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			447 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			447 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef __MAP_H__
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| #define __MAP_H__
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| #ifdef _MSC_VER
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| #pragma warning (disable : 4482)
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| #endif
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| #include <cstring>
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| #include <vector>
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| #include <map>
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| #include <set>
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| #include <list>
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| #include "../global.h"
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| #ifndef _MSC_VER
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| #include "../hch/CObjectHandler.h"
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| #include "../hch/CDefObjInfoHandler.h"
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| #endif
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| 
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| /*
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|  * map.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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| 
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| class CGDefInfo;
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| class CGObjectInstance;
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| class CGHeroInstance;
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| class CGCreature;
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| class CQuest;
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| class CGTownInstance;
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| 
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| enum EDefType {TOWN_DEF, HERO_DEF, CREATURES_DEF, SEERHUT_DEF, RESOURCE_DEF, TERRAINOBJ_DEF, 
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| 	EVENTOBJ_DEF, SIGN_DEF, GARRISON_DEF, ARTIFACT_DEF, WITCHHUT_DEF, SCHOLAR_DEF, PLAYERONLY_DEF, 
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| 	SHRINE_DEF, SPELLSCROLL_DEF, PANDORA_DEF, GRAIL_DEF, CREGEN_DEF, CREGEN2_DEF, CREGEN3_DEF, 
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| 	BORDERGUARD_DEF, HEROPLACEHOLDER_DEF};
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| 
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| class DLL_EXPORT CSpecObjInfo
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| {
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| public:
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| 	virtual ~CSpecObjInfo(){};
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| };
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| 
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| class DLL_EXPORT CCreGenObjInfo : public CSpecObjInfo
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| {
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| public:
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| 	unsigned char player; //owner
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| 	bool asCastle;
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| 	ui32 identifier;
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| 	unsigned char castles[2]; //allowed castles
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| };
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| class DLL_EXPORT CCreGen2ObjInfo : public CSpecObjInfo
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| {
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| public:
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| 	unsigned char player; //owner
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| 	bool asCastle;
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| 	ui32 identifier;
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| 	unsigned char castles[2]; //allowed castles
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| 	unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
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| };
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| class DLL_EXPORT CCreGen3ObjInfo : public CSpecObjInfo
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| {
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| public:
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| 	unsigned char player; //owner
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| 	unsigned char minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
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| };
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| struct DLL_EXPORT TerrainTile
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| {
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| 	enum EterrainType {border=-1, dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock};
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| 	enum Eriver {noRiver=0, clearRiver, icyRiver, muddyRiver, lavaRiver};
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| 	enum Eroad {dirtRoad=1, grazvelRoad, cobblestoneRoad};
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| 
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| 	EterrainType tertype; // type of terrain
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| 	unsigned char terview; // look of terrain
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| 	Eriver nuine; // type of Eriver (0 if there is no river)
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| 	unsigned char rivDir; // direction of Eriver
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| 	Eroad malle; // type of Eroad (0 if there is no river)
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| 	unsigned char roadDir; // direction of Eroad
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| 	unsigned char siodmyTajemniczyBajt; //bitfield, info whether this tile is coastal and how to rotate tile graphics
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| 
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| 	bool visitable; //false = not visitable; true = visitable
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| 	bool blocked; //false = free; true = blocked;
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| 
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| 	std::vector <CGObjectInstance*> visitableObjects; //pointers to objects hero can visit while being on this tile
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| 	std::vector <CGObjectInstance*> blockingObjects; //pointers to objects that are blocking this tile
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & tertype & terview & nuine & rivDir & malle &roadDir & siodmyTajemniczyBajt;
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| 
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| 		if(!h.saving)
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| 		{
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| 			visitable = blocked = 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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| 	bool entrableTerrain(const TerrainTile *from = NULL) const; //checks if terrain is not a rock. If from is water/land, same type is also required. 
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| 	bool entrableTerrain(bool allowLand, bool allowSea) const; //checks if terrain is not a rock. If from is water/land, same type is also required. 
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| 	bool isClear(const TerrainTile *from = NULL) const; //checks for blocking objs and terraint type (water / land)
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| };
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| struct DLL_EXPORT SheroName //name of starting hero
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| {
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| 	int heroID;
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| 	std::string heroName;
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| 
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| 	template <typename Handler> 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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| struct DLL_EXPORT PlayerInfo
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| {
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| 	si32 p7, p8, p9;
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| 	ui8 powerPlacehodlers; //q-ty of hero placeholders containing hero type, WARNING: powerPlacehodlers sometimes gives false 0 (eg. even if there is one placeholder), maybe different meaning???
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| 	ui8 canHumanPlay;
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| 	ui8 canComputerPlay;
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| 	ui32 AITactic; //(00 - random, 01 -  warrior, 02 - builder, 03 - explorer)
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| 	ui32 allowedFactions; //(01 - castle; 02 - rampart; 04 - tower; 08 - inferno; 16 - necropolis; 32 - dungeon; 64 - stronghold; 128 - fortress; 256 - conflux);
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| 	ui8 isFactionRandom;
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| 	ui32 mainHeroPortrait; //it's ID of hero with choosen portrait; 255 if standard
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| 	std::string mainHeroName;
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| 	std::vector<SheroName> heroesNames;
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| 	ui8 hasMainTown;
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| 	ui8 generateHeroAtMainTown;
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| 	int3 posOfMainTown;
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| 	ui8 team;
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| 	ui8 generateHero;
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| 
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| 	PlayerInfo(): p7(0), p8(0), p9(0), canHumanPlay(0), canComputerPlay(0),
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| 		AITactic(0), allowedFactions(0), isFactionRandom(0),
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| 		mainHeroPortrait(0), hasMainTown(0), generateHeroAtMainTown(0),
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| 		team(255), generateHero(0) {};
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & p7 & p8 & p9 & 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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| struct DLL_EXPORT LossCondition
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| {
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| 	ElossCon typeOfLossCon;
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| 
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| 	int3 pos;
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| 
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| 	si32 timeLimit; // in days; -1 if not used
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| 	const CGObjectInstance *obj; //set during map parsing: hero/town (depending on typeOfLossCon); NULL if not used
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| 
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| 
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| 	template <typename Handler> 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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| 	LossCondition();
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| };
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| struct DLL_EXPORT CVictoryCondition
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| {
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| 	EvictoryConditions condition; //ID of condition
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| 	ui8 allowNormalVictory, appliesToAI;
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| 
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| 	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)
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| 	si32 ID; //artifact ID (0); monster ID (1); resource ID (2); needed fort level in upgraded town (3); artifact ID (8)
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| 	si32 count; //needed count for creatures (1) / resource (2); upgraded town hall level (3); 
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| 
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| 	const CGObjectInstance *obj; //object of specific monster / city / hero instance (NULL if not used); set during map parsing
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| 
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| 	CVictoryCondition();
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & condition & allowNormalVictory & appliesToAI & pos & ID & count & obj;
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| 	}
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| };
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| 
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| struct DLL_EXPORT Rumor
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| {
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| 	std::string name, text;
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| 
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| 	template <typename Handler> 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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| struct DLL_EXPORT DisposedHero
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| {
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| 	ui32 ID;
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| 	ui16 portrait; //0xFF - default
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| 	std::string name;
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| 	ui8 players; //who can hire this hero (bitfield)
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & ID & portrait & name & players;
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| 	}
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| };
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| 
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| class DLL_EXPORT CMapEvent
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| {
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| public:
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| 	std::string name, message;
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| 	std::vector<si32> resources; //gained / taken resources
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| 	ui8 players; //affected players
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| 	ui8 humanAffected;
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| 	ui8 computerAffected;
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| 	ui32 firstOccurence;
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| 	ui32 nextOccurence; //after nextOccurance day event will occur; if it it 0, event occures only one time;
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| 	template <typename Handler> 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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| 	bool operator<(const CMapEvent &b) const
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| 	{
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| 		return firstOccurence < b.firstOccurence;
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| 	}
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| };
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| class DLL_EXPORT CMapHeader
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| {
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| public:
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| 	enum Eformat {invalid, WoG=0x33, AB=0x15, RoE=0x0e,  SoD=0x1c};
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| 	Eformat version; // version of map Eformat
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| 	ui8 areAnyPLayers; // if there are any playable players on map
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| 	si32 height, width, twoLevel; //sizes
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| 	std::string name;  //name of map
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| 	std::string description;  //and description
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| 	ui8 difficulty; // 0 easy - 4 impossible
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| 	ui8 levelLimit;
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| 	LossCondition lossCondition;
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| 	CVictoryCondition victoryCondition; //victory conditions
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| 	std::vector<PlayerInfo> players; // info about players - size 8
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| 	ui8 howManyTeams;
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| 	std::vector<ui8> allowedHeroes; //allowedHeroes[hero_ID] - if the hero is allowed
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| 	std::vector<ui16> placeholdedHeroes; //ID of types of heroes in placeholders
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| 	void initFromMemory(const unsigned char *bufor, int &i);
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| 	void loadViCLossConditions( const unsigned char * bufor, int &i);
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| 	void loadPlayerInfo( int &pom, const unsigned char * bufor, int &i);
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| 	CMapHeader(const unsigned char *map); //an argument is a reference to string described a map (unpacked)
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| 	CMapHeader();
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| 	virtual ~CMapHeader();
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| 
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| 
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| 	template <typename Handler> 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;
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| 	}
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| };
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| 
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| struct DLL_EXPORT Mapa : public CMapHeader
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| {
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| 	ui32 checksum;
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| 	TerrainTile*** terrain; 
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| 	std::vector<Rumor> rumors;
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| 	std::vector<DisposedHero> disposedHeroes;
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| 	std::vector<CGHeroInstance*> predefinedHeroes;
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| 	std::vector<CGDefInfo *> defy; // list of .def files with definitions from .h3m (may be custom)
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| 	std::vector<ui8> allowedSpell; //allowedSpell[spell_ID] - if the spell is allowed
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| 	std::vector<ui8> allowedArtifact; //allowedArtifact[artifact_ID] - if the artifact is allowed
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| 	std::vector<ui8> allowedAbilities; //allowedAbilities[ability_ID] - if the ability is allowed
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| 	std::list<CMapEvent*> events;
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| 
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| 	int3 grailPos;
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| 	int grailRadious;
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| 
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| 	std::vector<CGObjectInstance*> objects;
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| 	std::vector<CGHeroInstance*> heroes;
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| 	std::vector<CGTownInstance*> towns;
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| 	std::map<ui16, CGCreature*> monsters;
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| 	std::map<ui16, CGHeroInstance*> heroesToBeat;
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| 
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| 	void initFromBytes( const unsigned char * bufor); //creates map from decompressed .h3m data
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| 
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| 	void readEvents( const unsigned char * bufor, int &i);
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| 	void readObjects( const unsigned char * bufor, int &i);
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| 	void loadQuest( CQuest * guard, const unsigned char * bufor, int & i);
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| 	void readDefInfo( const unsigned char * bufor, int &i);
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| 	void readTerrain( const unsigned char * bufor, int &i);
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| 	void readPredefinedHeroes( const unsigned char * bufor, int &i);
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| 	void readHeader( const unsigned char * bufor, int &i);
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| 	void readRumors( const unsigned char * bufor, int &i);
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| 	void loadHero( CGObjectInstance * &nobj, const unsigned char * bufor, int &i);
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| 	void loadTown( CGObjectInstance * &nobj, const unsigned char * bufor, int &i, int subid);
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| 	int loadSeerHut( const unsigned char * bufor, int i, CGObjectInstance *& nobj);
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| 
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| 	void checkForObjectives();
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| 
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| 	void addBlockVisTiles(CGObjectInstance * obj);
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| 	void removeBlockVisTiles(CGObjectInstance * obj, bool total=false);
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| 	Mapa(std::string filename); //creates map structure from .h3m file
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| 	Mapa();
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| 	~Mapa();
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| 	TerrainTile &getTile(int3 tile);
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| 	const TerrainTile &getTile(int3 tile) const;
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| 	CGHeroInstance * getHero(int ID, int mode=0);
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| 	bool isInTheMap(const int3 &pos) const;
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| 	bool isWaterTile(const int3 &pos) const; //out-of-pos safe
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| 	template <typename Handler> 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 & allowedHeroes & events & grailPos;
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| 		h & monsters & heroesToBeat; //hoprfully serialization is now automagical?
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| 
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| 		//TODO: viccondetails
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| 		if(h.saving)
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| 		{
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| 			//saving terrain
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| 			for (int i = 0; i < width ; i++)
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| 				for (int j = 0; j < height ; j++)
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| 					for (int k = 0; k <= twoLevel ; k++)
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| 						h & terrain[i][j][k];
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| 		}
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| 		else
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| 		{
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| 			//loading terrain
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| 			terrain = new TerrainTile**[width]; // allocate memory 
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| 			for (int ii=0;ii<width;ii++)
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| 			{
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| 				terrain[ii] = new TerrainTile*[height]; // allocate memory 
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| 				for(int jj=0;jj<height;jj++)
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| 					terrain[ii][jj] = new TerrainTile[twoLevel+1];
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| 			}
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| 			for (int i = 0; i < width ; i++)
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| 				for (int j = 0; j < height ; j++)
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| 					for (int k = 0; k <= twoLevel ; k++)
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| 						h & terrain[i][j][k];
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| 		}
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| 
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| 		//definfos
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| 		std::vector<CGDefInfo*> defs;
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| 
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| 		if(h.saving) //create vector with all defs used on map
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| 		{
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| 			for(unsigned int i=0; i<objects.size(); i++)
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| 				if(objects[i])
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| 					objects[i]->defInfo->serial = -1; //set serial to serial -1 - indicates that def is not present in defs vector
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| 
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| 			for(unsigned int i=0; i<objects.size(); i++)
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| 			{
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| 				if(!objects[i]) continue;
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| 				CGDefInfo *cur = objects[i]->defInfo;
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| 				if(cur->serial < 0)
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| 				{
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| 					cur->serial = defs.size();
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| 					defs.push_back(cur);
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| 				}
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| 			}
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| 		}
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| 
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| 		h & ((h.saving) ? defs : defy);
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| 
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| 		//objects
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| 		if(h.saving)
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| 		{
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| 			ui32 hlp = objects.size(); 
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| 			h & hlp;
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| 		}
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| 		else
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| 		{
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| 			ui32 hlp;
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| 			h & hlp;
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| 			objects.resize(hlp);
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| 		}
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| 
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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 & CGPyramid::pyramidConfig;
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| 		h & CGObelisk::obeliskCount & CGObelisk::visited;
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| 
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| 		for(unsigned int i=0; i<objects.size(); i++)
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| 		{
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| 			CGObjectInstance *&obj = objects[i];
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| 			h & obj;
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| 
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| 			if (obj)
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| 			{
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| 				si32 shlp;
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| 				//definfo
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| 				h & (h.saving ? (shlp=obj->defInfo->serial) : shlp); //read / write pos of definfo in defs vector
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| 				if(!h.saving)
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| 					obj->defInfo = defy[shlp];
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| 			}
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| 		}
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| 
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| 		if(!h.saving)
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| 		{
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| 
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| 			for(unsigned int i=0; i<objects.size(); i++)
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| 			{
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| 				if(!objects[i]) continue;
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| 				if(objects[i]->ID == HEROI_TYPE)
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| 					heroes.push_back(static_cast<CGHeroInstance*>(objects[i]));
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| 				else if(objects[i]->ID == TOWNI_TYPE)
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| 					towns.push_back(static_cast<CGTownInstance*>(objects[i]));
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| 
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| 				addBlockVisTiles(objects[i]); //recreate blockvis map
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| 			}
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| 			for(unsigned int i=0; i<heroes.size(); i++) //if hero is visiting/garrisoned in town set appropriate pointers
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| 			{
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| 				int3 vistile = heroes[i]->pos; vistile.x++;
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| 				for(unsigned int j=0; j<towns.size(); j++)
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| 				{
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| 					if(vistile == towns[j]->pos) //hero stands on the town entrance
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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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| 
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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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| 
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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 != TerrainTile::water) continue;
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| 				//hero stands on the water - he must be in the boat
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| 				for(unsigned int j = 0; j < t.visitableObjects.size(); j++)
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| 				{
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| 					if(t.visitableObjects[j]->ID == 8)
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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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| 			} //heroes loop
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| 		} //!saving
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| 	}
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| };
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| #endif // __MAP_H__
 |