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vcmi/map.h
2008-12-26 01:15:47 +00:00

391 lines
12 KiB
C++

#ifndef __MAP_H__
#define __MAP_H__
#ifdef _MSC_VER
#pragma warning (disable : 4482)
#endif
#include <cstring>
#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
{
public:
virtual ~CSpecObjInfo(){};
};
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>
};
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;
int3 grailPos;
int grailRadious;
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 // __MAP_H__