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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/map.h
Michał W. Urbańczyk c4bcf7b880 * better support for non-800x600 resolutions
* Merged CPreGameTextHandler into CGeneralTextHandler and moved to VCMI_Lib.dll (update your project files)
* Genius AI will be used as a default AI
* more code for save/load
2008-11-28 01:36:34 +00:00

578 lines
19 KiB
C++

#ifndef MAPD_H
#define MAPD_H
#pragma warning (disable : 4482)
#include <string>
#include <vector>
#include <map>
#include <set>
#include "global.h"
class CGDefInfo;
class CGObjectInstance;
class CGHeroInstance;
class CGTownInstance;
enum ESortBy{_name, _playerAm, _size, _format, _viccon, _loscon};
enum EDefType {TOWN_DEF, HERO_DEF, CREATURES_DEF, SEERHUT_DEF, RESOURCE_DEF, TERRAINOBJ_DEF,
EVENTOBJ_DEF, SIGN_DEF, GARRISON_DEF, ARTIFACT_DEF, WITCHHUT_DEF, SCHOLAR_DEF, PLAYERONLY_DEF,
SHRINE_DEF, SPELLSCROLL_DEF, PANDORA_DEF, GRAIL_DEF, CREGEN_DEF, CREGEN2_DEF, CREGEN3_DEF,
BORDERGUARD_DEF, HEROPLACEHOLDER_DEF};
class DLL_EXPORT CSpecObjInfo //class with object - specific info (eg. different information for creatures and heroes); use inheritance to make object - specific classes
{
};
class DLL_EXPORT CEventObjInfo : public CSpecObjInfo
{
public:
bool areGuarders; //true if there are
CCreatureSet guarders;
bool isMessage; //true if there is a message
std::string message;
unsigned int gainedExp;
int manaDiff; //amount of gained / lost mana
int moraleDiff; //morale modifier
int luckDiff; //luck modifier
int wood, mercury, ore, sulfur, crystal, gems, gold; //gained / lost resources
unsigned int attack; //added attack points
unsigned int defence; //added defence points
unsigned int power; //added power points
unsigned int knowledge; //added knowledge points
std::vector<int> abilities; //gained abilities
std::vector<int> abilityLevels; //levels of gained abilities
std::vector<int> artifacts; //gained artifacts
std::vector<int> spells; //gained spells
CCreatureSet creatures; //gained creatures
unsigned char availableFor; //players whom this event is available for
bool computerActivate; //true if computre player can activate this event
bool humanActivate; //true if human player can activate this event
};
class DLL_EXPORT CCreatureObjInfo : public CSpecObjInfo
{
public:
unsigned char bytes[4]; //mysterious bytes identifying creature
unsigned int number; //number of units (0 - random)
unsigned char character; //chracter of this set of creatures (0 - the most friendly, 4 - the most hostile)
std::string message; //message printed for attacking hero
int wood, mercury, ore, sulfur, crytal, gems, gold; //resources gained to hero that has won with monsters
int gainedArtifact; //ID of artifact gained to hero
bool neverFlees; //if true, the troops will never flee
bool notGrowingTeam; //if true, number of units won't grow
};
class DLL_EXPORT CSignObjInfo : public CSpecObjInfo
{
public:
std::string message; //message
};
class DLL_EXPORT CSeerHutObjInfo : public CSpecObjInfo
{
public:
unsigned char missionType; //type of mission: 0 - no mission; 1 - reach level; 2 - reach main statistics values; 3 - win with a certain hero; 4 - win with a certain creature; 5 - collect some atifacts; 6 - have certain troops in army; 7 - collect resources; 8 - be a certain hero; 9 - be a certain player
bool isDayLimit; //if true, there is a day limit
int lastDay; //after this day (first day is 0) mission cannot be completed
int m1level; //for mission 1
int m2attack, m2defence, m2power, m2knowledge;//for mission 2
unsigned char m3bytes[4];//for mission 3
unsigned char m4bytes[4];//for mission 4
std::vector<int> m5arts;//for mission 5 - artifact ID
std::vector<CCreature *> m6cre;//for mission 6
std::vector<int> m6number;
int m7wood, m7mercury, m7ore, m7sulfur, m7crystal, m7gems, m7gold; //for mission 7
int m8hero;//for mission 8 - hero ID
int m9player; //for mission 9 - number; from 0 to 7
std::string firstVisitText, nextVisitText, completedText;
char rewardType; //type of reward: 0 - no reward; 1 - experience; 2 - mana points; 3 - morale bonus; 4 - luck bonus; 5 - resources; 6 - main ability bonus (attak, defence etd.); 7 - secondary ability gain; 8 - artifact; 9 - spell; 10 - creature
//for reward 1
int r1exp;
//for reward 2
int r2mana;
//for reward 3
int r3morale;
//for reward 4
int r4luck;
//for reward 5
unsigned char r5type; //0 - wood, 1 - mercury, 2 - ore, 3 - sulfur, 4 - crystal, 5 - gems, 6 - gold
int r5amount;
//for reward 6
unsigned char r6type; //0 - attack, 1 - defence, 2 - power, 3 - knowledge
int r6amount;
//for reward 7
int r7ability; //ability id
unsigned char r7level; //1 - basic, 2 - advanced, 3 - expert
//for reward 8
int r8art;//artifact id
//for reward 9
int r9spell;//spell id
//for reward 10
int r10creature; //creature id
int r10amount;
};
class DLL_EXPORT CWitchHutObjInfo : public CSpecObjInfo
{
public:
std::vector<int> allowedAbilities;
};
class DLL_EXPORT CScholarObjInfo : public CSpecObjInfo
{
public:
unsigned char bonusType; //255 - random, 0 - primary skill, 1 - secondary skill, 2 - spell
unsigned char r0type;
int r1; //Ability ID
int r2; //Spell ID
};
class DLL_EXPORT CGarrisonObjInfo : public CSpecObjInfo
{
public:
unsigned char player; //255 - nobody; 0 - 7 - players
CCreatureSet units;
bool movableUnits; //if true, units can be moved
};
class DLL_EXPORT CArtifactObjInfo : public CSpecObjInfo
{
public:
bool areGuards;
std::string message;
CCreatureSet guards;
};
class DLL_EXPORT CResourceObjInfo : public CSpecObjInfo
{
public:
bool randomAmount;
int amount; //if not random
bool areGuards;
CCreatureSet guards;
std::string message;
};
class DLL_EXPORT CPlayerOnlyObjInfo : public CSpecObjInfo
{
public:
unsigned char player; //FF - nobody, 0 - 7
};
class DLL_EXPORT CShrineObjInfo : public CSpecObjInfo
{
public:
unsigned char spell; //number of spell or 255
};
class DLL_EXPORT CSpellScrollObjinfo : public CSpecObjInfo
{
public:
std::string message;
int spell;
bool areGuarders;
CCreatureSet guarders;
};
class DLL_EXPORT CPandorasBoxObjInfo : public CSpecObjInfo
{
public:
std::string message;
bool areGuarders;
CCreatureSet guarders;
//gained things:
unsigned int gainedExp;
int manaDiff;
int moraleDiff;
int luckDiff;
int wood, mercury, ore, sulfur, crystal, gems, gold;
int attack, defence, power, knowledge;
std::vector<int> abilities;
std::vector<int> abilityLevels;
std::vector<int> artifacts;
std::vector<int> spells;
CCreatureSet creatures;
};
class DLL_EXPORT CGrailObjInfo : public CSpecObjInfo
{
public:
int radius; //place grail at the distance lesser or equal radius from this place
};
class DLL_EXPORT CCreGenObjInfo : public CSpecObjInfo
{
public:
unsigned char player; //owner
bool asCastle;
int identifier;
unsigned char castles[2]; //allowed castles
};
class DLL_EXPORT CCreGen2ObjInfo : public CSpecObjInfo
{
public:
unsigned char player; //owner
bool asCastle;
int identifier;
unsigned char castles[2]; //allowed castles
unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
};
class DLL_EXPORT CCreGen3ObjInfo : public CSpecObjInfo
{
public:
unsigned char player; //owner
unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
};
class DLL_EXPORT CBorderGuardObjInfo : public CSpecObjInfo //copied form seer huts, seems to be similar
{
public:
char missionType; //type of mission: 0 - no mission; 1 - reach level; 2 - reach main statistics values; 3 - win with a certain hero; 4 - win with a certain creature; 5 - collect some atifacts; 6 - have certain troops in army; 7 - collect resources; 8 - be a certain hero; 9 - be a certain player
bool isDayLimit; //if true, there is a day limit
int lastDay; //after this day (first day is 0) mission cannot be completed
//for mission 1
int m1level;
//for mission 2
int m2attack, m2defence, m2power, m2knowledge;
//for mission 3
unsigned char m3bytes[4];
//for mission 4
unsigned char m4bytes[4];
//for mission 5
std::vector<int> m5arts; //artifacts id
//for mission 6
std::vector<CCreature *> m6cre;
std::vector<int> m6number;
//for mission 7
int m7wood, m7mercury, m7ore, m7sulfur, m7crystal, m7gems, m7gold;
//for mission 8
int m8hero; //hero id
//for mission 9
int m9player; //number; from 0 to 7
std::string firstVisitText, nextVisitText, completedText;
};
struct DLL_EXPORT Sresource
{
std::string resName; //name of this resource
int amount; //it can be greater and lesser than 0
};
struct DLL_EXPORT TimeEvent
{
std::string eventName;
std::string message;
std::vector<Sresource> decIncRes; //decreases / increases of resources
unsigned int whichPlayers; //which players are affected by this event (+1 - first, +2 - second, +4 - third, +8 - fourth etc.)
bool areHumansAffected;
bool areCompsAffected;
int firstAfterNDays; //how many days after appears this event
int nextAfterNDays; //how many days after the epperance before appaers this event
};
struct DLL_EXPORT TerrainTile
{
EterrainType tertype; // type of terrain
unsigned char terview; // look of terrain
Eriver nuine; // type of Eriver (0 if there is no Eriver)
unsigned char rivDir; // direction of Eriver
Eroad malle; // type of Eroad (0 if there is no Eriver)
unsigned char roadDir; // direction of Eroad
unsigned char siodmyTajemniczyBajt; //bitfield, info whether this tile is coastal and how to rotate tile graphics
bool visitable; //false = not visitable; true = visitable
bool blocked; //false = free; true = blocked;
std::vector <CGObjectInstance*> visitableObjects; //pointers to objects hero can visit while being on this tile
std::vector <CGObjectInstance*> blockingObjects; //pointers to objects that are blocking this tile
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tertype & terview & nuine & rivDir & malle &roadDir & siodmyTajemniczyBajt;
}
};
struct DLL_EXPORT SheroName //name of starting hero
{
int heroID;
std::string heroName;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroID & heroName;
}
};
struct DLL_EXPORT PlayerInfo
{
si32 p7, p8, p9;
ui8 canHumanPlay;
ui8 canComputerPlay;
ui32 AITactic; //(00 - random, 01 - warrior, 02 - builder, 03 - explorer)
ui32 allowedFactions; //(01 - castle; 02 - rampart; 04 - tower; 08 - inferno; 16 - necropolis; 32 - dungeon; 64 - stronghold; 128 - fortress; 256 - conflux);
ui8 isFactionRandom;
ui32 mainHeroPortrait; //it's ID of hero with choosen portrait; 255 if standard
std::string mainHeroName;
std::vector<SheroName> heroesNames;
ui8 hasMainTown;
ui8 generateHeroAtMainTown;
int3 posOfMainTown;
ui8 team;
ui8 generateHero;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & p7 & p8 & p9 & canHumanPlay & canComputerPlay & AITactic & allowedFactions & isFactionRandom &
mainHeroPortrait & mainHeroName & heroesNames & hasMainTown & generateHeroAtMainTown &
posOfMainTown & team & generateHero;
}
};
struct DLL_EXPORT LossCondition
{
ElossCon typeOfLossCon;
int3 castlePos;
int3 heroPos;
int timeLimit; // in days
template <typename Handler> void serialize(Handler &h, const int version)
{
h & typeOfLossCon & castlePos & heroPos & timeLimit;
}
};
struct DLL_EXPORT CspecificVictoryConidtions
{
bool allowNormalVictory;
bool appliesToAI;
};
struct DLL_EXPORT VicCon0 : public CspecificVictoryConidtions //acquire artifact
{
int ArtifactID;
};
struct DLL_EXPORT VicCon1 : public CspecificVictoryConidtions //accumulate creatures
{
int monsterID;
int neededQuantity;
};
struct DLL_EXPORT VicCon2 : public CspecificVictoryConidtions // accumulate resources
{
int resourceID;
int neededQuantity;
};
struct DLL_EXPORT VicCon3 : public CspecificVictoryConidtions // upgrade specific town
{
int3 posOfCity;
int councilNeededLevel; //0 - town; 1 - city; 2 - capitol
int fortNeededLevel;// 0 - fort; 1 - citadel; 2 - castle
};
struct DLL_EXPORT VicCon4 : public CspecificVictoryConidtions // build grail structure
{
bool anyLocation;
int3 whereBuildGrail;
};
struct DLL_EXPORT VicCon5 : public CspecificVictoryConidtions // defeat a specific hero
{
int3 locationOfHero;
};
struct DLL_EXPORT VicCon6 : public CspecificVictoryConidtions // capture a specific town
{
int3 locationOfTown;
};
struct DLL_EXPORT VicCon7 : public CspecificVictoryConidtions // defeat a specific monster
{
int3 locationOfMonster;
};
struct DLL_EXPORT VicCona : public CspecificVictoryConidtions //transport specific artifact
{
int artifactID;
int3 destinationPlace;
};
struct DLL_EXPORT Rumor
{
std::string name, text;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & text;
}
};
struct DLL_EXPORT DisposedHero
{
ui32 ID;
ui16 portrait; //0xFF - default
std::string name;
ui8 players; //who can hire this hero (bitfield)
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID & portrait & name & players;
}
};
class DLL_EXPORT CMapEvent
{
public:
std::string name, message;
si32 wood, mercury, ore, sulfur, crystal, gems, gold; //gained / taken resources
ui8 players; //affected players
ui8 humanAffected;
ui8 computerAffected;
ui32 firstOccurence;
ui32 nextOccurence; //after nextOccurance day event will occure; if it it 0, event occures only one time;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & message & wood & mercury & ore & sulfur & crystal & gems & gold
& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
}
};
class DLL_EXPORT CMapHeader
{
public:
Eformat version; // version of map Eformat
bool areAnyPLayers; // if there are any playable players on map
int height, width;
bool twoLevel; // if map has underground level
std::string name; //name of map
std::string description; //and description
int difficulty; // 0 easy - 4 impossible
int levelLimit;
LossCondition lossCondition;
EvictoryConditions victoryCondition; //victory conditions
CspecificVictoryConidtions * vicConDetails; // used only if vistory conditions aren't standard
PlayerInfo players[8]; // info about players
std::vector<int> teams; // teams[i] = team of player no i
int howManyTeams;
CMapHeader(unsigned char *map); //an argument is a reference to string described a map (unpacked)
};
class DLL_EXPORT CMapInfo : public CMapHeader
{
public:
std::string filename;
int playerAmnt, humenPlayers;
CMapInfo(std::string fname, unsigned char *map):CMapHeader(map),filename(fname)
{
playerAmnt=humenPlayers=0;
for (int i=0;i<PLAYER_LIMIT;i++)
{
if (players[i].canHumanPlay) {playerAmnt++;humenPlayers++;}
else if (players[i].canComputerPlay) {playerAmnt++;}
}
};
};
class DLL_EXPORT mapSorter
{
public:
ESortBy sortBy;
bool operator()(const CMapHeader & a, const CMapHeader& b)
{
switch (sortBy)
{
case _format:
return (a.version<b.version);
break;
case _loscon:
return (a.lossCondition.typeOfLossCon<b.lossCondition.typeOfLossCon);
break;
case _playerAm:
int playerAmntB,humenPlayersB,playerAmntA,humenPlayersA;
playerAmntB=humenPlayersB=playerAmntA=humenPlayersA=0;
for (int i=0;i<8;i++)
{
if (a.players[i].canHumanPlay) {playerAmntA++;humenPlayersA++;}
else if (a.players[i].canComputerPlay) {playerAmntA++;}
if (b.players[i].canHumanPlay) {playerAmntB++;humenPlayersB++;}
else if (b.players[i].canComputerPlay) {playerAmntB++;}
}
if (playerAmntB!=playerAmntA)
return (playerAmntA<playerAmntB);
else
return (humenPlayersA<humenPlayersB);
break;
case _size:
return (a.width<b.width);
break;
case _viccon:
return (a.victoryCondition<b.victoryCondition);
break;
case _name:
return (a.name<b.name);
break;
default:
return (a.name<b.name);
break;
}
};
mapSorter(ESortBy es):sortBy(es){};
};
struct DLL_EXPORT Mapa
{
Eformat version; // version of map Eformat
ui32 checksum;
int twoLevel; // if map has underground level
int difficulty; // 0 easy - 4 impossible
int levelLimit;
bool areAnyPLayers; // if there are any playable players on map
std::string name; //name of map
std::string description; //and description
int height, width;
TerrainTile*** terrain;
std::vector<Rumor> rumors;
std::vector<DisposedHero> disposedHeroes;
std::vector<CGHeroInstance*> predefinedHeroes;
std::vector<CGDefInfo *> defy; // list of .def files with definitions from .h3m (may be custom)
std::set<CGDefInfo *> defs; // other defInfos - for randomized objects, objects added or modified by scripts
PlayerInfo players[8]; // info about players
std::vector<int> teams; // teams[i] = team of player no i
LossCondition lossCondition;
EvictoryConditions victoryCondition; //victory conditions
CspecificVictoryConidtions * vicConDetails; // used only if vistory conditions aren't standard
int howManyTeams;
std::vector<bool> allowedSpell; //allowedSpell[spell_ID] - if the spell is allowed
std::vector<bool> allowedArtifact; //allowedArtifact[artifact_ID] - if the artifact is allowed
std::vector<bool> allowedAbilities; //allowedAbilities[ability_ID] - if the ability is allowed
std::vector<bool> allowedHeroes; //allowedHeroes[hero_ID] - if the hero is allowed
std::vector<CMapEvent> events;
std::vector<CGObjectInstance*> objects;
std::vector<CGHeroInstance*> heroes;
std::vector<CGTownInstance*> towns;
void initFromBytes(unsigned char * bufor); //creates map from decompressed .h3m data
void readEvents( unsigned char * bufor, int &i);
void readObjects( unsigned char * bufor, int &i);
void readDefInfo( unsigned char * bufor, int &i);
void readTerrain( unsigned char * bufor, int &i);
void readPredefinedHeroes( unsigned char * bufor, int &i);
void readHeader( unsigned char * bufor, int &i);
void readRumors( unsigned char * bufor, int &i);
void loadViCLossConditions( unsigned char * bufor, int &i);
void loadPlayerInfo( int &pom, unsigned char * bufor, int &i);
void loadHero( CGObjectInstance * &nobj, unsigned char * bufor, int &i);
void loadTown( CGObjectInstance * &nobj, unsigned char * bufor, int &i);
int loadSeerHut( unsigned char * bufor, int i, CGObjectInstance * nobj);
void addBlockVisTiles(CGObjectInstance * obj);
void removeBlockVisTiles(CGObjectInstance * obj);
Mapa(std::string filename); //creates map structure from .h3m file
CGHeroInstance * getHero(int ID, int mode=0);
bool isInTheMap(int3 pos);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & version & name & description & width & height & twoLevel & difficulty & levelLimit & rumors & defy & defs
& players & teams & lossCondition & victoryCondition & howManyTeams & allowedSpell & allowedAbilities
& allowedArtifact &allowedHeroes & events;
//TODO: viccondetails
if(h.saving)
{
//saving terrain
for (int i = 0; i < width ; i++)
for (int j = 0; j < height ; j++)
for (int k = 0; k <= twoLevel ; k++)
h & terrain[i][j][k];
}
else
{
//loading terrain
terrain = new TerrainTile**[width]; // allocate memory
for (int ii=0;ii<width;ii++)
{
terrain[ii] = new TerrainTile*[height]; // allocate memory
for(int jj=0;jj<height;jj++)
terrain[ii][jj] = new TerrainTile[twoLevel+1];
}
for (int i = 0; i < width ; i++)
for (int j = 0; j < height ; j++)
for (int k = 0; k <= twoLevel ; k++)
h & terrain[i][j][k];
}
//TODO: recreate blockvis maps
}
};
#endif //MAPD_H