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vcmi/lib/mapping/CMap.h
Arseniy Shestakov 9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00

398 lines
12 KiB
C++

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