mirror of
https://github.com/vcmi/vcmi.git
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492 lines
16 KiB
C++
492 lines
16 KiB
C++
#ifndef __MAP_H__
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#define __MAP_H__
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#ifdef _MSC_VER
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#pragma warning (disable : 4482)
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#endif
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#include <cstring>
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#include <vector>
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#include <map>
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#include <set>
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#include <list>
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#include "../global.h"
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#ifndef _MSC_VER
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#include "CObjectHandler.h"
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#include "CDefObjInfoHandler.h"
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#endif
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#include "ConstTransitivePtr.h"
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/*
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* map.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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class CArtifactInstance;
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class CGDefInfo;
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class CGObjectInstance;
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class CGHeroInstance;
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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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/// Struct which describes a single terrain tile
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struct DLL_EXPORT TerrainTile
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{
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enum EterrainType {border=-1, dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock};
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enum Eriver {noRiver=0, clearRiver, icyRiver, muddyRiver, lavaRiver};
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enum Eroad {dirtRoad=1, grazvelRoad, cobblestoneRoad};
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EterrainType tertype; // type of terrain
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unsigned char terview; // look of terrain
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Eriver nuine; // type of Eriver (0 if there is no river)
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unsigned char rivDir; // direction of Eriver
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Eroad malle; // type of Eroad (0 if there is no river)
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unsigned char roadDir; // direction of Eroad
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unsigned char siodmyTajemniczyBajt; //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
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bool visitable; //false = not visitable; true = visitable
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bool blocked; //false = free; true = blocked;
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std::vector <CGObjectInstance*> visitableObjects; //pointers to objects hero can visit while being on this tile
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std::vector <CGObjectInstance*> blockingObjects; //pointers to objects that are blocking this tile
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & tertype & terview & nuine & rivDir & malle &roadDir & siodmyTajemniczyBajt;
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if(!h.saving)
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{
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visitable = blocked = false;
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//these flags (and obj vectors) will be restored in map serialization
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}
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}
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bool entrableTerrain(const TerrainTile *from = NULL) const; //checks if terrain is not a rock. If from is water/land, same type is also required.
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bool entrableTerrain(bool allowLand, bool allowSea) const; //checks if terrain is not a rock. If from is water/land, same type is also required.
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bool isClear(const TerrainTile *from = NULL) const; //checks for blocking objs and terraint type (water / land)
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};
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/// name of starting hero
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struct DLL_EXPORT SheroName
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{
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int heroID;
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std::string heroName;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & heroID & heroName;
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}
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};
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/// Player information regarding map. Which factions are allowed, AI tactic setting, main hero name,
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/// position of main town,...
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struct DLL_EXPORT PlayerInfo
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{
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si32 p7, p8, p9;
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ui8 powerPlacehodlers; //q-ty of hero placeholders containing hero type, WARNING: powerPlacehodlers sometimes gives false 0 (eg. even if there is one placeholder), maybe different meaning???
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ui8 canHumanPlay;
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ui8 canComputerPlay;
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ui32 AITactic; //(00 - random, 01 - warrior, 02 - builder, 03 - explorer)
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ui32 allowedFactions; //(01 - castle; 02 - rampart; 04 - tower; 08 - inferno; 16 - necropolis; 32 - dungeon; 64 - stronghold; 128 - fortress; 256 - conflux);
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ui8 isFactionRandom;
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ui32 mainHeroPortrait; //it's ID of hero with choosen portrait; 255 if standard
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std::string mainHeroName;
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std::vector<SheroName> heroesNames;
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ui8 hasMainTown;
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ui8 generateHeroAtMainTown;
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int3 posOfMainTown;
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ui8 team;
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ui8 generateHero;
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PlayerInfo(): p7(0), p8(0), p9(0), canHumanPlay(0), canComputerPlay(0),
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AITactic(0), allowedFactions(0), isFactionRandom(0),
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mainHeroPortrait(0), hasMainTown(0), generateHeroAtMainTown(0),
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team(255), generateHero(0) {};
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si8 defaultCastle() const
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{
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si8 ret = -2;
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for (int j = 0; j < F_NUMBER && ret != -1; j++) //we start with none and find matching faction. if more than one, then set to random
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{
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if((1 << j) & allowedFactions)
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{
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if (ret >= 0) //we've already assigned a castle and another one is possible -> set random and let player choose
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ret = -1; //breaks
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if (ret == -2) //first available castle - pick
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ret = j;
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}
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}
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return ret;
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}
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si8 defaultHero() const
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{
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if ((generateHeroAtMainTown && hasMainTown) //we will generate hero in front of main town
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|| p8) //random hero
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return -1;
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else
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return -2;
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & p7 & p8 & p9 & canHumanPlay & canComputerPlay & AITactic & allowedFactions & isFactionRandom &
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mainHeroPortrait & mainHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
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posOfMainTown & team & generateHero;
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}
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};
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/// Small struct which holds information about the loss condition
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struct DLL_EXPORT LossCondition
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{
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ElossCon typeOfLossCon;
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int3 pos;
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si32 timeLimit; // in days; -1 if not used
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const CGObjectInstance *obj; //set during map parsing: hero/town (depending on typeOfLossCon); NULL if not used
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & typeOfLossCon & pos & timeLimit & obj;
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}
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LossCondition();
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};
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/// Small struct which holds information about the victory condition
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struct DLL_EXPORT CVictoryCondition
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{
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EvictoryConditions condition; //ID of condition
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ui8 allowNormalVictory, appliesToAI;
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int3 pos; //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)
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si32 ID; //artifact ID (0); monster ID (1); resource ID (2); needed fort level in upgraded town (3); artifact ID (8)
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si32 count; //needed count for creatures (1) / resource (2); upgraded town hall level (3);
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const CGObjectInstance *obj; //object of specific monster / city / hero instance (NULL if not used); set during map parsing
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CVictoryCondition();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & condition & allowNormalVictory & appliesToAI & pos & ID & count & obj;
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}
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};
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/// Struct which holds a name and the rumor text
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struct DLL_EXPORT Rumor
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{
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std::string name, text;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & name & text;
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}
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};
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/// Struct which describes who can hire this hero
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struct DLL_EXPORT DisposedHero
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{
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ui32 ID;
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ui16 portrait; //0xFF - default
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std::string name;
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ui8 players; //who can hire this hero (bitfield)
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & ID & portrait & name & players;
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}
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};
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/// Class which manages map events.
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class DLL_EXPORT CMapEvent
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{
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public:
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std::string name, message;
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std::vector<si32> resources; //gained / taken resources
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ui8 players; //affected players
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ui8 humanAffected;
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ui8 computerAffected;
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ui32 firstOccurence;
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ui32 nextOccurence; //after nextOccurance day event will occur; if it it 0, event occures only one time;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & name & message & resources
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& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
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}
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bool operator<(const CMapEvent &b) const
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{
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return firstOccurence < b.firstOccurence;
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}
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bool operator<=(const CMapEvent &b) const
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{
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return firstOccurence <= b.firstOccurence;
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}
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};
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/// Sub-class derived by CMapEvent; This event can build specific buildings or add
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/// additional creatures in a town.
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class DLL_EXPORT CCastleEvent: public CMapEvent
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{
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public:
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std::set<si32> buildings;//build specific buildings
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std::vector<si32> creatures;//additional creatures in i-th level dwelling
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CGTownInstance * town;//owner of this event
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CMapEvent&>(*this);
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h & buildings & creatures;
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}
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};
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/// Holds information about loss/victory condition, map format, version, players, height, width,...
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class DLL_EXPORT CMapHeader
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{
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public:
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enum Eformat {invalid, WoG=0x33, AB=0x15, RoE=0x0e, SoD=0x1c};
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Eformat version; // version of map Eformat
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ui8 areAnyPLayers; // if there are any playable players on map
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si32 height, width, twoLevel; //sizes
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std::string name; //name of map
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std::string description; //and description
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ui8 difficulty; // 0 easy - 4 impossible
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ui8 levelLimit;
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LossCondition lossCondition;
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CVictoryCondition victoryCondition; //victory conditions
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std::vector<PlayerInfo> players; // info about players - size 8
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ui8 howManyTeams;
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std::vector<ui8> allowedHeroes; //allowedHeroes[hero_ID] - if the hero is allowed
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std::vector<ui16> placeholdedHeroes; //ID of types of heroes in placeholders
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void initFromMemory(const unsigned char *bufor, int &i);
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void loadViCLossConditions( const unsigned char * bufor, int &i);
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void loadPlayerInfo( int &pom, const unsigned char * bufor, int &i);
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CMapHeader(const unsigned char *map); //an argument is a reference to string described a map (unpacked)
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CMapHeader();
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virtual ~CMapHeader();
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template <typename Handler> void serialize(Handler &h, const int Version)
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{
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h & version & name & description & width & height & twoLevel & difficulty & levelLimit & areAnyPLayers;
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h & players & lossCondition & victoryCondition & howManyTeams;
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}
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};
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/// Extends the base class and adds further map information like rumors, disposed heroes,
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/// allowed spells, artifacts, abilities and such things.
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struct DLL_EXPORT Mapa : public CMapHeader
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{
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ui32 checksum;
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TerrainTile*** terrain;
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std::vector<Rumor> rumors;
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std::vector<DisposedHero> disposedHeroes;
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std::vector<ConstTransitivePtr<CGHeroInstance> > predefinedHeroes;
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std::vector<ConstTransitivePtr<CGDefInfo> > defy; // list of .def files with definitions from .h3m (may be custom)
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std::vector<ui8> allowedSpell; //allowedSpell[spell_ID] - if the spell is allowed
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std::vector<ui8> allowedArtifact; //allowedArtifact[artifact_ID] - if the artifact is allowed
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std::vector<ui8> allowedAbilities; //allowedAbilities[ability_ID] - if the ability is allowed
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std::list<ConstTransitivePtr<CMapEvent> > events;
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int3 grailPos;
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int grailRadious;
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std::vector< ConstTransitivePtr<CGObjectInstance> > objects;
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std::vector< ConstTransitivePtr<CGHeroInstance> > heroes;
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std::vector< ConstTransitivePtr<CGTownInstance> > towns;
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std::vector< ConstTransitivePtr<CArtifactInstance> > artInstances; //stores all artifacts
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//bmap<ui16, ConstTransitivePtr<CGCreature> > monsters;
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//bmap<ui16, ConstTransitivePtr<CGHeroInstance> > heroesToBeat;
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bmap<si32, si32> questIdentifierToId;
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void initFromBytes( const unsigned char * bufor); //creates map from decompressed .h3m data
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void readEvents( const unsigned char * bufor, int &i);
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void readObjects( const unsigned char * bufor, int &i);
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void loadQuest( CQuest * guard, const unsigned char * bufor, int & i);
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void readDefInfo( const unsigned char * bufor, int &i);
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void readTerrain( const unsigned char * bufor, int &i);
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void readPredefinedHeroes( const unsigned char * bufor, int &i);
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void readHeader( const unsigned char * bufor, int &i);
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void readRumors( const unsigned char * bufor, int &i);
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CGObjectInstance *loadHero(const unsigned char * bufor, int &i, int idToBeGiven);
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void loadArtifactsOfHero(const unsigned char * bufor, int & i, CGHeroInstance * nhi);
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bool loadArtifactToSlot(CGHeroInstance *h, int slot, const unsigned char * bufor, int &i);
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void loadTown( CGObjectInstance * &nobj, const unsigned char * bufor, int &i, int subid);
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int loadSeerHut( const unsigned char * bufor, int i, CGObjectInstance *& nobj);
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CArtifactInstance *createArt(int aid, int spellID = -1);
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void addNewArtifactInstance(CArtifactInstance *art);
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void eraseArtifactInstance(CArtifactInstance *art);
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void checkForObjectives();
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void addBlockVisTiles(CGObjectInstance * obj);
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void removeBlockVisTiles(CGObjectInstance * obj, bool total=false);
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Mapa(std::string filename); //creates map structure from .h3m file
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Mapa();
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~Mapa();
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TerrainTile &getTile(const int3 & tile);
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const TerrainTile &getTile(const int3 & tile) const;
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CGHeroInstance * getHero(int ID, int mode=0);
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bool isInTheMap(const int3 &pos) const;
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bool isWaterTile(const int3 &pos) const; //out-of-pos safe
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template <typename Handler> void serialize(Handler &h, const int formatVersion)
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{
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h & static_cast<CMapHeader&>(*this);
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h & rumors & allowedSpell & allowedAbilities & allowedArtifact & allowedHeroes & events & grailPos;
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h & artInstances; //hopefully serialization is now automagical?
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h & questIdentifierToId;
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//TODO: viccondetails
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if(h.saving)
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{
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//saving terrain
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for (int i = 0; i < width ; i++)
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for (int j = 0; j < height ; j++)
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for (int k = 0; k <= twoLevel ; k++)
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h & terrain[i][j][k];
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}
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else
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{
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//loading terrain
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terrain = new TerrainTile**[width]; // allocate memory
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for (int ii=0;ii<width;ii++)
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{
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terrain[ii] = new TerrainTile*[height]; // allocate memory
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for(int jj=0;jj<height;jj++)
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terrain[ii][jj] = new TerrainTile[twoLevel+1];
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}
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for (int i = 0; i < width ; i++)
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for (int j = 0; j < height ; j++)
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for (int k = 0; k <= twoLevel ; k++)
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h & terrain[i][j][k];
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}
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h & defy & objects;
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// //definfos
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// std::vector<CGDefInfo*> defs;
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//
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// if(h.saving) //create vector with all defs used on map
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// {
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// for(unsigned int i=0; i<objects.size(); i++)
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// if(objects[i])
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// objects[i]->defInfo->serial = -1; //set serial to serial -1 - indicates that def is not present in defs vector
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//
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// for(unsigned int i=0; i<objects.size(); i++)
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// {
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// if(!objects[i]) continue;
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// CGDefInfo *cur = objects[i]->defInfo;
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// if(cur->serial < 0)
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// {
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// cur->serial = defs.size();
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// defs.push_back(cur);
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// }
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// }
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// }
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//
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// h & ((h.saving) ? defs : defy);
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// //objects
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// if(h.saving)
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// {
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// ui32 hlp = objects.size();
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// h & hlp;
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// }
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// else
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// {
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// ui32 hlp;
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// h & hlp;
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// objects.resize(hlp);
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// }
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//static members
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h & CGTeleport::objs;
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h & CGTeleport::gates;
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h & CGKeys::playerKeyMap;
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h & CGMagi::eyelist;
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h & CGObelisk::obeliskCount & CGObelisk::visited;
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h & CGTownInstance::merchantArtifacts;
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// for(unsigned int i=0; i<objects.size(); i++)
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// {
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// CGObjectInstance *&obj = objects[i];
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// h & obj;
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//
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// if (obj)
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// {
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// si32 shlp;
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// //definfo
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// h & (h.saving ? (shlp=obj->defInfo->serial) : shlp); //read / write pos of definfo in defs vector
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// if(!h.saving)
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// obj->defInfo = defy[shlp];
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// }
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// }
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if(!h.saving)
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{
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for(unsigned int i=0; i<objects.size(); i++)
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{
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if(!objects[i]) continue;
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if(objects[i]->ID == HEROI_TYPE)
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heroes.push_back(static_cast<CGHeroInstance*>(+objects[i]));
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else if(objects[i]->ID == TOWNI_TYPE)
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towns.push_back(static_cast<CGTownInstance*>(+objects[i]));
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addBlockVisTiles(objects[i]); //recreate blockvis map
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}
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for(unsigned int i=0; i<heroes.size(); i++) //if hero is visiting/garrisoned in town set appropriate pointers
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{
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int3 vistile = heroes[i]->pos; vistile.x++;
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for(unsigned int j=0; j<towns.size(); j++)
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{
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if(vistile == towns[j]->pos) //hero stands on the town entrance
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{
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if(heroes[i]->inTownGarrison)
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{
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towns[j]->garrisonHero = heroes[i];
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removeBlockVisTiles(heroes[i]);
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}
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else
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{
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towns[j]->visitingHero = heroes[i];
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}
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heroes[i]->visitedTown = towns[j];
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break;
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}
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}
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vistile.x -= 2; //manifest pos
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const TerrainTile &t = getTile(vistile);
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if(t.tertype != TerrainTile::water) continue;
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//hero stands on the water - he must be in the boat
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for(unsigned int j = 0; j < t.visitableObjects.size(); j++)
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{
|
|
if(t.visitableObjects[j]->ID == 8)
|
|
{
|
|
CGBoat *b = static_cast<CGBoat *>(t.visitableObjects[j]);
|
|
heroes[i]->boat = b;
|
|
b->hero = heroes[i];
|
|
removeBlockVisTiles(b);
|
|
break;
|
|
}
|
|
}
|
|
} //heroes loop
|
|
} //!saving
|
|
}
|
|
};
|
|
#endif // __MAP_H__
|