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f55bfe41d6
This is also fix possibility to dig on some non-blockable objects like event.
497 lines
15 KiB
C++
497 lines
15 KiB
C++
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/*
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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 "../ConstTransitivePtr.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 "../ResourceSet.h"
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#include "../int3.h"
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#include "../GameConstants.h"
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#include "../LogicalExpression.h"
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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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/// The hero name struct consists of the hero id and the hero name.
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struct DLL_LINKAGE SHeroName
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{
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SHeroName();
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int heroId;
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std::string heroName;
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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 & heroName;
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}
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};
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namespace EAiTactic
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{
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enum EAiTactic
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{
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NONE = -1,
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RANDOM,
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WARRIOR,
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BUILDER,
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EXPLORER
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};
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}
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/// The player info constains data about which factions are allowed, AI tactical settings,
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/// the main hero name, where to generate the hero, whether the faction should be selected randomly,...
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struct DLL_LINKAGE PlayerInfo
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{
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PlayerInfo();
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/// Gets the default faction id or -1 for a random faction.
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si8 defaultCastle() const;
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/// Gets the default hero id or -1 for a random hero.
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si8 defaultHero() const;
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bool canAnyonePlay() const;
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bool hasCustomMainHero() const;
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bool canHumanPlay;
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bool canComputerPlay;
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EAiTactic::EAiTactic aiTactic; /// The default value is EAiTactic::RANDOM.
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std::set<TFaction> allowedFactions;
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bool isFactionRandom;
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si32 mainCustomHeroPortrait; /// The default value is -1.
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std::string mainCustomHeroName;
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si32 mainCustomHeroId; /// ID of custom hero (only if portrait and hero name are set, otherwise unpredicted value), -1 if none (not always -1)
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std::vector<SHeroName> heroesNames; /// list of placed heroes on the map
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bool hasMainTown; /// The default value is false.
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bool generateHeroAtMainTown; /// The default value is false.
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int3 posOfMainTown;
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TeamID team; /// The default value is 255 representing that the player belongs to no team.
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bool hasRandomHero; /// Player has a random hero
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bool generateHero; /// Unused.
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si32 p7; /// Unknown and unused.
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/// Unused. Count of hero placeholders containing hero type.
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/// WARNING: powerPlaceholders sometimes gives false 0 (eg. even if there is one placeholder), maybe different meaning ???
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ui8 powerPlaceholders;
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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 & p7 & hasRandomHero & mainCustomHeroId & canHumanPlay & canComputerPlay & aiTactic & allowedFactions & isFactionRandom &
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mainCustomHeroPortrait & mainCustomHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
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posOfMainTown & team & generateHero;
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}
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};
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/// The loss condition describes the condition to lose the game. (e.g. lose all own heroes/castles)
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struct DLL_LINKAGE EventCondition
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{
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enum EWinLoseType {
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HAVE_ARTIFACT, // type - required artifact
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HAVE_CREATURES, // type - creatures to collect, value - amount to collect
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HAVE_RESOURCES, // type - resource ID, value - amount to collect
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HAVE_BUILDING, // position - town, optional, type - building to build
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CONTROL, // position - position of object, optional, type - type of object
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DESTROY, // position - position of object, optional, type - type of object
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TRANSPORT, // position - where artifact should be transported, type - type of artifact
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DAYS_PASSED, // value - number of days from start of the game
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IS_HUMAN, // value - 0 = player is AI, 1 = player is human
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DAYS_WITHOUT_TOWN, // value - how long player can live without town, 0=instakill
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STANDARD_WIN, // normal defeat all enemies condition
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CONST_VALUE // condition that always evaluates to "value" (0 = false, 1 = true)
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};
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EventCondition(EWinLoseType condition = STANDARD_WIN);
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EventCondition(EWinLoseType condition, si32 value, si32 objectType, int3 position = int3(-1, -1, -1));
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const CGObjectInstance * object; // object that was at specified position on start
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si32 value;
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si32 objectType;
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int3 position;
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EWinLoseType condition;
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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 & object & value & objectType & position & condition;
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}
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};
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typedef LogicalExpression<EventCondition> EventExpression;
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struct DLL_LINKAGE EventEffect
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{
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enum EType
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{
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VICTORY,
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DEFEAT
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};
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/// effect type, using EType enum
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si8 type;
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/// message that will be sent to other players
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std::string toOtherMessage;
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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 & type & toOtherMessage;
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}
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};
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struct DLL_LINKAGE TriggeredEvent
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{
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/// base condition that must be evaluated
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EventExpression trigger;
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/// string identifier read from config file (e.g. captureKreelah)
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std::string identifier;
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/// string-description, for use in UI (capture town to win)
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std::string description;
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/// Message that will be displayed when this event is triggered (You captured town. You won!)
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std::string onFulfill;
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/// Effect of this event. TODO: refactor into something more flexible
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EventEffect effect;
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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 & identifier & trigger & description & onFulfill & effect;
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}
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};
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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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template <typename Handler>
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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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/// 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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ui32 heroId;
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ui16 portrait; /// The portrait id of the hero, 0xFF is 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>
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void serialize(Handler & h, const int version)
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{
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h & heroId & portrait & name & players;
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}
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};
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/// The map event is an event which e.g. gives or takes resources of a specific
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/// amount to/from players and can appear regularly or once a time.
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class DLL_LINKAGE CMapEvent
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{
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public:
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CMapEvent();
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bool earlierThan(const CMapEvent & other) const;
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bool earlierThanOrEqual(const CMapEvent & other) const;
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std::string name;
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std::string message;
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TResources resources;
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ui8 players; // affected players, bit field?
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ui8 humanAffected;
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ui8 computerAffected;
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ui32 firstOccurence;
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ui32 nextOccurence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time
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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 & message & resources
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& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
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}
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};
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/// The castle event builds/adds buildings/creatures for a specific town.
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class DLL_LINKAGE CCastleEvent: public CMapEvent
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{
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public:
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CCastleEvent();
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std::set<BuildingID> buildings;
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std::vector<si32> creatures;
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CGTownInstance * town;
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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 & static_cast<CMapEvent &>(*this);
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h & buildings & creatures;
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}
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};
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/// The terrain tile describes the terrain type and the visual representation of the terrain.
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/// Furthermore the struct defines whether the tile is visitable or/and blocked and which objects reside in it.
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struct DLL_LINKAGE TerrainTile
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{
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TerrainTile();
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/// Gets true if the terrain is not a rock. If from is water/land, same type is also required.
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bool entrableTerrain(const TerrainTile * from = nullptr) const;
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bool entrableTerrain(bool allowLand, bool allowSea) const;
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/// Checks for blocking objects and terraint type (water / land).
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bool isClear(const TerrainTile * from = nullptr) const;
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/// Gets the ID of the top visitable object or -1 if there is none.
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Obj topVisitableId(bool excludeTop = false) const;
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CGObjectInstance * topVisitableObj(bool excludeTop = false) const;
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bool isWater() const;
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bool isCoastal() const;
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EDiggingStatus getDiggingStatus(const bool excludeTop = true) const;
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bool hasFavourableWinds() const;
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ETerrainType terType;
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ui8 terView;
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ERiverType::ERiverType riverType;
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ui8 riverDir;
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ERoadType::ERoadType roadType;
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ui8 roadDir;
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/// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road);
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/// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect
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ui8 extTileFlags;
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bool visitable;
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bool blocked;
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std::vector<CGObjectInstance *> visitableObjects;
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std::vector<CGObjectInstance *> blockingObjects;
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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 & terType & terView & riverType & riverDir & roadType &roadDir & extTileFlags;
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h & visitable & blocked;
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h & visitableObjects & blockingObjects;
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}
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};
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namespace EMapFormat
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{
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enum EMapFormat
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{
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INVALID = 0,
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// HEX DEC
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ROE = 0x0e, // 14
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AB = 0x15, // 21
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SOD = 0x1c, // 28
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// HOTA = 0x1e ... 0x20 // 28 ... 30
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WOG = 0x33 // 51
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};
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}
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/// The map header holds information about loss/victory condition,map format, version, players, height, width,...
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class DLL_LINKAGE CMapHeader
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{
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void setupEvents();
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public:
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static const int MAP_SIZE_SMALL;
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static const int MAP_SIZE_MIDDLE;
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static const int MAP_SIZE_LARGE;
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static const int MAP_SIZE_XLARGE;
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CMapHeader();
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virtual ~CMapHeader();
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EMapFormat::EMapFormat version; /// The default value is EMapFormat::SOD.
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si32 height; /// The default value is 72.
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si32 width; /// The default value is 72.
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bool twoLevel; /// The default value is true.
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std::string name;
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std::string description;
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ui8 difficulty; /// The default value is 1 representing a normal map difficulty.
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/// Specifies the maximum level to reach for a hero. A value of 0 states that there is no
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/// maximum level for heroes. This is the default value.
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ui8 levelLimit;
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std::string victoryMessage;
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std::string defeatMessage;
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ui16 victoryIconIndex;
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ui16 defeatIconIndex;
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std::vector<PlayerInfo> players; /// The default size of the vector is PlayerColor::PLAYER_LIMIT.
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ui8 howManyTeams;
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std::vector<bool> allowedHeroes;
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std::vector<ui16> placeholdedHeroes;
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bool areAnyPlayers; /// Unused. True if there are any playable players on the map.
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/// "main quests" of the map that describe victory and loss conditions
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std::vector<TriggeredEvent> triggeredEvents;
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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 & version & name & description & width & height & twoLevel & difficulty & levelLimit & areAnyPlayers;
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h & players & howManyTeams & allowedHeroes & triggeredEvents;
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h & victoryMessage & victoryIconIndex & defeatMessage & defeatIconIndex;
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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 isInTheMap(const int3 & pos) const;
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bool isWaterTile(const int3 & pos) 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 addQuest(CGObjectInstance * quest);
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/// Gets object of specified type on requested position
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const CGObjectInstance * getObjectiveObjectFrom(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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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> allowedSpell;
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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 grailRadious;
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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, 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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unique_ptr<CMapEditManager> editManager;
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int3 ***guardingCreaturePositions;
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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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TerrainTile*** terrain;
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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 & rumors & allowedSpell & allowedAbilities & allowedArtifact & events & grailPos;
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h & artInstances & quests & allHeroes;
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h & questIdentifierToId;
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//TODO: viccondetails
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int level = twoLevel ? 2 : 1;
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if(h.saving)
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{
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// Save terrain
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for(int i = 0; i < width ; ++i)
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{
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for(int j = 0; j < height ; ++j)
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{
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for(int k = 0; k < level; ++k)
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{
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h & terrain[i][j][k];
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h & guardingCreaturePositions[i][j][k];
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}
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}
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}
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}
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else
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{
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// Load terrain
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terrain = new TerrainTile**[width];
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guardingCreaturePositions = new int3**[width];
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for(int i = 0; i < width; ++i)
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{
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terrain[i] = new TerrainTile*[height];
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guardingCreaturePositions[i] = new int3*[height];
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for(int j = 0; j < height; ++j)
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{
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terrain[i][j] = new TerrainTile[level];
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guardingCreaturePositions[i][j] = new int3[level];
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}
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}
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for(int i = 0; i < width ; ++i)
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{
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for(int j = 0; j < height ; ++j)
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{
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for(int k = 0; k < level; ++k)
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{
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h & terrain[i][j][k];
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h & guardingCreaturePositions[i][j][k];
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}
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}
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}
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}
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h & objects;
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h & heroesOnMap & teleportChannels & towns & 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 & CGObelisk::visited;
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h & CGTownInstance::merchantArtifacts;
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h & CGTownInstance::universitySkills;
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}
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};
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