySkill skill)
|
|
{
|
|
return skill.toSkill()->onlyOnWaterMap && !isWaterMap();
|
|
});
|
|
}
|
|
|
|
void CMap::banWaterHeroes()
|
|
{
|
|
vstd::erase_if(allowedHeroes, [&](HeroTypeID hero)
|
|
{
|
|
return hero.toHeroType()->onlyOnWaterMap && !isWaterMap();
|
|
});
|
|
|
|
vstd::erase_if(allowedHeroes, [&](HeroTypeID hero)
|
|
{
|
|
return hero.toHeroType()->onlyOnMapWithoutWater && isWaterMap();
|
|
});
|
|
}
|
|
|
|
void CMap::banHero(const HeroTypeID & id)
|
|
{
|
|
if (!vstd::contains(allowedHeroes, id))
|
|
logGlobal->warn("Attempt to ban hero %s, who is already not allowed", id.encode(id));
|
|
allowedHeroes.erase(id);
|
|
}
|
|
|
|
void CMap::unbanHero(const HeroTypeID & id)
|
|
{
|
|
if (vstd::contains(allowedHeroes, id))
|
|
logGlobal->warn("Attempt to unban hero %s, who is already allowed", id.encode(id));
|
|
allowedHeroes.insert(id);
|
|
}
|
|
|
|
void CMap::initTerrain()
|
|
{
|
|
terrain.resize(boost::extents[levels()][width][height]);
|
|
guardingCreaturePositions.resize(boost::extents[levels()][width][height]);
|
|
}
|
|
|
|
CMapEditManager * CMap::getEditManager()
|
|
{
|
|
if(!editManager) editManager = std::make_unique<CMapEditManager>(this);
|
|
return editManager.get();
|
|
}
|
|
|
|
void CMap::resetStaticData()
|
|
{
|
|
obeliskCount = 0;
|
|
obelisksVisited.clear();
|
|
townMerchantArtifacts.clear();
|
|
townUniversitySkills.clear();
|
|
}
|
|
|
|
void CMap::resolveQuestIdentifiers()
|
|
{
|
|
//FIXME: move to CMapLoaderH3M
|
|
for (auto & quest : quests)
|
|
{
|
|
if (quest && quest->killTarget != ObjectInstanceID::NONE)
|
|
quest->killTarget = questIdentifierToId[quest->killTarget.getNum()];
|
|
}
|
|
questIdentifierToId.clear();
|
|
}
|
|
|
|
void CMap::reindexObjects()
|
|
{
|
|
// Only reindex at editor / RMG operations
|
|
|
|
std::sort(objects.begin(), objects.end(), [](const CGObjectInstance * lhs, const CGObjectInstance * rhs)
|
|
{
|
|
// Obstacles first, then visitable, at the end - removable
|
|
|
|
if (!lhs->isVisitable() && rhs->isVisitable())
|
|
return true;
|
|
if (lhs->isVisitable() && !rhs->isVisitable())
|
|
return false;
|
|
|
|
// Special case for Windomill - draw on top of other objects
|
|
if (lhs->ID != Obj::WINDMILL && rhs->ID == Obj::WINDMILL)
|
|
return true;
|
|
if (lhs->ID == Obj::WINDMILL && rhs->ID != Obj::WINDMILL)
|
|
return false;
|
|
|
|
if (!lhs->isRemovable() && rhs->isRemovable())
|
|
return true;
|
|
if (lhs->isRemovable() && !rhs->isRemovable())
|
|
return false;
|
|
|
|
return lhs->anchorPos().y < rhs->anchorPos().y;
|
|
});
|
|
|
|
// instanceNames don't change
|
|
for (size_t i = 0; i < objects.size(); ++i)
|
|
{
|
|
objects[i]->id = ObjectInstanceID(i);
|
|
}
|
|
}
|
|
|
|
const IGameSettings & CMap::getSettings() const
|
|
{
|
|
return *gameSettings;
|
|
}
|
|
|
|
void CMap::overrideGameSetting(EGameSettings option, const JsonNode & input)
|
|
{
|
|
return gameSettings->addOverride(option, input);
|
|
}
|
|
|
|
void CMap::overrideGameSettings(const JsonNode & input)
|
|
{
|
|
return gameSettings->loadOverrides(input);
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|