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vcmi/lib/mapping/CMap.h
Ivan Savenko 3560bbb7f3 two patches/pull requests from janisozaur
- replace our custom bmap with std::map::at()
- compile fixes for editor
2013-11-12 10:45:42 +00:00

449 lines
13 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 "../CObjectHandler.h"
#include "../ResourceSet.h"
#include "../int3.h"
#include "../GameConstants.h"
class CArtifactInstance;
class CGDefInfo;
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;
}
};
namespace EAiTactic
{
enum EAiTactic
{
NONE = -1,
RANDOM,
WARRIOR,
BUILDER,
EXPLORER
};
}
/// 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 canHumanPlay;
bool canComputerPlay;
EAiTactic::EAiTactic aiTactic; /// The default value is EAiTactic::RANDOM.
std::set<TFaction> allowedFactions;
bool isFactionRandom;
si32 mainHeroPortrait; /// The default value is -1.
std::string mainHeroName;
std::vector<SHeroName> heroesNames; /// List of renamed heroes.
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 generateHero; /// Unused.
si32 p7; /// Unknown and unused.
bool hasHero; /// Player has a (custom?) hero
si32 customHeroID; /// ID of custom hero, -1 if none
/// 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 & hasHero & customHeroID & canHumanPlay & canComputerPlay & aiTactic & allowedFactions & isFactionRandom &
mainHeroPortrait & mainHeroName & 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 LossCondition
{
LossCondition();
ELossConditionType::ELossConditionType typeOfLossCon;
int3 pos; /// the position of an object which mustn't be lost
si32 timeLimit; /// time limit in days, -1 if not used
const CGObjectInstance * obj;
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & typeOfLossCon & pos & timeLimit & obj;
}
};
/// The victory condition describes the condition to win the game. (e.g. defeat all enemy heroes/castles,
/// receive a specific artifact, ...)
struct DLL_LINKAGE VictoryCondition
{
VictoryCondition();
EVictoryConditionType::EVictoryConditionType condition;
bool allowNormalVictory; /// true if a normal victory is allowed (defeat all enemy towns, heroes)
bool appliesToAI;
/// pos of city to upgrade (3); pos of town to build grail, {-1,-1,-1} if not relevant (4); hero pos (5); town pos(6);
/// monster pos (7); destination pos(8)
int3 pos;
/// artifact ID (0); monster ID (1); resource ID (2); needed fort level in upgraded town (3); artifact ID (8)
si32 objectId;
/// needed count for creatures (1) / resource (2); upgraded town hall level (3);
si32 count;
/// object of specific monster / city / hero instance (nullptr if not used); set during map parsing
const CGObjectInstance * obj;
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & condition & allowNormalVictory & appliesToAI & pos & objectId & count & obj;
}
};
/// 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;
}
};
/// The map event is an event which e.g. gives or takes resources of a specific
/// amount to/from players and can appear regularly or once a time.
class DLL_LINKAGE CMapEvent
{
public:
CMapEvent();
bool earlierThan(const CMapEvent & other) const;
bool earlierThanOrEqual(const CMapEvent & other) const;
std::string name;
std::string message;
TResources resources;
ui8 players; // affected players, bit field?
ui8 humanAffected;
ui8 computerAffected;
ui32 firstOccurence;
ui32 nextOccurence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & name & message & resources
& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
}
};
/// The castle event builds/adds buildings/creatures for a specific town.
class DLL_LINKAGE CCastleEvent: public CMapEvent
{
public:
CCastleEvent();
std::set<BuildingID> buildings;
std::vector<si32> creatures;
CGTownInstance * town;
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & static_cast<CMapEvent &>(*this);
h & buildings & creatures;
}
};
namespace ERiverType
{
enum ERiverType
{
NO_RIVER, CLEAR_RIVER, ICY_RIVER, MUDDY_RIVER, LAVA_RIVER
};
}
namespace ERoadType
{
enum ERoadType
{
NO_ROAD, DIRT_ROAD, GRAVEL_ROAD, COBBLESTONE_ROAD
};
}
/// The terrain tile describes the terrain type and the visual representation of the terrain.
/// Furthermore the struct defines whether the tile is visitable or/and blocked and which objects reside in it.
struct DLL_LINKAGE TerrainTile
{
TerrainTile();
/// Gets true if the terrain is not a rock. If from is water/land, same type is also required.
bool entrableTerrain(const TerrainTile * from = nullptr) const;
bool entrableTerrain(bool allowLand, bool allowSea) const;
/// Checks for blocking objects and terraint type (water / land).
bool isClear(const TerrainTile * from = nullptr) const;
/// Gets the ID of the top visitable object or -1 if there is none.
int topVisitableId() const;
bool isWater() const;
bool isCoastal() const;
bool hasFavourableWinds() const;
ETerrainType terType;
ui8 terView;
ERiverType::ERiverType riverType;
ui8 riverDir;
ERoadType::ERoadType roadType;
ui8 roadDir;
/// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road);
/// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect
ui8 extTileFlags;
bool visitable;
bool blocked;
std::vector<CGObjectInstance *> visitableObjects;
std::vector<CGObjectInstance *> blockingObjects;
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & terType & terView & riverType & riverDir & roadType &roadDir & extTileFlags;
h & visitable & blocked;
h & visitableObjects & blockingObjects;
}
};
namespace EMapFormat
{
enum EMapFormat
{
INVALID = 0,
// HEX DEC
ROE = 0x0e, // 14
AB = 0x15, // 21
SOD = 0x1c, // 28
WOG = 0x33 // 51
};
}
/// The map header holds information about loss/victory condition,map format, version, players, height, width,...
class DLL_LINKAGE CMapHeader
{
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;
LossCondition lossCondition; /// The default value is lose all your towns and heroes.
VictoryCondition victoryCondition; /// The default value is defeat all enemies.
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.
template <typename Handler>
void serialize(Handler & h, const int Version)
{
h & version & name & description & width & height & twoLevel & difficulty & levelLimit & areAnyPlayers;
h & players & lossCondition & victoryCondition & howManyTeams & allowedHeroes;
}
};
/// 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;
void addBlockVisTiles(CGObjectInstance * obj);
void removeBlockVisTiles(CGObjectInstance * obj, bool total = false);
void addNewArtifactInstance(CArtifactInstance * art);
void eraseArtifactInstance(CArtifactInstance * art);
void addQuest(CGObjectInstance * quest);
/// Gets the topmost object or the lowermost object depending on the flag lookForHero from the specified position.
const CGObjectInstance * getObjectiveObjectFrom(int3 pos, bool lookForHero);
CGHeroInstance * getHero(int heroId);
/// Sets the victory/loss condition objectives ??
void checkForObjectives();
ui32 checksum;
/// a 3-dimensional array of terrain tiles, access is as follows: x, y, level. where level=1 is underground
std::vector<Rumor> rumors;
std::vector<DisposedHero> disposedHeroes;
std::vector<ConstTransitivePtr<CGHeroInstance> > predefinedHeroes;
std::vector<ConstTransitivePtr<CGDefInfo> > customDefs;
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;
/// associative list to identify which hero/creature id belongs to which object id(index for objects)
std::map<si32, ObjectInstanceID> questIdentifierToId;
unique_ptr<CMapEditManager> editManager;
private:
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
if(h.saving)
{
// Save terrain
for(int i = 0; i < width ; ++i)
{
for(int j = 0; j < height ; ++j)
{
for(int k = 0; k < (twoLevel ? 2 : 1); ++k)
{
h & terrain[i][j][k];
}
}
}
}
else
{
// Load terrain
terrain = new TerrainTile**[width];
for(int ii = 0; ii < width; ++ii)
{
terrain[ii] = new TerrainTile*[height];
for(int jj = 0; jj < height; ++jj)
{
terrain[ii][jj] = new TerrainTile[twoLevel ? 2 : 1];
}
}
for(int i = 0; i < width ; ++i)
{
for(int j = 0; j < height ; ++j)
{
for(int k = 0; k < (twoLevel ? 2 : 1); ++k)
{
h & terrain[i][j][k];
}
}
}
}
h & customDefs & objects;
h & heroesOnMap & towns & artInstances;
// static members
h & CGTeleport::objs;
h & CGTeleport::gates;
h & CGKeys::playerKeyMap;
h & CGMagi::eyelist;
h & CGObelisk::obeliskCount & CGObelisk::visited;
h & CGTownInstance::merchantArtifacts;
h & CGTownInstance::universitySkills;
}
};