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https://github.com/vcmi/vcmi.git
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378 lines
12 KiB
C++
378 lines
12 KiB
C++
/*
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* CMap.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 "CMapDefines.h"
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#include "CMapHeader.h"
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#include "../mapObjects/CGObjectInstance.h"
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#include "../GameCallbackHolder.h"
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#include "../networkPacks/TradeItem.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CArtifactInstance;
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class CArtifactSet;
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class CGObjectInstance;
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class CGHeroInstance;
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class CCommanderInstance;
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class CGameState;
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class CGCreature;
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class CQuest;
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class CGTownInstance;
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class IModableArt;
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class IQuestObject;
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class CInputStream;
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class CMapEditManager;
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class JsonSerializeFormat;
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class IGameSettings;
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class GameSettings;
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struct TeleportChannel;
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enum class EGameSettings;
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/// The rumor struct consists of a rumor name and text.
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struct DLL_LINKAGE Rumor
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{
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std::string name;
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MetaString text;
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Rumor() = default;
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~Rumor() = default;
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template <typename Handler>
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void serialize(Handler & h)
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{
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h & name;
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h & text;
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}
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void serializeJson(JsonSerializeFormat & handler);
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};
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/// The map contains the map header, the tiles of the terrain, objects, heroes, towns, rumors...
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class DLL_LINKAGE CMap : public CMapHeader, public GameCallbackHolder
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{
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friend class CSerializer;
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std::unique_ptr<GameSettings> gameSettings;
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/// All artifacts that exists on map, whether on map, in hero inventory, or stored in some object
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std::vector<std::shared_ptr<CArtifactInstance>> artInstances;
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/// All heroes that are currently free for recruitment in taverns and are not present on map
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std::vector<std::shared_ptr<CGHeroInstance> > heroesPool;
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/// Precomputed indices of all towns on map
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std::vector<ObjectInstanceID> towns;
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/// Precomputed indices of all heroes on map. Does not includes heroes in prisons
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std::vector<ObjectInstanceID> heroesOnMap;
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public:
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/// Central lists of items in game. Position of item in the vectors below is their (instance) id.
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/// TODO: make private
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std::vector<std::shared_ptr<CGObjectInstance>> objects;
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explicit CMap(IGameCallback *cb);
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~CMap();
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void initTerrain();
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CMapEditManager * getEditManager();
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inline TerrainTile & getTile(const int3 & tile);
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inline const TerrainTile & getTile(const int3 & tile) const;
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bool isCoastalTile(const int3 & pos) const;
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inline bool isInTheMap(const int3 & pos) const;
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bool canMoveBetween(const int3 &src, const int3 &dst) const;
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bool checkForVisitableDir(const int3 & src, const TerrainTile * pom, const int3 & dst) const;
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int3 guardingCreaturePosition (int3 pos) const;
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void calculateGuardingGreaturePositions();
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void saveCompatibilityAddMissingArtifact(std::shared_ptr<CArtifactInstance> artifact);
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/// Creates instance of spell scroll artifact with provided spell
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CArtifactInstance * createScroll(const SpellID & spellId);
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/// Creates instance of requested artifact
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/// For combined artifact this method will also create alll required components
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/// For scrolls this method will also initialize its spell
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CArtifactInstance * createArtifact(const ArtifactID & artId, const SpellID & spellId = SpellID::NONE);
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/// Creates single instance of requested artifact
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/// Does NOT creates components for combined artifacts
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/// Does NOT initializes spell when spell scroll artifact is created
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CArtifactInstance * createArtifactComponent(const ArtifactID & artId);
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/// Returns pointer to requested Artifact Instance. Throws on invalid ID
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CArtifactInstance * getArtifactInstance(const ArtifactInstanceID & artifactID);
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/// Returns pointer to requested Artifact Instance. Throws on invalid ID
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const CArtifactInstance * getArtifactInstance(const ArtifactInstanceID & artifactID) const;
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/// Completely removes artifact instance from the game
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void eraseArtifactInstance(const ArtifactInstanceID art);
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void moveArtifactInstance(CArtifactSet & srcSet, const ArtifactPosition & srcSlot, CArtifactSet & dstSet, const ArtifactPosition & dstSlot);
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void putArtifactInstance(CArtifactSet & set, const ArtifactInstanceID art, const ArtifactPosition & slot);
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void removeArtifactInstance(CArtifactSet & set, const ArtifactPosition & slot);
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/// Generates unique string identifier for provided object instance
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void generateUniqueInstanceName(CGObjectInstance * target);
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/// Generates new, unique numeric identifier that can be used for creation of a new object
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ObjectInstanceID allocateUniqueInstanceID();
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/// Adds provided object to the map
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/// Throws on error, for example if object is already on map
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void addNewObject(std::shared_ptr<CGObjectInstance> obj);
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/// Moves anchor position of requested object to specified coordinates and updates map state
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/// Throws in invalid object instance ID
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void moveObject(ObjectInstanceID target, const int3 & dst);
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/// Hides object from map without actually removing it from object list
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void hideObject(CGObjectInstance * obj);
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/// Shows previously hiiden object on map
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void showObject(CGObjectInstance * obj);
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/// Remove objects and shifts object indicies.
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/// Only for use in map editor / RMG
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std::shared_ptr<CGObjectInstance> removeObject(ObjectInstanceID oldObject);
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/// Replaced map object with specified ID with new object
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/// Old object must exist and will be removed from map
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/// Returns pointer to old object, which can be manipulated or dropped
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std::shared_ptr<CGObjectInstance> replaceObject(ObjectInstanceID oldObject, const std::shared_ptr<CGObjectInstance> & newObject);
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/// Erases object from map without shifting indices
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/// Returns pointer to old object, which can be manipulated or dropped
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std::shared_ptr<CGObjectInstance> eraseObject(ObjectInstanceID oldObject);
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void heroAddedToMap(const CGHeroInstance * hero);
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void heroRemovedFromMap(const CGHeroInstance * hero);
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void townAddedToMap(const CGTownInstance * town);
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void townRemovedFromMap(const CGTownInstance * town);
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/// Adds provided hero to map pool. Hero with same identity must not exist
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void addToHeroPool(std::shared_ptr<CGHeroInstance> hero);
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/// Attempts to take hero of specified identity from pool. Returns nullptr on failure
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/// Hero is removed from pool on success
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std::shared_ptr<CGHeroInstance> tryTakeFromHeroPool(HeroTypeID hero);
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/// Attempts to access hero of specified identity in pool. Returns nullptr on failure
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CGHeroInstance * tryGetFromHeroPool(HeroTypeID hero);
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/// Returns list of identities of heroes currently present in pool
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std::vector<HeroTypeID> getHeroesInPool() const;
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CGObjectInstance * getObject(ObjectInstanceID obj);
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const CGObjectInstance * getObject(ObjectInstanceID obj) const;
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void attachToBonusSystem(CGameState & gs);
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/// Returns all valid objects of specified class present on map
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template<typename ObjectType = CGObjectInstance>
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std::vector<const ObjectType *> getObjects() const
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{
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std::vector<const ObjectType *> result;
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for (const auto & object : objects)
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{
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auto casted = dynamic_cast<const ObjectType*>(object.get());
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if (casted)
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result.push_back(casted);
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}
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return result;
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}
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/// Returns all valid objects of specified class present on map
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template<typename ObjectType = CGObjectInstance>
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std::vector<ObjectType *> getObjects()
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{
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std::vector<ObjectType *> result;
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for (const auto & object : objects)
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{
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auto casted = dynamic_cast<ObjectType*>(object.get());
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if (casted)
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result.push_back(casted);
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}
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return result;
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}
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/// Returns all valid artifacts present on map
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std::vector<CArtifactInstance *> getArtifacts()
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{
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std::vector<CArtifactInstance *> result;
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for (const auto & art : artInstances)
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if (art)
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result.push_back(art.get());
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return result;
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}
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bool isWaterMap() const;
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bool calculateWaterContent();
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void banWaterArtifacts();
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void banWaterHeroes();
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void banHero(const HeroTypeID& id);
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void unbanHero(const HeroTypeID & id);
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void banWaterSpells();
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void banWaterSkills();
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void banWaterContent();
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/// Gets object of specified type on requested position
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const CGObjectInstance * getObjectiveObjectFrom(const int3 & pos, Obj type);
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/// Returns pointer to hero of specified type if hero is present on map
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CGHeroInstance * getHero(HeroTypeID heroId);
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/// Returns ID's of all heroes that are currently present on map
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/// Includes all garrisoned and imprisoned heroes
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const std::vector<ObjectInstanceID> & getHeroesOnMap();
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/// Returns ID's of all towns present on map
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const std::vector<ObjectInstanceID> & getAllTowns();
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/// Sets the victory/loss condition objectives ??
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void checkForObjectives();
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void resolveQuestIdentifiers();
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void reindexObjects();
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std::vector<Rumor> rumors;
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std::set<SpellID> allowedSpells;
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std::set<ArtifactID> allowedArtifact;
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std::set<SecondarySkill> allowedAbilities;
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std::vector<CMapEvent> events;
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int3 grailPos;
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int grailRadius;
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//Helper lists
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std::map<TeleportChannelID, std::shared_ptr<TeleportChannel> > teleportChannels;
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std::unique_ptr<CMapEditManager> editManager;
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boost::multi_array<int3, 3> guardingCreaturePositions;
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std::map<std::string, std::shared_ptr<CGObjectInstance> > instanceNames;
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bool waterMap;
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ui8 obeliskCount = 0; //how many obelisks are on map
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std::map<TeamID, ui8> obelisksVisited; //map: team_id => how many obelisks has been visited
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std::vector<ArtifactID> townMerchantArtifacts;
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std::vector<TradeItemBuy> townUniversitySkills;
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void overrideGameSettings(const JsonNode & input);
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void overrideGameSetting(EGameSettings option, const JsonNode & input);
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const IGameSettings & getSettings() const;
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void saveCompatibilityStoreAllocatedArtifactID();
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private:
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void parseUidCounter();
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/// a 3-dimensional array of terrain tiles, access is as follows: x, y, level. where level=1 is underground
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boost::multi_array<TerrainTile, 3> terrain;
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si32 uidCounter;
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public:
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template <typename Handler>
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void serialize(Handler &h)
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{
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h & static_cast<CMapHeader&>(*this);
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h & triggeredEvents; //from CMapHeader
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h & rumors;
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h & allowedSpells;
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h & allowedAbilities;
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h & allowedArtifact;
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h & events;
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h & grailPos;
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h & artInstances;
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if (!h.hasFeature(Handler::Version::NO_RAW_POINTERS_IN_SERIALIZER))
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{
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saveCompatibilityStoreAllocatedArtifactID();
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std::vector< std::shared_ptr<CQuest> > quests;
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h & quests;
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}
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h & heroesPool;
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//TODO: viccondetails
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h & terrain;
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h & guardingCreaturePositions;
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h & objects;
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if (h.hasFeature(Handler::Version::NO_RAW_POINTERS_IN_SERIALIZER))
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h & heroesOnMap;
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else
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{
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std::vector<std::shared_ptr<CGObjectInstance>> objectPtrs;
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h & objectPtrs;
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for (const auto & ptr : objectPtrs)
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heroesOnMap.push_back(ptr->id);
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for (auto & ptr : heroesPool)
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if (vstd::contains(objects, ptr))
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ptr = nullptr;
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}
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h & teleportChannels;
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if (h.hasFeature(Handler::Version::NO_RAW_POINTERS_IN_SERIALIZER))
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h & towns;
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else
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{
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std::vector<std::shared_ptr<CGObjectInstance>> objectPtrs;
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h & objectPtrs;
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for (const auto & ptr : objectPtrs)
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towns.push_back(ptr->id);
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}
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h & artInstances;
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// static members
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h & obeliskCount;
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h & obelisksVisited;
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h & townMerchantArtifacts;
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h & townUniversitySkills;
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h & instanceNames;
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h & *gameSettings;
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if (!h.saving)
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parseUidCounter();
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}
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};
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inline bool CMap::isInTheMap(const int3 & pos) const
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{
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// Check whether coord < 0 is done implicitly. Negative signed int overflows to unsigned number larger than all signed ints.
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return
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static_cast<uint32_t>(pos.x) < static_cast<uint32_t>(width) &&
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static_cast<uint32_t>(pos.y) < static_cast<uint32_t>(height) &&
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static_cast<uint32_t>(pos.z) <= (twoLevel ? 1 : 0);
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}
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inline TerrainTile & CMap::getTile(const int3 & tile)
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{
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assert(isInTheMap(tile));
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return terrain[tile.z][tile.x][tile.y];
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}
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inline 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.z][tile.x][tile.y];
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}
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VCMI_LIB_NAMESPACE_END
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