mirror of
https://github.com/vcmi/vcmi.git
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82c37573fa
All save compatibility checks targeting 1.4 saves have now been removed. Saves from 1.5 can still be loaded in 1.6 Implemeted few TODO's in serialization that were postponed to avoid breaking save compatibility in MP for 1.5.X releases. Fixed missed case for loading black market object from 1.5 saves
312 lines
8.6 KiB
C++
312 lines
8.6 KiB
C++
/*
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* CMapHeader.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../constants/EntityIdentifiers.h"
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#include "../constants/Enumerations.h"
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#include "../constants/VariantIdentifier.h"
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#include "../modding/ModVerificationInfo.h"
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#include "../serializer/Serializeable.h"
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#include "../LogicalExpression.h"
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#include "../int3.h"
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#include "../texts/MetaString.h"
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#include "../texts/TextLocalizationContainer.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGObjectInstance;
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enum class EMapFormat : uint8_t;
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/// The hero name struct consists of the hero id and the hero name.
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struct DLL_LINKAGE SHeroName
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{
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SHeroName();
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HeroTypeID heroId;
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std::string heroName;
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template <typename Handler>
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void serialize(Handler & h)
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{
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h & heroId;
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h & heroName;
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}
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};
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/// The player info constains data about which factions are allowed, AI tactical settings,
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/// the main hero name, where to generate the hero, whether the faction should be selected randomly,...
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struct DLL_LINKAGE PlayerInfo
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{
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PlayerInfo();
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/// Gets the default faction id or -1 for a random faction.
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FactionID defaultCastle() const;
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/// Gets the default hero id or -1 for a random hero.
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HeroTypeID defaultHero() const;
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bool canAnyonePlay() const;
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bool hasCustomMainHero() const;
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bool canHumanPlay;
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bool canComputerPlay;
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EAiTactic aiTactic; /// The default value is EAiTactic::RANDOM.
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std::set<FactionID> allowedFactions;
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bool isFactionRandom;
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///main hero instance (VCMI maps only)
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std::string mainHeroInstance;
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/// Player has a random main hero
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bool hasRandomHero;
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/// The default value is -1.
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HeroTypeID mainCustomHeroPortrait;
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std::string mainCustomHeroNameTextId;
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/// ID of custom hero (only if portrait and hero name are set, otherwise unpredicted value), -1 if none (not always -1)
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HeroTypeID mainCustomHeroId;
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std::vector<SHeroName> heroesNames; /// list of placed heroes on the map
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bool hasMainTown; /// The default value is false.
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bool generateHeroAtMainTown; /// The default value is false.
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int3 posOfMainTown;
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TeamID team; /// The default value NO_TEAM
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template <typename Handler>
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void serialize(Handler & h)
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{
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h & hasRandomHero;
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h & mainCustomHeroId;
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h & canHumanPlay;
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h & canComputerPlay;
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h & aiTactic;
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h & allowedFactions;
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h & isFactionRandom;
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h & mainCustomHeroPortrait;
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h & mainCustomHeroNameTextId;
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h & heroesNames;
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h & hasMainTown;
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h & generateHeroAtMainTown;
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h & posOfMainTown;
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h & team;
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h & mainHeroInstance;
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}
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};
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/// The loss condition describes the condition to lose the game. (e.g. lose all own heroes/castles)
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struct DLL_LINKAGE EventCondition
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{
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enum EWinLoseType {
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HAVE_ARTIFACT, // type - required artifact
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HAVE_CREATURES, // type - creatures to collect, value - amount to collect
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HAVE_RESOURCES, // type - resource ID, value - amount to collect
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HAVE_BUILDING, // position - town, optional, type - building to build
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CONTROL, // position - position of object, optional, type - type of object
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DESTROY, // position - position of object, optional, type - type of object
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TRANSPORT, // position - where artifact should be transported, type - type of artifact
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DAYS_PASSED, // value - number of days from start of the game
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IS_HUMAN, // value - 0 = player is AI, 1 = player is human
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DAYS_WITHOUT_TOWN, // value - how long player can live without town, 0=instakill
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STANDARD_WIN, // normal defeat all enemies condition
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CONST_VALUE, // condition that always evaluates to "value" (0 = false, 1 = true)
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};
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using TargetTypeID = VariantIdentifier<ArtifactID, CreatureID, GameResID, BuildingID, MapObjectID>;
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EventCondition(EWinLoseType condition = STANDARD_WIN);
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EventCondition(EWinLoseType condition, si32 value, TargetTypeID objectType, const int3 & position = int3(-1, -1, -1));
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ObjectInstanceID objectID; // object that was at specified position or with instance name on start
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si32 value;
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TargetTypeID objectType;
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std::string objectInstanceName;
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int3 position;
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EWinLoseType condition;
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template <typename Handler>
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void serialize(Handler & h)
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{
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h & objectID;
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h & value;
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h & objectType;
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h & position;
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h & condition;
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h & objectInstanceName;
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}
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};
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using EventExpression = LogicalExpression<EventCondition>;
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struct DLL_LINKAGE EventEffect
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{
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enum EType
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{
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VICTORY,
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DEFEAT
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};
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/// effect type, using EType enum
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si8 type;
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/// message that will be sent to other players
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MetaString toOtherMessage;
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template <typename Handler>
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void serialize(Handler & h)
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{
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h & type;
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h & toOtherMessage;
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}
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};
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struct DLL_LINKAGE TriggeredEvent
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{
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/// base condition that must be evaluated
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EventExpression trigger;
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/// string identifier read from config file (e.g. captureKreelah)
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std::string identifier;
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/// string-description, for use in UI (capture town to win)
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MetaString description;
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/// Message that will be displayed when this event is triggered (You captured town. You won!)
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MetaString onFulfill;
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/// Effect of this event. TODO: refactor into something more flexible
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EventEffect effect;
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template <typename Handler>
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void serialize(Handler & h)
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{
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h & identifier;
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h & trigger;
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h & description;
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h & onFulfill;
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h & effect;
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}
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};
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enum class EMapDifficulty : uint8_t
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{
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EASY = 0,
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NORMAL = 1,
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HARD = 2,
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EXPERT = 3,
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IMPOSSIBLE = 4
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};
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/// The map header holds information about loss/victory condition,map format, version, players, height, width,...
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class DLL_LINKAGE CMapHeader: public Serializeable
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{
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void setupEvents();
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public:
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static constexpr int MAP_SIZE_SMALL = 36;
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static constexpr int MAP_SIZE_MIDDLE = 72;
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static constexpr int MAP_SIZE_LARGE = 108;
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static constexpr int MAP_SIZE_XLARGE = 144;
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static constexpr int MAP_SIZE_HUGE = 180;
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static constexpr int MAP_SIZE_XHUGE = 216;
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static constexpr int MAP_SIZE_GIANT = 252;
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CMapHeader();
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virtual ~CMapHeader();
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ui8 levels() const;
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EMapFormat version; /// The default value is EMapFormat::SOD.
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ModCompatibilityInfo mods; /// set of mods required to play a map
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si32 height; /// The default value is 72.
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si32 width; /// The default value is 72.
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bool twoLevel; /// The default value is true.
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MetaString name;
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MetaString description;
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EMapDifficulty difficulty;
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MetaString author;
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MetaString authorContact;
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MetaString mapVersion;
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std::time_t creationDateTime;
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/// Specifies the maximum level to reach for a hero. A value of 0 states that there is no
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/// maximum level for heroes. This is the default value.
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ui8 levelLimit;
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MetaString victoryMessage;
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MetaString defeatMessage;
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ui16 victoryIconIndex;
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ui16 defeatIconIndex;
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std::vector<PlayerInfo> players; /// The default size of the vector is PlayerColor::PLAYER_LIMIT.
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ui8 howManyTeams;
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std::set<HeroTypeID> allowedHeroes;
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std::set<HeroTypeID> reservedCampaignHeroes; /// Heroes that have placeholders in this map and are reserved for campaign
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bool areAnyPlayers; /// Unused. True if there are any playable players on the map.
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/// "main quests" of the map that describe victory and loss conditions
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std::vector<TriggeredEvent> triggeredEvents;
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/// translations for map to be transferred over network
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JsonNode translations;
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TextContainerRegistrable texts;
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void registerMapStrings();
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template <typename Handler>
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void serialize(Handler & h)
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{
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h & texts;
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h & version;
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h & mods;
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h & name;
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h & description;
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if (h.version >= Handler::Version::MAP_FORMAT_ADDITIONAL_INFOS)
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{
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h & author;
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h & authorContact;
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h & mapVersion;
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h & creationDateTime;
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}
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h & width;
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h & height;
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h & twoLevel;
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if (h.version >= Handler::Version::SAVE_COMPATIBILITY_FIXES)
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h & difficulty;
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else
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{
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uint8_t difficultyInteger = static_cast<uint8_t>(difficulty);
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h & difficultyInteger;
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difficulty = static_cast<EMapDifficulty>(difficultyInteger);
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}
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h & levelLimit;
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h & areAnyPlayers;
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h & players;
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h & howManyTeams;
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h & allowedHeroes;
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h & reservedCampaignHeroes;
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//Do not serialize triggeredEvents in header as they can contain information about heroes and armies
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h & victoryMessage;
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h & victoryIconIndex;
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h & defeatMessage;
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h & defeatIconIndex;
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h & translations;
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if(!h.saving)
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registerMapStrings();
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}
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};
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/// wrapper functions to register string into the map and stores its translation
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std::string DLL_LINKAGE mapRegisterLocalizedString(const std::string & modContext, CMapHeader & mapHeader, const TextIdentifier & UID, const std::string & localized);
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std::string DLL_LINKAGE mapRegisterLocalizedString(const std::string & modContext, CMapHeader & mapHeader, const TextIdentifier & UID, const std::string & localized, const std::string & language);
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VCMI_LIB_NAMESPACE_END
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