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vcmi/lib/mapping/CMap.cpp

875 lines
21 KiB
C++

/*
* CMap.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CMap.h"
#include "../CArtHandler.h"
#include "../VCMI_Lib.h"
#include "../CCreatureHandler.h"
#include "../GameSettings.h"
#include "../RiverHandler.h"
#include "../RoadHandler.h"
#include "../TerrainHandler.h"
#include "../entities/hero/CHeroHandler.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGTownInstance.h"
#include "../mapObjects/CQuest.h"
#include "../mapObjects/ObjectTemplate.h"
#include "../texts/CGeneralTextHandler.h"
#include "../spells/CSpellHandler.h"
#include "../CSkillHandler.h"
#include "CMapEditManager.h"
#include "CMapOperation.h"
#include "../serializer/JsonSerializeFormat.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
void Rumor::serializeJson(JsonSerializeFormat & handler)
{
handler.serializeString("name", name);
handler.serializeStruct("text", text);
}
DisposedHero::DisposedHero() : heroId(0), portrait(255)
{
}
CMapEvent::CMapEvent()
: humanAffected(false)
, computerAffected(false)
, firstOccurrence(0)
, nextOccurrence(0)
{
}
bool CMapEvent::occursToday(int currentDay) const
{
if (currentDay == firstOccurrence + 1)
return true;
if (nextOccurrence == 0)
return false;
if (currentDay < firstOccurrence)
return false;
return (currentDay - firstOccurrence - 1) % nextOccurrence == 0;
}
bool CMapEvent::affectsPlayer(PlayerColor color, bool isHuman) const
{
if (players.count(color) == 0)
return false;
if (!isHuman && !computerAffected)
return false;
if (isHuman && !humanAffected)
return false;
return true;
}
void CMapEvent::serializeJson(JsonSerializeFormat & handler)
{
handler.serializeString("name", name);
handler.serializeStruct("message", message);
if (!handler.saving && handler.getCurrent()["players"].isNumber())
{
// compatibility for old maps
int playersMask = 0;
handler.serializeInt("players", playersMask);
for (int i = 0; i < 8; ++i)
if ((playersMask & (1 << i)) != 0)
players.insert(PlayerColor(i));
}
else
{
handler.serializeIdArray("players", players);
}
handler.serializeInt("humanAffected", humanAffected);
handler.serializeInt("computerAffected", computerAffected);
handler.serializeInt("firstOccurrence", firstOccurrence);
handler.serializeInt("nextOccurrence", nextOccurrence);
resources.serializeJson(handler, "resources");
}
void CCastleEvent::serializeJson(JsonSerializeFormat & handler)
{
CMapEvent::serializeJson(handler);
// TODO: handler.serializeIdArray("buildings", buildings);
{
std::vector<BuildingID> temp(buildings.begin(), buildings.end());
auto a = handler.enterArray("buildings");
a.syncSize(temp);
for(int i = 0; i < temp.size(); ++i)
{
int buildingID = temp[i].getNum();
a.serializeInt(i, buildingID);
buildings.insert(buildingID);
}
}
{
auto a = handler.enterArray("creatures");
a.syncSize(creatures);
for(int i = 0; i < creatures.size(); ++i)
a.serializeInt(i, creatures[i]);
}
}
TerrainTile::TerrainTile():
riverType(River::NO_RIVER),
roadType(Road::NO_ROAD),
terView(0),
riverDir(0),
roadDir(0),
extTileFlags(0)
{
}
bool TerrainTile::entrableTerrain(const TerrainTile * from) const
{
return entrableTerrain(from ? from->isLand() : true, from ? from->isWater() : true);
}
bool TerrainTile::entrableTerrain(bool allowLand, bool allowSea) const
{
return getTerrain()->isPassable()
&& ((allowSea && isWater()) || (allowLand && isLand()));
}
bool TerrainTile::isClear(const TerrainTile * from) const
{
return entrableTerrain(from) && !blocked();
}
Obj TerrainTile::topVisitableId(bool excludeTop) const
{
return topVisitableObj(excludeTop) ? topVisitableObj(excludeTop)->ID : Obj(Obj::NO_OBJ);
}
CGObjectInstance * TerrainTile::topVisitableObj(bool excludeTop) const
{
if(visitableObjects.empty() || (excludeTop && visitableObjects.size() == 1))
return nullptr;
if(excludeTop)
return visitableObjects[visitableObjects.size()-2];
return visitableObjects.back();
}
EDiggingStatus TerrainTile::getDiggingStatus(const bool excludeTop) const
{
if(isWater() || !getTerrain()->isPassable())
return EDiggingStatus::WRONG_TERRAIN;
int allowedBlocked = excludeTop ? 1 : 0;
if(blockingObjects.size() > allowedBlocked || topVisitableObj(excludeTop))
return EDiggingStatus::TILE_OCCUPIED;
else
return EDiggingStatus::CAN_DIG;
}
bool TerrainTile::hasFavorableWinds() const
{
return extTileFlags & 128;
}
bool TerrainTile::isWater() const
{
return getTerrain()->isWater();
}
bool TerrainTile::isLand() const
{
return getTerrain()->isLand();
}
bool TerrainTile::visitable() const
{
return !visitableObjects.empty();
}
bool TerrainTile::blocked() const
{
return !blockingObjects.empty();
}
bool TerrainTile::hasRiver() const
{
return getRiverID() != RiverId::NO_RIVER;
}
bool TerrainTile::hasRoad() const
{
return getRoadID() != RoadId::NO_ROAD;
}
const TerrainType * TerrainTile::getTerrain() const
{
return terrainType.toEntity(VLC);
}
const RiverType * TerrainTile::getRiver() const
{
return riverType.toEntity(VLC);
}
const RoadType * TerrainTile::getRoad() const
{
return roadType.toEntity(VLC);
}
TerrainId TerrainTile::getTerrainID() const
{
return terrainType;
}
RiverId TerrainTile::getRiverID() const
{
return riverType;
}
RoadId TerrainTile::getRoadID() const
{
return roadType;
}
CMap::CMap(IGameCallback * cb)
: GameCallbackHolder(cb)
, checksum(0)
, grailPos(-1, -1, -1)
, grailRadius(0)
, waterMap(false)
, uidCounter(0)
{
allHeroes.resize(VLC->heroh->size());
allowedAbilities = VLC->skillh->getDefaultAllowed();
allowedArtifact = VLC->arth->getDefaultAllowed();
allowedSpells = VLC->spellh->getDefaultAllowed();
gameSettings = std::make_unique<GameSettings>();
gameSettings->loadBase(VLC->settingsHandler->getFullConfig());
}
CMap::~CMap()
{
getEditManager()->getUndoManager().clearAll();
for(auto obj : objects)
obj.dellNull();
for(auto quest : quests)
quest.dellNull();
for(auto artInstance : artInstances)
artInstance.dellNull();
resetStaticData();
}
void CMap::removeBlockVisTiles(CGObjectInstance * obj, bool total)
{
const int zVal = obj->anchorPos().z;
for(int fx = 0; fx < obj->getWidth(); ++fx)
{
int xVal = obj->anchorPos().x - fx;
for(int fy = 0; fy < obj->getHeight(); ++fy)
{
int yVal = obj->anchorPos().y - fy;
if(xVal>=0 && xVal < width && yVal>=0 && yVal < height)
{
TerrainTile & curt = terrain[zVal][xVal][yVal];
if(total || obj->visitableAt(int3(xVal, yVal, zVal)))
curt.visitableObjects -= obj;
if(total || obj->blockingAt(int3(xVal, yVal, zVal)))
curt.blockingObjects -= obj;
}
}
}
}
void CMap::addBlockVisTiles(CGObjectInstance * obj)
{
const int zVal = obj->anchorPos().z;
for(int fx = 0; fx < obj->getWidth(); ++fx)
{
int xVal = obj->anchorPos().x - fx;
for(int fy = 0; fy < obj->getHeight(); ++fy)
{
int yVal = obj->anchorPos().y - fy;
if(xVal>=0 && xVal < width && yVal >= 0 && yVal < height)
{
TerrainTile & curt = terrain[zVal][xVal][yVal];
if(obj->visitableAt(int3(xVal, yVal, zVal)))
curt.visitableObjects.push_back(obj);
if(obj->blockingAt(int3(xVal, yVal, zVal)))
curt.blockingObjects.push_back(obj);
}
}
}
}
void CMap::calculateGuardingGreaturePositions()
{
int levels = twoLevel ? 2 : 1;
for(int z = 0; z < levels; z++)
{
for(int x = 0; x < width; x++)
{
for(int y = 0; y < height; y++)
{
guardingCreaturePositions[z][x][y] = guardingCreaturePosition(int3(x, y, z));
}
}
}
}
CGHeroInstance * CMap::getHero(HeroTypeID heroID)
{
for(auto & elem : heroesOnMap)
if(elem->getHeroTypeID() == heroID)
return elem;
return nullptr;
}
bool CMap::isCoastalTile(const int3 & pos) const
{
//todo: refactoring: extract neighbor tile iterator and use it in GameState
static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
if(!isInTheMap(pos))
{
logGlobal->error("Coastal check outside of map: %s", pos.toString());
return false;
}
if(isWaterTile(pos))
return false;
for(const auto & dir : dirs)
{
const int3 hlp = pos + dir;
if(!isInTheMap(hlp))
continue;
const TerrainTile &hlpt = getTile(hlp);
if(hlpt.isWater())
return true;
}
return false;
}
TerrainTile & CMap::getTile(const int3 & tile)
{
assert(isInTheMap(tile));
return terrain[tile.z][tile.x][tile.y];
}
const TerrainTile & CMap::getTile(const int3 & tile) const
{
assert(isInTheMap(tile));
return terrain[tile.z][tile.x][tile.y];
}
bool CMap::isWaterTile(const int3 &pos) const
{
return isInTheMap(pos) && getTile(pos).isWater();
}
bool CMap::canMoveBetween(const int3 &src, const int3 &dst) const
{
const TerrainTile * dstTile = &getTile(dst);
const TerrainTile * srcTile = &getTile(src);
return checkForVisitableDir(src, dstTile, dst) && checkForVisitableDir(dst, srcTile, src);
}
bool CMap::checkForVisitableDir(const int3 & src, const TerrainTile * pom, const int3 & dst) const
{
if (!pom->entrableTerrain()) //rock is never accessible
return false;
for(auto * obj : pom->visitableObjects) //checking destination tile
{
if(!vstd::contains(pom->blockingObjects, obj)) //this visitable object is not blocking, ignore
continue;
if (!obj->appearance->isVisitableFrom(src.x - dst.x, src.y - dst.y))
return false;
}
return true;
}
int3 CMap::guardingCreaturePosition (int3 pos) const
{
const int3 originalPos = pos;
// Give monster at position priority.
if (!isInTheMap(pos))
return int3(-1, -1, -1);
const TerrainTile &posTile = getTile(pos);
if (posTile.visitable())
{
for (CGObjectInstance* obj : posTile.visitableObjects)
{
if (obj->ID == Obj::MONSTER)
return pos;
}
}
// See if there are any monsters adjacent.
bool water = posTile.isWater();
pos -= int3(1, 1, 0); // Start with top left.
for (int dx = 0; dx < 3; dx++)
{
for (int dy = 0; dy < 3; dy++)
{
if (isInTheMap(pos))
{
const auto & tile = getTile(pos);
if (tile.visitable() && (tile.isWater() == water))
{
for (CGObjectInstance* obj : tile.visitableObjects)
{
if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &posTile, originalPos)) // Monster being able to attack investigated tile
{
return pos;
}
}
}
}
pos.y++;
}
pos.y -= 3;
pos.x++;
}
return int3(-1, -1, -1);
}
const CGObjectInstance * CMap::getObjectiveObjectFrom(const int3 & pos, Obj type)
{
for (CGObjectInstance * object : getTile(pos).visitableObjects)
{
if (object->ID == type)
return object;
}
// There is weird bug because of which sometimes heroes will not be found properly despite having correct position
// Try to workaround that and find closest object that we can use
logGlobal->error("Failed to find object of type %d at %s", type.getNum(), pos.toString());
logGlobal->error("Will try to find closest matching object");
CGObjectInstance * bestMatch = nullptr;
for (CGObjectInstance * object : objects)
{
if (object && object->ID == type)
{
if (bestMatch == nullptr)
bestMatch = object;
else
{
if (object->anchorPos().dist2dSQ(pos) < bestMatch->anchorPos().dist2dSQ(pos))
bestMatch = object;// closer than one we already found
}
}
}
assert(bestMatch != nullptr); // if this happens - victory conditions or map itself is very, very broken
logGlobal->error("Will use %s from %s", bestMatch->getObjectName(), bestMatch->anchorPos().toString());
return bestMatch;
}
void CMap::checkForObjectives()
{
// NOTE: probably should be moved to MapFormatH3M.cpp
for (TriggeredEvent & event : triggeredEvents)
{
auto patcher = [&](EventCondition cond) -> EventExpression::Variant
{
switch (cond.condition)
{
case EventCondition::HAVE_ARTIFACT:
event.onFulfill.replaceTextID(cond.objectType.as<ArtifactID>().toEntity(VLC)->getNameTextID());
break;
case EventCondition::HAVE_CREATURES:
event.onFulfill.replaceTextID(cond.objectType.as<CreatureID>().toEntity(VLC)->getNameSingularTextID());
event.onFulfill.replaceNumber(cond.value);
break;
case EventCondition::HAVE_RESOURCES:
event.onFulfill.replaceName(cond.objectType.as<GameResID>());
event.onFulfill.replaceNumber(cond.value);
break;
case EventCondition::HAVE_BUILDING:
if (isInTheMap(cond.position))
cond.objectID = getObjectiveObjectFrom(cond.position, Obj::TOWN)->id;
break;
case EventCondition::CONTROL:
if (isInTheMap(cond.position))
cond.objectID = getObjectiveObjectFrom(cond.position, cond.objectType.as<MapObjectID>())->id;
if (cond.objectID != ObjectInstanceID::NONE)
{
const auto * town = dynamic_cast<const CGTownInstance *>(objects[cond.objectID].get());
if (town)
event.onFulfill.replaceRawString(town->getNameTranslated());
const auto * hero = dynamic_cast<const CGHeroInstance *>(objects[cond.objectID].get());
if (hero)
event.onFulfill.replaceRawString(hero->getNameTranslated());
}
break;
case EventCondition::DESTROY:
if (isInTheMap(cond.position))
cond.objectID = getObjectiveObjectFrom(cond.position, cond.objectType.as<MapObjectID>())->id;
if (cond.objectID != ObjectInstanceID::NONE)
{
const auto * hero = dynamic_cast<const CGHeroInstance *>(objects[cond.objectID].get());
if (hero)
event.onFulfill.replaceRawString(hero->getNameTranslated());
}
break;
case EventCondition::TRANSPORT:
cond.objectID = getObjectiveObjectFrom(cond.position, Obj::TOWN)->id;
break;
//break; case EventCondition::DAYS_PASSED:
//break; case EventCondition::IS_HUMAN:
//break; case EventCondition::DAYS_WITHOUT_TOWN:
//break; case EventCondition::STANDARD_WIN:
}
return cond;
};
event.trigger = event.trigger.morph(patcher);
}
}
void CMap::addNewArtifactInstance(CArtifactSet & artSet)
{
for(const auto & [slot, slotInfo] : artSet.artifactsWorn)
{
if(!slotInfo.locked && slotInfo.getArt())
addNewArtifactInstance(slotInfo.artifact);
}
for(const auto & slotInfo : artSet.artifactsInBackpack)
addNewArtifactInstance(slotInfo.artifact);
}
void CMap::addNewArtifactInstance(ConstTransitivePtr<CArtifactInstance> art)
{
assert(art);
assert(art->getId() == -1);
art->setId(static_cast<ArtifactInstanceID>(artInstances.size()));
artInstances.emplace_back(art);
for(const auto & partInfo : art->getPartsInfo())
addNewArtifactInstance(partInfo.art);
}
void CMap::eraseArtifactInstance(CArtifactInstance * art)
{
//TODO: handle for artifacts removed in map editor
assert(artInstances[art->getId().getNum()] == art);
artInstances[art->getId().getNum()].dellNull();
}
void CMap::moveArtifactInstance(
CArtifactSet & srcSet, const ArtifactPosition & srcSlot,
CArtifactSet & dstSet, const ArtifactPosition & dstSlot)
{
auto art = srcSet.getArt(srcSlot);
removeArtifactInstance(srcSet, srcSlot);
putArtifactInstance(dstSet, art, dstSlot);
}
void CMap::putArtifactInstance(CArtifactSet & set, CArtifactInstance * art, const ArtifactPosition & slot)
{
art->addPlacementMap(set.putArtifact(slot, art));
}
void CMap::removeArtifactInstance(CArtifactSet & set, const ArtifactPosition & slot)
{
auto art = set.getArt(slot);
assert(art);
set.removeArtifact(slot);
CArtifactSet::ArtPlacementMap partsMap;
for(auto & part : art->getPartsInfo())
{
if(part.slot != ArtifactPosition::PRE_FIRST)
partsMap.try_emplace(part.art, ArtifactPosition::PRE_FIRST);
}
art->addPlacementMap(partsMap);
}
void CMap::addNewQuestInstance(CQuest* quest)
{
quest->qid = static_cast<si32>(quests.size());
quests.emplace_back(quest);
}
void CMap::removeQuestInstance(CQuest * quest)
{
//TODO: should be called only by map editor.
//During game, completed quests or quests from removed objects stay forever
//Shift indexes
auto iter = std::next(quests.begin(), quest->qid);
iter = quests.erase(iter);
for (int i = quest->qid; iter != quests.end(); ++i, ++iter)
{
(*iter)->qid = i;
}
}
void CMap::setUniqueInstanceName(CGObjectInstance * obj)
{
//this gives object unique name even if objects are removed later
auto uid = uidCounter++;
boost::format fmt("%s_%d");
fmt % obj->getTypeName() % uid;
obj->instanceName = fmt.str();
}
void CMap::addNewObject(CGObjectInstance * obj)
{
if(obj->id != ObjectInstanceID(static_cast<si32>(objects.size())))
throw std::runtime_error("Invalid object instance id");
if(obj->instanceName.empty())
throw std::runtime_error("Object instance name missing");
if (vstd::contains(instanceNames, obj->instanceName))
throw std::runtime_error("Object instance name duplicated: "+obj->instanceName);
objects.emplace_back(obj);
instanceNames[obj->instanceName] = obj;
addBlockVisTiles(obj);
//TODO: how about defeated heroes recruited again?
obj->afterAddToMap(this);
}
void CMap::moveObject(CGObjectInstance * obj, const int3 & pos)
{
removeBlockVisTiles(obj);
obj->setAnchorPos(pos);
addBlockVisTiles(obj);
}
void CMap::removeObject(CGObjectInstance * obj)
{
removeBlockVisTiles(obj);
instanceNames.erase(obj->instanceName);
//update indices
auto iter = std::next(objects.begin(), obj->id.getNum());
iter = objects.erase(iter);
for(int i = obj->id.getNum(); iter != objects.end(); ++i, ++iter)
{
(*iter)->id = ObjectInstanceID(i);
}
obj->afterRemoveFromMap(this);
//TODO: Clean artifact instances (mostly worn by hero?) and quests related to this object
//This causes crash with undo/redo in editor
}
bool CMap::isWaterMap() const
{
return waterMap;
}
bool CMap::calculateWaterContent()
{
size_t totalTiles = height * width * levels();
size_t waterTiles = 0;
for(auto tile = terrain.origin(); tile < (terrain.origin() + terrain.num_elements()); ++tile)
{
if (tile->isWater())
{
waterTiles++;
}
}
if (waterTiles >= totalTiles / 100) //At least 1% of area is water
{
waterMap = true;
}
else
{
waterMap = false;
}
return waterMap;
}
void CMap::banWaterContent()
{
banWaterHeroes();
banWaterArtifacts();
banWaterSpells();
banWaterSkills();
}
void CMap::banWaterSpells()
{
vstd::erase_if(allowedSpells, [&](SpellID spell)
{
return spell.toSpell()->onlyOnWaterMap && !isWaterMap();
});
}
void CMap::banWaterArtifacts()
{
vstd::erase_if(allowedArtifact, [&](ArtifactID artifact)
{
return artifact.toArtifact()->onlyOnWaterMap && !isWaterMap();
});
}
void CMap::banWaterSkills()
{
vstd::erase_if(allowedAbilities, [&](SecondarySkill skill)
{
return skill.toSkill()->onlyOnWaterMap && !isWaterMap();
});
}
void CMap::banWaterHeroes()
{
vstd::erase_if(allowedHeroes, [&](HeroTypeID hero)
{
return hero.toHeroType()->onlyOnWaterMap && !isWaterMap();
});
vstd::erase_if(allowedHeroes, [&](HeroTypeID hero)
{
return hero.toHeroType()->onlyOnMapWithoutWater && isWaterMap();
});
}
void CMap::banHero(const HeroTypeID & id)
{
if (!vstd::contains(allowedHeroes, id))
logGlobal->warn("Attempt to ban hero %s, who is already not allowed", id.encode(id));
allowedHeroes.erase(id);
}
void CMap::unbanHero(const HeroTypeID & id)
{
if (vstd::contains(allowedHeroes, id))
logGlobal->warn("Attempt to unban hero %s, who is already allowed", id.encode(id));
allowedHeroes.insert(id);
}
void CMap::initTerrain()
{
terrain.resize(boost::extents[levels()][width][height]);
guardingCreaturePositions.resize(boost::extents[levels()][width][height]);
}
CMapEditManager * CMap::getEditManager()
{
if(!editManager) editManager = std::make_unique<CMapEditManager>(this);
return editManager.get();
}
void CMap::resetStaticData()
{
obeliskCount = 0;
obelisksVisited.clear();
townMerchantArtifacts.clear();
townUniversitySkills.clear();
}
void CMap::resolveQuestIdentifiers()
{
//FIXME: move to CMapLoaderH3M
for (auto & quest : quests)
{
if (quest && quest->killTarget != ObjectInstanceID::NONE)
quest->killTarget = questIdentifierToId[quest->killTarget.getNum()];
}
questIdentifierToId.clear();
}
void CMap::reindexObjects()
{
// Only reindex at editor / RMG operations
std::sort(objects.begin(), objects.end(), [](const CGObjectInstance * lhs, const CGObjectInstance * rhs)
{
// Obstacles first, then visitable, at the end - removable
if (!lhs->isVisitable() && rhs->isVisitable())
return true;
if (lhs->isVisitable() && !rhs->isVisitable())
return false;
// Special case for Windomill - draw on top of other objects
if (lhs->ID != Obj::WINDMILL && rhs->ID == Obj::WINDMILL)
return true;
if (lhs->ID == Obj::WINDMILL && rhs->ID != Obj::WINDMILL)
return false;
if (!lhs->isRemovable() && rhs->isRemovable())
return true;
if (lhs->isRemovable() && !rhs->isRemovable())
return false;
return lhs->anchorPos().y < rhs->anchorPos().y;
});
// instanceNames don't change
for (size_t i = 0; i < objects.size(); ++i)
{
objects[i]->id = ObjectInstanceID(i);
}
}
const IGameSettings & CMap::getSettings() const
{
return *gameSettings;
}
void CMap::overrideGameSetting(EGameSettings option, const JsonNode & input)
{
return gameSettings->addOverride(option, input);
}
void CMap::overrideGameSettings(const JsonNode & input)
{
return gameSettings->loadOverrides(input);
}
VCMI_LIB_NAMESPACE_END