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898 lines
22 KiB
C++
898 lines
22 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 "../CObjectHandler.h"
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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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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 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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/**
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* The hero name struct consists of the hero id and the hero name.
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*/
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struct DLL_LINKAGE SHeroName
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{
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/**
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* Default c-tor.
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*/
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SHeroName();
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/** the id of the hero */
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int heroId;
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/** the name of the hero */
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std::string heroName;
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/**
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* Serialize method.
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*/
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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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/**
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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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*/
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struct DLL_LINKAGE PlayerInfo
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{
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/**
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* Default constructor.
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*/
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PlayerInfo();
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/**
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* Gets the default faction id or -1 for a random faction.
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*
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* @return the default faction id or -1 for a random faction
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*/
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si8 defaultCastle() const;
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/**
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* Gets -1 for random hero.
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*
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* @return -1 for random hero
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*/
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si8 defaultHero() const;
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/** True if the player can be played by a human. */
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bool canHumanPlay;
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/** True if th player can be played by the computer */
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bool canComputerPlay;
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/** Defines the tactical setting of the AI. The default value is EAiTactic::RANDOM. */
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EAiTactic::EAiTactic aiTactic;
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/** A list of unique IDs of allowed factions. */
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std::set<TFaction> allowedFactions;
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/** Unused. True if the faction should be chosen randomly. */
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bool isFactionRandom;
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/** Specifies the ID of the main hero with chosen portrait. The default value is -1. */
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si32 mainHeroPortrait;
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/** The name of the main hero. */
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std::string mainHeroName;
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/** The list of renamed heroes. */
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std::vector<SHeroName> heroesNames;
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/** True if the player has a main town. The default value is false. */
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bool hasMainTown;
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/** True if the main hero should be generated at the main town. The default value is false. */
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bool generateHeroAtMainTown;
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/** The position of the main town. */
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int3 posOfMainTown;
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/** The team id to which the player belongs to. The default value is 255 representing that the player belongs to no team. */
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ui8 team;
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/** Unused. True if a hero should be generated. */
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bool generateHero;
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/** Unknown and unused. */
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si32 p7;
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/** Player has a (custom?) hero */
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bool hasHero;
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/** ID of custom hero, -1 if none */
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si32 customHeroID;
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/**
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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),
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* maybe different meaning ???
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*/
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ui8 powerPlaceholders;
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/**
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* Serialize method.
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*/
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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 & hasHero & customHeroID & 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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/**
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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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*/
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struct DLL_LINKAGE LossCondition
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{
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/**
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* Default constructor.
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*/
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LossCondition();
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/** specifies the condition type */
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ELossConditionType::ELossConditionType typeOfLossCon;
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/** the position of an object which mustn't be lost */
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int3 pos;
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/** time limit in days, -1 if not used */
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si32 timeLimit;
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/** set during map parsing: hero/town (depending on typeOfLossCon); nullptr if not used */
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const CGObjectInstance * obj;
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/**
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* Serialize method.
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*/
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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 & typeOfLossCon & pos & timeLimit & obj;
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}
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};
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/**
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* The victory condition describes the condition to win the game. (e.g. defeat all enemy heroes/castles,
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* receive a specific artifact, ...)
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*/
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struct DLL_LINKAGE VictoryCondition
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{
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/**
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* Default constructor.
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*/
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VictoryCondition();
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/** specifies the condition type */
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EVictoryConditionType::EVictoryConditionType condition;
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/** true if a normal victory is allowed (defeat all enemy towns, heroes) */
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bool allowNormalVictory;
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/** true if this victory condition also applies to the AI */
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bool appliesToAI;
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/** 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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int3 pos;
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/** artifact ID (0); monster ID (1); resource ID (2); needed fort level in upgraded town (3); artifact ID (8) */
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si32 objectId;
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/** needed count for creatures (1) / resource (2); upgraded town hall level (3); */
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si32 count;
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/** object of specific monster / city / hero instance (NULL if not used); set during map parsing */
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const CGObjectInstance * obj;
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/**
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* Serialize method.
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*/
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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 & condition & allowNormalVictory & appliesToAI & pos & objectId & count & obj;
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}
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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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*/
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struct DLL_LINKAGE Rumor
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{
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/** the name of the rumor */
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std::string name;
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/** the content of the rumor */
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std::string text;
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/**
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* Serialize method.
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*/
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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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/**
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* The disposed hero struct describes which hero can be hired from which player.
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*/
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struct DLL_LINKAGE DisposedHero
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{
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/**
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* Default c-tor.
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*/
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DisposedHero();
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/** the id of the hero */
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ui32 heroId;
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/** the portrait id of the hero, 0xFF is default */
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ui16 portrait;
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/** the name of the hero */
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std::string name;
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/** who can hire this hero (bitfield) */
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ui8 players;
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/**
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* Serialize method.
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*/
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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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/**
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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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*/
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class DLL_LINKAGE CMapEvent
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{
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public:
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/**
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* Default c-tor.
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*/
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CMapEvent();
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/**
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* Returns true if this map event occurs earlier than the other map event for the first time.
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*
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* @param other the other map event to compare with
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* @return true if this event occurs earlier than the other map event, false if not
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*/
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bool earlierThan(const CMapEvent & other) const;
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/**
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* Returns true if this map event occurs earlier than or at the same day than the other map event for the first time.
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*
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* @param other the other map event to compare with
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* @return true if this event occurs earlier than or at the same day than the other map event, false if not
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*/
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bool earlierThanOrEqual(const CMapEvent & other) const;
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/** the name of the event */
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std::string name;
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/** the message to display */
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std::string message;
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/** gained or taken resources */
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TResources resources;
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/** affected players */
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ui8 players;
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/** affected humans */
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ui8 humanAffected;
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/** affacted computer players */
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ui8 computerAffected;
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/** the day counted continously when the event happens */
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ui32 firstOccurence;
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/** specifies after how many days the event will occur the next time; 0 if event occurs only one time */
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ui32 nextOccurence;
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/**
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* Serialize method.
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*/
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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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/**
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* The castle event builds/adds buildings/creatures for a specific town.
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*/
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class DLL_LINKAGE CCastleEvent: public CMapEvent
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{
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public:
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/**
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* Default c-tor.
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*/
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CCastleEvent();
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/** build specific buildings */
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std::set<si32> buildings;
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/** additional creatures in i-th level dwelling */
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std::vector<si32> creatures;
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/** owner of this event */
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CGTownInstance * town;
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/**
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* Serialize method.
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*/
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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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namespace ERiverType
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{
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enum ERiverType
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{
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NO_RIVER, CLEAR_RIVER, ICY_RIVER, MUDDY_RIVER, LAVA_RIVER
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};
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}
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namespace ERoadType
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{
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enum ERoadType
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{
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NO_ROAD, DIRT_ROAD, GRAVEL_ROAD, COBBLESTONE_ROAD
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};
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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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*/
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struct DLL_LINKAGE TerrainTile
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{
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/**
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* Default c-tor.
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*/
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TerrainTile();
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/**
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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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*
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* @param from
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* @return
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*/
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bool entrableTerrain(const TerrainTile * from = NULL) const;
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/**
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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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*
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* @param allowLand
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* @param allowSea
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* @return
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*/
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bool entrableTerrain(bool allowLand, bool allowSea) const;
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/**
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* Checks for blocking objects and terraint type (water / land).
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*
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* @param from
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* @return
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*/
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bool isClear(const TerrainTile * from = NULL) const;
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/**
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* Gets the ID of the top visitable object or -1 if there is none.
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*
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* @return the ID of the top visitable object or -1 if there is none
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*/
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int topVisitableId() const;
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/**
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* Gets true if the terrain type is water.
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*
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* @return true if the terrain type is water
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*/
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bool isWater() const;
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/**
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* Gets true if the terrain tile is coastal.
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*
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* @return true if the terrain tile is coastal
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*/
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bool isCoastal() const;
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/**
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* Gets true if the terrain tile has favourable winds.
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*
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* @return true if the terrain tile has favourable winds
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*/
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bool hasFavourableWinds() const;
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/** the type of terrain */
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ETerrainType::ETerrainType terType;
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/** the visual representation of the terrain */
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ui8 terView;
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/** the type of the river. 0 if there is no river */
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ERiverType::ERiverType riverType;
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/** the direction of the river */
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ui8 riverDir;
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/** the type of the road. 0 if there is no river */
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ERoadType::ERoadType roadType;
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/** the direction of the road */
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ui8 roadDir;
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/**
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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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*/
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ui8 extTileFlags;
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/** true if it is visitable, false if not */
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bool visitable;
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/** true if it is blocked, false if not */
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bool blocked;
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/** pointers to objects which the hero can visit while being on this tile */
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std::vector<CGObjectInstance *> visitableObjects;
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/** pointers to objects that are blocking this tile */
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std::vector<CGObjectInstance *> blockingObjects;
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/**
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* Serialize method.
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*/
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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 & blocked;
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if(!h.saving)
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{
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visitable = 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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};
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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, WOG=0x33, AB=0x15, ROE=0x0e, SOD=0x1c
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};
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}
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/**
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* The map header holds information about loss/victory condition,
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* map format, version, players, height, width,...
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*/
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class DLL_LINKAGE CMapHeader
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{
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public:
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/**
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* Default constructor.
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*/
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CMapHeader();
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/**
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* D-tor.
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*/
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virtual ~CMapHeader();
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/** The version of the map. The default value is EMapFormat::SOD. */
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EMapFormat::EMapFormat version;
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/** The height of the map. The default value is 72. */
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si32 height;
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/** The width of the map. The default value is 72. */
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si32 width;
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/** Specifies if the map has two levels. The default value is true. */
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bool twoLevel;
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/** The name of the map. */
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std::string name;
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/** The description of the map. */
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std::string description;
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/**
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* Specifies the difficulty of the map ranging from 0 easy to 4 impossible.
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* The default value is 1 representing a normal map difficulty.
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*/
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ui8 difficulty;
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/**
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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.
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*/
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ui8 levelLimit;
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/** Specifies the loss condition. The default value is lose all your towns and heroes. */
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LossCondition lossCondition;
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/** Specifies the victory condition. The default value is defeat all enemies. */
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VictoryCondition victoryCondition;
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/** A list containing information about players. The default size of the vector is GameConstants::PLAYER_LIMIT. */
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std::vector<PlayerInfo> players;
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/** The number of teams. */
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ui8 howManyTeams;
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/**
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* A list of allowed heroes. The index is the hero id and the value = hero allowed.
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* The default value is a list of default allowed heroes. See CHeroHandler::getDefaultAllowedHeroes for more info.
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*/
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std::vector<bool> allowedHeroes;
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/** A list of placeholded heroes. The index is the id of a hero type. */
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std::vector<ui16> placeholdedHeroes;
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/** Unused. True if there are any playable players on the map. */
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bool areAnyPlayers;
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/**
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* Serialize method.
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*/
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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 & lossCondition & victoryCondition & howManyTeams & allowedHeroes;
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}
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};
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/**
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* The map contains the map header, the tiles of the terrain, objects,
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* heroes, towns, rumors...
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*/
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class DLL_LINKAGE CMap : public CMapHeader
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{
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public:
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/**
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* Default constructor.
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*/
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CMap();
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/**
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* Destructor.
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*/
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~CMap();
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/**
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* Erases an artifact instance.
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*
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* @param art the artifact to erase
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*/
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void eraseArtifactInstance(CArtifactInstance * art);
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/**
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* Gets the topmost object or the lowermost object depending on the flag
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* lookForHero from the specified position.
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*
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* @param pos the position of the tile
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* @param lookForHero true if you want to get the lowermost object, false if
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* you want to get the topmost object
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* @return the object at the given position and level
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*/
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const CGObjectInstance * getObjectiveObjectFrom(int3 pos, bool lookForHero);
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/**
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* Sets the victory/loss condition objectives.
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*/
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void checkForObjectives();
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/**
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* Adds an visitable/blocking object to a terrain tile.
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*
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* @param obj the visitable/blocking object to add to a tile
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*/
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void addBlockVisTiles(CGObjectInstance * obj);
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/**
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* Removes an visitable/blocking object from a terrain tile.
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*
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* @param obj the visitable/blocking object to remove from a tile
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* @param total
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*/
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void removeBlockVisTiles(CGObjectInstance * obj, bool total = false);
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/**
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* Gets the terrain tile of the specified position.
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*
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* @param tile the position of the tile
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* @return the terrain tile of the specified position
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*/
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TerrainTile & getTile(const int3 & tile);
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/**
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* Gets the terrain tile as a const of the specified position.
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*
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* @param tile the position of the tile
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* @return the terrain tile as a const of the specified position
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*/
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const TerrainTile & getTile(const int3 & tile) const;
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/**
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* Gets the hero with the given id.
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* @param heroId the hero id
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* @return the hero with the given id
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*/
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CGHeroInstance * getHero(int heroId);
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/**
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* Validates if the position is in the bounds of the map.
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*
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* @param pos the position to test
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* @return true if the position is in the bounds of the map
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*/
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bool isInTheMap(const int3 & pos) const;
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/**
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* Validates if the tile at the given position is a water terrain type.
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*
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* @param pos the position to test
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* @return true if the tile at the given position is a water terrain type
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*/
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bool isWaterTile(const int3 & pos) const;
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/**
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* Adds the specified artifact instance to the list of artifacts of this map.
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*
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* @param art the artifact which should be added to the list of artifacts
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*/
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void addNewArtifactInstance(CArtifactInstance * art);
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/**
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* Adds the specified quest instance to the list of quests.
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*
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* @param quest the quest object which should be added to the list of quests
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*/
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void addQuest(CGObjectInstance * quest);
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/**
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* Initializes the terrain of the map by allocating memory.
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*/
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void initTerrain();
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/** the checksum of the map */
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ui32 checksum;
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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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/** list of rumors */
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std::vector<Rumor> rumors;
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/** list of disposed heroes */
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std::vector<DisposedHero> disposedHeroes;
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/** list of predefined heroes */
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std::vector<ConstTransitivePtr<CGHeroInstance> > predefinedHeroes;
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/** list of .def files with definitions from .h3m (may be custom) */
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std::vector<ConstTransitivePtr<CGDefInfo> > customDefs;
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/** list of allowed spells, index is the spell id */
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std::vector<bool> allowedSpell;
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/** list of allowed artifacts, index is the artifact id */
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std::vector<bool> allowedArtifact;
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/** list of allowed abilities, index is the ability id */
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std::vector<bool> allowedAbilities;
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/** list of map events */
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std::list<ConstTransitivePtr<CMapEvent> > events;
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/** specifies the position of the grail */
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int3 grailPos;
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/** specifies the radius of the grail */
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int grailRadious;
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/** list of objects */
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std::vector< ConstTransitivePtr<CGObjectInstance> > objects;
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/** list of heroes */
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std::vector< ConstTransitivePtr<CGHeroInstance> > heroes;
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/** list of towns */
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std::vector< ConstTransitivePtr<CGTownInstance> > towns;
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/** list of artifacts */
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std::vector< ConstTransitivePtr<CArtifactInstance> > artInstances;
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/** list of quests */
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std::vector< ConstTransitivePtr<CQuest> > quests;
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/** associative list to identify which hero/creature id belongs to which object id(index for objects) */
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bmap<si32, si32> questIdentifierToId;
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/**
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* Serialize method.
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*/
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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;
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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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// 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 < (twoLevel ? 2 : 1); ++k)
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{
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h & terrain[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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for(int ii = 0; ii < width; ++ii)
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{
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terrain[ii] = new TerrainTile*[height];
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for(int jj = 0; jj < height; ++jj)
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{
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terrain[ii][jj] = new TerrainTile[twoLevel ? 2 : 1];
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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 < (twoLevel ? 2 : 1); ++k)
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{
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h & terrain[i][j][k];
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}
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}
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}
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}
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h & customDefs & objects;
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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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h & CGTownInstance::universitySkills;
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if(!h.saving)
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{
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for(ui32 i = 0; i < objects.size(); ++i)
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{
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if(!objects[i]) continue;
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switch (objects[i]->ID)
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{
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case Obj::HERO:
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heroes.push_back (static_cast<CGHeroInstance*>(+objects[i]));
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break;
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case Obj::TOWN:
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towns.push_back (static_cast<CGTownInstance*>(+objects[i]));
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break;
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}
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// recreate blockvis map
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addBlockVisTiles(objects[i]);
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}
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// if hero is visiting/garrisoned in town set appropriate pointers
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for(ui32 i = 0; i < heroes.size(); ++i)
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{
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int3 vistile = heroes[i]->pos;
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vistile.x++;
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for(ui32 j = 0; j < towns.size(); ++j)
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{
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// hero stands on the town entrance
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if(vistile == towns[j]->pos)
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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 != ETerrainType::WATER) continue;
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//hero stands on the water - he must be in the boat
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for(ui32 j = 0; j < t.visitableObjects.size(); ++j)
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{
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if(t.visitableObjects[j]->ID == Obj::BOAT)
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{
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CGBoat * b = static_cast<CGBoat *>(t.visitableObjects[j]);
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heroes[i]->boat = b;
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b->hero = heroes[i];
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removeBlockVisTiles(b);
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break;
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}
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}
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}
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}
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}
|
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};
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