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https://github.com/vcmi/vcmi.git
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614 lines
16 KiB
C++
614 lines
16 KiB
C++
#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 "CMapEditManager.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), mainCustomHeroPortrait(-1), mainCustomHeroId(-1), hasMainTown(false),
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generateHeroAtMainTown(false), team(TeamID::NO_TEAM), hasRandomHero(false), /* 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(allowedFactions.size() == 1 || !isFactionRandom)
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{
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// faction can't be chosen - set to first that is marked as allowed
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assert(!allowedFactions.empty());
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return *allowedFactions.begin();
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}
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// set 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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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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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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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(ETerrainType::BORDER), terView(0), riverType(ERiverType::NO_RIVER),
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riverDir(0), roadType(ERoadType::NO_ROAD), 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 /*= nullptr*/) const
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{
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return entrableTerrain(from ? from->terType != ETerrainType::WATER : true, from ? from->terType == ETerrainType::WATER : 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 != ETerrainType::ROCK
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&& ((allowSea && terType == ETerrainType::WATER) || (allowLand && terType != ETerrainType::WATER));
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}
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bool TerrainTile::isClear(const TerrainTile *from /*= nullptr*/) 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 == ETerrainType::WATER || terType == ETerrainType::ROCK)
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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 == ETerrainType::WATER;
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}
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const int CMapHeader::MAP_SIZE_SMALL = 36;
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const int CMapHeader::MAP_SIZE_MIDDLE = 72;
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const int CMapHeader::MAP_SIZE_LARGE = 108;
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const int CMapHeader::MAP_SIZE_XLARGE = 144;
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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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CMap::CMap() : checksum(0), grailPos(-1, -1, -1), grailRadius(0), terrain(nullptr)
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{
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allHeroes.resize(allowedHeroes.size());
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allowedAbilities = VLC->heroh->getDefaultAllowedAbilities();
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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 i=0; i<width; i++)
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{
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for(int j=0; j<height; j++)
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{
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delete [] terrain[i][j];
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delete [] guardingCreaturePositions[i][j];
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}
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delete [] terrain[i];
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delete [] guardingCreaturePositions[i];
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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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}
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void CMap::removeBlockVisTiles(CGObjectInstance * obj, bool total)
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{
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for(int fx=0; fx<obj->getWidth(); ++fx)
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{
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for(int fy=0; fy<obj->getHeight(); ++fy)
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{
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int xVal = obj->pos.x - fx;
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int yVal = obj->pos.y - fy;
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int zVal = obj->pos.z;
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if(xVal>=0 && xVal<width && yVal>=0 && yVal<height)
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{
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TerrainTile & curt = terrain[xVal][yVal][zVal];
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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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for(int fx=0; fx<obj->getWidth(); ++fx)
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{
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for(int fy=0; fy<obj->getHeight(); ++fy)
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{
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int xVal = obj->pos.x - fx;
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int yVal = obj->pos.y - fy;
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int zVal = obj->pos.z;
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if(xVal>=0 && xVal<width && yVal>=0 && yVal<height)
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{
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TerrainTile & curt = terrain[xVal][yVal][zVal];
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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 i=0; i<width; i++)
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{
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for(int j=0; j<height; j++)
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{
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for (int k = 0; k < levels; k++)
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guardingCreaturePositions[i][j][k] = guardingCreaturePosition(int3(i,j,k));
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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->errorStream() << "Coastal check outside of map :"<<pos;
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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.x][tile.y][tile.z];
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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.x][tile.y][tile.z];
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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::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->errorStream() << "Failed to find object of type " << int(type) << " at " << pos;
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logGlobal->errorStream() << "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->errorStream() << "Will use " << bestMatch->getObjectName() << " from " << bestMatch->pos;
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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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break; case EventCondition::HAVE_ARTIFACT:
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boost::algorithm::replace_first(event.onFulfill, "%s", VLC->arth->artifacts[cond.objectType]->Name());
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break; case EventCondition::HAVE_CREATURES:
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boost::algorithm::replace_first(event.onFulfill, "%s", VLC->creh->creatures[cond.objectType]->nameSing);
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boost::algorithm::replace_first(event.onFulfill, "%d", boost::lexical_cast<std::string>(cond.value));
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break; case EventCondition::HAVE_RESOURCES:
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boost::algorithm::replace_first(event.onFulfill, "%s", VLC->generaltexth->restypes[cond.objectType]);
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boost::algorithm::replace_first(event.onFulfill, "%d", boost::lexical_cast<std::string>(cond.value));
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break; case EventCondition::HAVE_BUILDING:
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if (isInTheMap(cond.position))
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cond.object = getObjectiveObjectFrom(cond.position, Obj::TOWN);
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break; case EventCondition::CONTROL:
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if (isInTheMap(cond.position))
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cond.object = getObjectiveObjectFrom(cond.position, Obj::EObj(cond.objectType));
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if (cond.object)
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{
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const CGTownInstance *town = dynamic_cast<const CGTownInstance*>(cond.object);
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if (town)
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boost::algorithm::replace_first(event.onFulfill, "%s", town->name);
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const CGHeroInstance *hero = dynamic_cast<const CGHeroInstance*>(cond.object);
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if (hero)
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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; case EventCondition::DAYS_PASSED:
|
|
//break; case EventCondition::IS_HUMAN:
|
|
//break; case EventCondition::DAYS_WITHOUT_TOWN:
|
|
//break; case EventCondition::STANDARD_WIN:
|
|
}
|
|
return cond;
|
|
};
|
|
event.trigger = event.trigger.morph(patcher);
|
|
}
|
|
}
|
|
|
|
void CMap::addNewArtifactInstance(CArtifactInstance * art)
|
|
{
|
|
art->id = ArtifactInstanceID(artInstances.size());
|
|
artInstances.push_back(art);
|
|
}
|
|
|
|
void CMap::eraseArtifactInstance(CArtifactInstance * art)
|
|
{
|
|
assert(artInstances[art->id.getNum()] == art);
|
|
artInstances[art->id.getNum()].dellNull();
|
|
}
|
|
|
|
void CMap::addQuest(CGObjectInstance * quest)
|
|
{
|
|
auto q = dynamic_cast<IQuestObject *>(quest);
|
|
q->quest->qid = quests.size();
|
|
quests.push_back(q->quest);
|
|
}
|
|
|
|
void CMap::addNewObject(CGObjectInstance * obj)
|
|
{
|
|
if(obj->id != ObjectInstanceID(objects.size()))
|
|
throw std::runtime_error("Invalid object instance id");
|
|
|
|
if(obj->instanceName == "")
|
|
throw std::runtime_error("Object instance name missing");
|
|
|
|
auto it = instanceNames.find(obj->instanceName);
|
|
if(it != instanceNames.end())
|
|
throw std::runtime_error("Object instance name duplicated:"+obj->instanceName);
|
|
|
|
objects.push_back(obj);
|
|
instanceNames[obj->instanceName] = obj;
|
|
addBlockVisTiles(obj);
|
|
|
|
if(obj->ID == Obj::TOWN)
|
|
{
|
|
towns.push_back(static_cast<CGTownInstance *>(obj));
|
|
}
|
|
if(obj->ID == Obj::HERO)
|
|
{
|
|
heroesOnMap.push_back(static_cast<CGHeroInstance*>(obj));
|
|
}
|
|
}
|
|
|
|
void CMap::initTerrain()
|
|
{
|
|
int level = twoLevel ? 2 : 1;
|
|
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];
|
|
}
|
|
}
|
|
}
|
|
|
|
CMapEditManager * CMap::getEditManager()
|
|
{
|
|
if(!editManager) editManager = make_unique<CMapEditManager>(this);
|
|
return editManager.get();
|
|
}
|