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https://github.com/vcmi/vcmi.git
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8d178fbcf5
- fog of war will be initialized after bonuses are set (needed if heroes have scouting or arts with sight bonus) - victory condition "control all dwellings" also requires golem factory/ - it is possible to dismiss troops during exchange between heroes
446 lines
12 KiB
C++
446 lines
12 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 "../CDefObjInfoHandler.h"
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#include "../CGeneralTextHandler.h"
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#include "../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(255), hasRandomHero(false), /* following are unused */ generateHero(false), p7(0), powerPlaceholders(-1)
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{
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auto allowed = VLC->townh->getDefaultAllowed();
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for (size_t i=0; i<allowed.size(); i++)
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if (allowed[i])
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allowedFactions.insert(i);
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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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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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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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int TerrainTile::topVisitableId() const
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{
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return visitableObjects.size() ? visitableObjects.back()->ID : -1;
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}
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bool TerrainTile::isCoastal() const
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{
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return extTileFlags & 64;
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}
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bool TerrainTile::hasFavourableWinds() 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), grailRadious(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 ii=0;ii<width;ii++)
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{
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for(int jj=0;jj<height;jj++)
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delete [] terrain[ii][jj];
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delete [] terrain[ii];
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}
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delete [] terrain;
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}
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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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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::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).terType == ETerrainType::WATER;
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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.dist2d(pos) < bestMatch->pos.dist2d(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->getHoverText() << " 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)
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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);
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}
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break; case EventCondition::DESTROY:
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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 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);
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}
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break; case EventCondition::TRANSPORT:
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cond.object = getObjectiveObjectFrom(cond.position, Obj::TOWN);
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//break; case EventCondition::DAYS_PASSED:
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//break; case EventCondition::IS_HUMAN:
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//break; case EventCondition::DAYS_WITHOUT_TOWN:
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//break; case EventCondition::STANDARD_WIN:
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}
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};
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event.trigger.forEach(patcher);
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}
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}
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void CMap::addNewArtifactInstance(CArtifactInstance * art)
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{
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art->id = ArtifactInstanceID(artInstances.size());
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artInstances.push_back(art);
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}
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void CMap::eraseArtifactInstance(CArtifactInstance * art)
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{
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assert(artInstances[art->id.getNum()] == art);
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artInstances[art->id.getNum()].dellNull();
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}
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void CMap::addQuest(CGObjectInstance * quest)
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{
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auto q = dynamic_cast<IQuestObject *>(quest);
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q->quest->qid = quests.size();
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quests.push_back(q->quest);
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}
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void CMap::initTerrain()
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{
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terrain = new TerrainTile**[width];
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for(int i = 0; i < width; ++i)
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{
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terrain[i] = new TerrainTile*[height];
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for(int j = 0; j < height; ++j)
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{
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terrain[i][j] = new TerrainTile[twoLevel ? 2 : 1];
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}
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}
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}
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CMapEditManager * CMap::getEditManager()
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{
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if(!editManager) editManager = make_unique<CMapEditManager>(this);
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return editManager.get();
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}
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