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vcmi/lib/map.h
Michał W. Urbańczyk b4070c6b3e Third part of GUI reorganization:
* Rewritten pregame
* FNT fonts support
* Several additions to GUI system. 

Changes are significant, some things may be broken.
2009-08-17 08:50:31 +00:00

483 lines
14 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 <list>
#include "../global.h"
#ifndef _MSC_VER
#include "../hch/CObjectHandler.h"
#include "../hch/CDefObjInfoHandler.h"
#endif
/*
* map.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CGDefInfo;
class CGObjectInstance;
class CGHeroInstance;
class CQuest;
class CGTownInstance;
enum ESortBy{_playerAm, _size, _format, _name, _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 TerrainTile
{
enum EterrainType {border=-1, dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock};
enum Eriver {noRiver=0, clearRiver, icyRiver, muddyRiver, lavaRiver};
enum Eroad {dirtRoad=1, grazvelRoad, cobblestoneRoad};
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;
if(!h.saving)
{
visitable = blocked = false;
//these flags (and obj vectors) will be restored in map serialization
}
}
};
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;
PlayerInfo(): p7(0), p8(0), p9(0), canHumanPlay(0), canComputerPlay(0),
AITactic(0), allowedFactions(0), isFactionRandom(0),
mainHeroPortrait(0), hasMainTown(0), generateHeroAtMainTown(0),
team(0), generateHero(0) {};
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 CVictoryCondition
{
EvictoryConditions condition; //ID of condition
ui8 allowNormalVictory, appliesToAI;
int3 pos; //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)
ui32 ID; //artifact ID (0); monster ID (1); resource ID (2); needed fort level in upgraded town (3); artifact ID (8)
ui32 count; //needed count for creatures (1) / resource (2); upgraded town hall level (3);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & condition & allowNormalVictory & appliesToAI & pos & ID & count;
}
};
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;
std::vector<si32> resources; //gained / taken resources
ui8 players; //affected players
ui8 humanAffected;
ui8 computerAffected;
ui32 firstOccurence;
ui32 nextOccurence; //after nextOccurance day event will occur; if it it 0, event occures only one time;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & message & resources
& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
}
bool operator<(const CMapEvent &b) const
{
return firstOccurence < b.firstOccurence;
}
};
class DLL_EXPORT CMapHeader
{
public:
enum Eformat {invalid, WoG=0x33, AB=0x15, RoE=0x0e, SoD=0x1c};
Eformat version; // version of map Eformat
ui8 areAnyPLayers; // if there are any playable players on map
si32 height, width, twoLevel; //sizes
std::string name; //name of map
std::string description; //and description
ui8 difficulty; // 0 easy - 4 impossible
ui8 levelLimit;
LossCondition lossCondition;
CVictoryCondition victoryCondition; //victory conditions
std::vector<PlayerInfo> players; // info about players - size 8
std::vector<ui8> teams; // teams[i] = team of player no i
ui8 howManyTeams;
std::vector<ui8> allowedHeroes; //allowedHeroes[hero_ID] - if the hero is allowed
void initFromMemory(unsigned char *bufor, int &i);
void loadViCLossConditions( unsigned char * bufor, int &i);
void loadPlayerInfo( int &pom, unsigned char * bufor, int &i);
CMapHeader(unsigned char *map); //an argument is a reference to string described a map (unpacked)
CMapHeader();
template <typename Handler> void serialize(Handler &h, const int Version)
{
h & version & name & description & width & height & twoLevel & difficulty & levelLimit & areAnyPLayers;
h & players & teams & lossCondition & victoryCondition & howManyTeams;
}
};
class DLL_EXPORT CMapInfo : public CMapHeader
{
public:
ui8 seldiff; //selected difficulty (only in saved games)
std::string filename;
std::string date;
int playerAmnt, humenPlayers;
CMapInfo();
CMapInfo(const std::string &fname, unsigned char *map);
void init(const std::string &fname, unsigned char *map);
void countPlayers();
};
class DLL_EXPORT mapSorter
{
public:
ESortBy sortBy;
bool operator()(CMapHeader *a, 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.condition < b->victoryCondition.condition);
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 : public CMapHeader
{
ui32 checksum;
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::vector<ui8> allowedSpell; //allowedSpell[spell_ID] - if the spell is allowed
std::vector<ui8> allowedArtifact; //allowedArtifact[artifact_ID] - if the artifact is allowed
std::vector<ui8> allowedAbilities; //allowedAbilities[ability_ID] - if the ability is allowed
std::list<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 loadQuest( CQuest * guard, 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 loadHero( CGObjectInstance * &nobj, unsigned char * bufor, int &i);
void loadTown( CGObjectInstance * &nobj, unsigned char * bufor, int &i, int subid);
int loadSeerHut( unsigned char * bufor, int i, CGObjectInstance *& nobj);
void addBlockVisTiles(CGObjectInstance * obj);
void removeBlockVisTiles(CGObjectInstance * obj, bool total=false);
Mapa(std::string filename); //creates map structure from .h3m file
Mapa();
~Mapa();
TerrainTile &getTile(int3 tile);
const TerrainTile &getTile(int3 tile) const;
CGHeroInstance * getHero(int ID, int mode=0);
bool isInTheMap(int3 pos) const;
bool isWaterTile(int3 pos) const; //out-of-pos safe
template <typename Handler> void serialize(Handler &h, const int formatVersion)
{
h & static_cast<CMapHeader&>(*this);
h & rumors & allowedSpell & allowedAbilities & allowedArtifact & allowedHeroes & events & grailPos;
//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];
}
//definfos
std::vector<CGDefInfo*> defs;
if(h.saving) //create vector with all defs used on map
{
for(int i=0; i<objects.size(); i++)
if(objects[i])
objects[i]->defInfo->serial = -1; //set serial to serial -1 - indicates that def is not present in defs vector
for(int i=0; i<objects.size(); i++)
{
if(!objects[i]) continue;
CGDefInfo *cur = objects[i]->defInfo;
if(cur->serial < 0)
{
cur->serial = defs.size();
defs.push_back(cur);
}
}
}
h & ((h.saving) ? defs : defy);
//objects
if(h.saving)
{
ui32 hlp = objects.size();
h & hlp;
}
else
{
ui32 hlp;
h & hlp;
objects.resize(hlp);
}
h & CGTeleport::objs;
h & CGKeys::playerKeyMap;
h & CGMagi::eyelist;
for(int i=0; i<objects.size(); i++)
{
CGObjectInstance *&obj = objects[i];
h & obj;
if (obj)
{
si32 shlp;
//definfo
h & (h.saving ? (shlp=obj->defInfo->serial) : shlp); //read / write pos of definfo in defs vector
if(!h.saving)
obj->defInfo = defy[shlp];
}
}
if(!h.saving)
{
for(int i=0; i<objects.size(); i++)
{
if(!objects[i]) continue;
if(objects[i]->ID == HEROI_TYPE)
heroes.push_back(static_cast<CGHeroInstance*>(objects[i]));
else if(objects[i]->ID == TOWNI_TYPE)
towns.push_back(static_cast<CGTownInstance*>(objects[i]));
addBlockVisTiles(objects[i]); //recreate blockvis map
}
for(int i=0; i<heroes.size(); i++) //if hero is visiting/garrisoned in town set appropriate pointers
{
int3 vistile = heroes[i]->pos; vistile.x++;
for(int j=0; j<towns.size(); j++)
{
if(vistile == towns[j]->pos) //hero stands on the town entrance
{
if(heroes[i]->inTownGarrison)
{
towns[j]->garrisonHero = heroes[i];
removeBlockVisTiles(heroes[i]);
}
else
{
towns[j]->visitingHero = heroes[i];
}
heroes[i]->visitedTown = towns[j];
break;
}
}
vistile.x -= 2; //manifest pos
const TerrainTile &t = getTile(vistile);
if(t.tertype != TerrainTile::water) continue;
//hero stands on the water - he must be in the boat
for(int j = 0; j < t.visitableObjects.size(); j++)
{
if(t.visitableObjects[j]->ID == 8)
{
CGBoat *b = static_cast<CGBoat *>(t.visitableObjects[j]);
heroes[i]->boat = b;
b->hero = heroes[i];
removeBlockVisTiles(b);
break;
}
}
} //heroes loop
} //!saving
}
};
#endif // __MAP_H__