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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/lib/mapping/CMap.h
Ivan Savenko 82c37573fa Removed save compatibility with 1.4
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
2024-08-29 18:51:53 +00:00

220 lines
6.1 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 "CMapDefines.h"
#include "CMapHeader.h"
#include "../ConstTransitivePtr.h"
#include "../GameCallbackHolder.h"
#include "../networkPacks/TradeItem.h"
VCMI_LIB_NAMESPACE_BEGIN
class CArtifactInstance;
class CGObjectInstance;
class CGHeroInstance;
class CCommanderInstance;
class CGCreature;
class CQuest;
class CGTownInstance;
class IModableArt;
class IQuestObject;
class CInputStream;
class CMapEditManager;
class JsonSerializeFormat;
struct TeleportChannel;
/// The rumor struct consists of a rumor name and text.
struct DLL_LINKAGE Rumor
{
std::string name;
MetaString text;
Rumor() = default;
~Rumor() = default;
template <typename Handler>
void serialize(Handler & h)
{
h & name;
h & text;
}
void serializeJson(JsonSerializeFormat & handler);
};
/// The disposed hero struct describes which hero can be hired from which player.
struct DLL_LINKAGE DisposedHero
{
DisposedHero();
HeroTypeID heroId;
HeroTypeID portrait; /// The portrait id of the hero, -1 is default.
std::string name;
std::set<PlayerColor> players; /// Who can hire this hero (bitfield).
template <typename Handler>
void serialize(Handler & h)
{
h & heroId;
h & portrait;
h & name;
h & players;
}
};
/// The map contains the map header, the tiles of the terrain, objects, heroes, towns, rumors...
class DLL_LINKAGE CMap : public CMapHeader, public GameCallbackHolder
{
public:
explicit CMap(IGameCallback *cb);
~CMap();
void initTerrain();
CMapEditManager * getEditManager();
TerrainTile & getTile(const int3 & tile);
const TerrainTile & getTile(const int3 & tile) const;
bool isCoastalTile(const int3 & pos) const;
bool isWaterTile(const int3 & pos) const;
inline bool isInTheMap(const int3 & pos) const
{
// Check whether coord < 0 is done implicitly. Negative signed int overflows to unsigned number larger than all signed ints.
return
static_cast<uint32_t>(pos.x) < static_cast<uint32_t>(width) &&
static_cast<uint32_t>(pos.y) < static_cast<uint32_t>(height) &&
static_cast<uint32_t>(pos.z) <= (twoLevel ? 1 : 0);
}
bool canMoveBetween(const int3 &src, const int3 &dst) 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(ConstTransitivePtr<CArtifactInstance> art);
void eraseArtifactInstance(CArtifactInstance * art);
void addNewQuestInstance(CQuest * quest);
void removeQuestInstance(CQuest * quest);
void setUniqueInstanceName(CGObjectInstance * obj);
///Use only this method when creating new map object instances
void addNewObject(CGObjectInstance * obj);
void moveObject(CGObjectInstance * obj, const int3 & dst);
void removeObject(CGObjectInstance * obj);
bool isWaterMap() const;
bool calculateWaterContent();
void banWaterArtifacts();
void banWaterHeroes();
void banHero(const HeroTypeID& id);
void unbanHero(const HeroTypeID & id);
void banWaterSpells();
void banWaterSkills();
void banWaterContent();
/// Gets object of specified type on requested position
const CGObjectInstance * getObjectiveObjectFrom(const int3 & pos, Obj type);
CGHeroInstance * getHero(HeroTypeID heroId);
/// Sets the victory/loss condition objectives ??
void checkForObjectives();
void resetStaticData();
void resolveQuestIdentifiers();
void reindexObjects();
ui32 checksum;
std::vector<Rumor> rumors;
std::vector<DisposedHero> disposedHeroes;
std::vector<ConstTransitivePtr<CGHeroInstance> > predefinedHeroes;
std::set<SpellID> allowedSpells;
std::set<ArtifactID> allowedArtifact;
std::set<SecondarySkill> allowedAbilities;
std::vector<CMapEvent> events;
int3 grailPos;
int grailRadius;
//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;
boost::multi_array<int3, 3> guardingCreaturePositions;
std::map<std::string, ConstTransitivePtr<CGObjectInstance> > instanceNames;
bool waterMap;
ui8 obeliskCount = 0; //how many obelisks are on map
std::map<TeamID, ui8> obelisksVisited; //map: team_id => how many obelisks has been visited
std::vector<const CArtifact *> townMerchantArtifacts;
std::vector<TradeItemBuy> townUniversitySkills;
private:
/// a 3-dimensional array of terrain tiles, access is as follows: x, y, level. where level=1 is underground
boost::multi_array<TerrainTile, 3> terrain;
si32 uidCounter; //TODO: initialize when loading an old map
public:
template <typename Handler>
void serialize(Handler &h)
{
h & static_cast<CMapHeader&>(*this);
h & triggeredEvents; //from CMapHeader
h & rumors;
h & allowedSpells;
h & allowedAbilities;
h & allowedArtifact;
h & events;
h & grailPos;
h & artInstances;
h & quests;
h & allHeroes;
//TODO: viccondetails
h & terrain;
h & guardingCreaturePositions;
h & objects;
h & heroesOnMap;
h & teleportChannels;
h & towns;
h & artInstances;
// static members
h & obeliskCount;
h & obelisksVisited;
h & townMerchantArtifacts;
h & townUniversitySkills;
h & instanceNames;
}
};
VCMI_LIB_NAMESPACE_END