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205 lines
5.8 KiB
C++
205 lines
5.8 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 "CMapHeader.h"
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#include "../mapObjects/MiscObjects.h" // To serialize static props
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#include "../mapObjects/CQuest.h" // To serialize static props
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#include "../mapObjects/CGTownInstance.h" // To serialize static props
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#include "CMapDefines.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CArtifactInstance;
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class CGObjectInstance;
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class CGHeroInstance;
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class CCommanderInstance;
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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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struct TeleportChannel;
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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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std::string 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, const int version)
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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 disposed hero struct describes which hero can be hired from which player.
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struct DLL_LINKAGE DisposedHero
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{
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DisposedHero();
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HeroTypeID heroId;
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HeroTypeID portrait; /// The portrait id of the hero, -1 is default.
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std::string name;
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PlayerColor::Mask players; /// Who can hire this hero (bitfield).
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & heroId;
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h & portrait;
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h & name;
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h & players;
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}
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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
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{
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public:
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CMap();
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~CMap();
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void initTerrain();
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CMapEditManager * getEditManager();
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TerrainTile & getTile(const int3 & tile);
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const TerrainTile & getTile(const int3 & tile) const;
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bool isCoastalTile(const int3 & pos) const;
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bool isInTheMap(const int3 & pos) const;
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bool isWaterTile(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 addBlockVisTiles(CGObjectInstance * obj);
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void removeBlockVisTiles(CGObjectInstance * obj, bool total = false);
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void calculateGuardingGreaturePositions();
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void addNewArtifactInstance(CArtifactInstance * art);
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void eraseArtifactInstance(CArtifactInstance * art);
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void addNewQuestInstance(CQuest * quest);
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void removeQuestInstance(CQuest * quest);
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void setUniqueInstanceName(CGObjectInstance * obj);
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///Use only this method when creating new map object instances
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void addNewObject(CGObjectInstance * obj);
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void moveObject(CGObjectInstance * obj, const int3 & dst);
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void removeObject(CGObjectInstance * obj);
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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 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::EObj type);
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CGHeroInstance * getHero(int heroId);
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/// Sets the victory/loss condition objectives ??
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void checkForObjectives();
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void resetStaticData();
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ui32 checksum;
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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<bool> allowedSpells;
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std::vector<bool> allowedArtifact;
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std::vector<bool> allowedAbilities;
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std::list<CMapEvent> events;
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int3 grailPos;
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int grailRadius;
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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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std::vector< ConstTransitivePtr<CGObjectInstance> > objects;
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std::vector< ConstTransitivePtr<CGTownInstance> > towns;
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std::vector< ConstTransitivePtr<CArtifactInstance> > artInstances;
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std::vector< ConstTransitivePtr<CQuest> > quests;
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std::vector< ConstTransitivePtr<CGHeroInstance> > allHeroes; //indexed by [hero_type_id]; on map, disposed, prisons, etc.
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//Helper lists
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std::vector< ConstTransitivePtr<CGHeroInstance> > heroesOnMap;
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std::map<TeleportChannelID, std::shared_ptr<TeleportChannel> > teleportChannels;
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/// associative list to identify which hero/creature id belongs to which object id(index for objects)
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std::map<si32, ObjectInstanceID> questIdentifierToId;
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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, ConstTransitivePtr<CGObjectInstance> > instanceNames;
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bool waterMap;
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private:
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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; //TODO: initialize when loading an old map
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public:
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template <typename Handler>
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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 & 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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h & quests;
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h & allHeroes;
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h & questIdentifierToId;
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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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h & heroesOnMap;
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h & teleportChannels;
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h & towns;
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h & artInstances;
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// static members
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h & CGKeys::playerKeyMap;
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h & CGMagi::eyelist;
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h & CGObelisk::obeliskCount;
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h & CGObelisk::visited;
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h & CGTownInstance::merchantArtifacts;
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h & CGTownInstance::universitySkills;
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h & instanceNames;
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}
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};
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VCMI_LIB_NAMESPACE_END
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