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vcmi/lib/mapping/CMap.cpp
Ivan Savenko f7b27da00e Implemented support for "coast visitable" objects:
- objects marked as coast visitable can be visited from land even when
placed in water
- added isBlockedVisitable and isCoastVisitable method to
CGObjectInstance
- implemented json config for these properties in banks
2023-06-25 17:42:33 +03:00

578 lines
15 KiB
C++

/*
* CMap.cpp, 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
*
*/
#include "StdInc.h"
#include "CMap.h"
#include "../CArtHandler.h"
#include "../VCMI_Lib.h"
#include "../CCreatureHandler.h"
#include "../CTownHandler.h"
#include "../CHeroHandler.h"
#include "../RiverHandler.h"
#include "../RoadHandler.h"
#include "../TerrainHandler.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/ObjectTemplate.h"
#include "../CGeneralTextHandler.h"
#include "../spells/CSpellHandler.h"
#include "../CSkillHandler.h"
#include "CMapEditManager.h"
#include "CMapOperation.h"
#include "../serializer/JsonSerializeFormat.h"
VCMI_LIB_NAMESPACE_BEGIN
void Rumor::serializeJson(JsonSerializeFormat & handler)
{
handler.serializeString("name", name);
handler.serializeString("text", text);
}
DisposedHero::DisposedHero() : heroId(0), portrait(255), players(0)
{
}
CMapEvent::CMapEvent() : players(0), humanAffected(0), computerAffected(0),
firstOccurence(0), nextOccurence(0)
{
}
bool CMapEvent::earlierThan(const CMapEvent & other) const
{
return firstOccurence < other.firstOccurence;
}
bool CMapEvent::earlierThanOrEqual(const CMapEvent & other) const
{
return firstOccurence <= other.firstOccurence;
}
CCastleEvent::CCastleEvent() : town(nullptr)
{
}
TerrainTile::TerrainTile():
terType(nullptr),
terView(0),
riverType(VLC->riverTypeHandler->getById(River::NO_RIVER)),
riverDir(0),
roadType(VLC->roadTypeHandler->getById(Road::NO_ROAD)),
roadDir(0),
extTileFlags(0),
visitable(false),
blocked(false)
{
}
bool TerrainTile::entrableTerrain(const TerrainTile * from) const
{
return entrableTerrain(from ? from->terType->isLand() : true, from ? from->terType->isWater() : true);
}
bool TerrainTile::entrableTerrain(bool allowLand, bool allowSea) const
{
return terType->isPassable()
&& ((allowSea && terType->isWater()) || (allowLand && terType->isLand()));
}
bool TerrainTile::isClear(const TerrainTile * from) const
{
return entrableTerrain(from) && !blocked;
}
Obj TerrainTile::topVisitableId(bool excludeTop) const
{
return topVisitableObj(excludeTop) ? topVisitableObj(excludeTop)->ID : Obj(Obj::NO_OBJ);
}
CGObjectInstance * TerrainTile::topVisitableObj(bool excludeTop) const
{
if(visitableObjects.empty() || (excludeTop && visitableObjects.size() == 1))
return nullptr;
if(excludeTop)
return visitableObjects[visitableObjects.size()-2];
return visitableObjects.back();
}
EDiggingStatus TerrainTile::getDiggingStatus(const bool excludeTop) const
{
if(terType->isWater() || !terType->isPassable())
return EDiggingStatus::WRONG_TERRAIN;
int allowedBlocked = excludeTop ? 1 : 0;
if(blockingObjects.size() > allowedBlocked || topVisitableObj(excludeTop))
return EDiggingStatus::TILE_OCCUPIED;
else
return EDiggingStatus::CAN_DIG;
}
bool TerrainTile::hasFavorableWinds() const
{
return extTileFlags & 128;
}
bool TerrainTile::isWater() const
{
return terType->isWater();
}
CMap::CMap()
: checksum(0)
, grailPos(-1, -1, -1)
, grailRadius(0)
, uidCounter(0)
{
allHeroes.resize(allowedHeroes.size());
allowedAbilities = VLC->skillh->getDefaultAllowed();
allowedArtifact = VLC->arth->getDefaultAllowed();
allowedSpell = VLC->spellh->getDefaultAllowed();
}
CMap::~CMap()
{
getEditManager()->getUndoManager().clearAll();
for(auto obj : objects)
obj.dellNull();
for(auto quest : quests)
quest.dellNull();
resetStaticData();
}
void CMap::removeBlockVisTiles(CGObjectInstance * obj, bool total)
{
const int zVal = obj->pos.z;
for(int fx = 0; fx < obj->getWidth(); ++fx)
{
int xVal = obj->pos.x - fx;
for(int fy = 0; fy < obj->getHeight(); ++fy)
{
int yVal = obj->pos.y - fy;
if(xVal>=0 && xVal < width && yVal>=0 && yVal < height)
{
TerrainTile & curt = terrain[zVal][xVal][yVal];
if(total || obj->visitableAt(xVal, yVal))
{
curt.visitableObjects -= obj;
curt.visitable = curt.visitableObjects.size();
}
if(total || obj->blockingAt(xVal, yVal))
{
curt.blockingObjects -= obj;
curt.blocked = curt.blockingObjects.size();
}
}
}
}
}
void CMap::addBlockVisTiles(CGObjectInstance * obj)
{
const int zVal = obj->pos.z;
for(int fx = 0; fx < obj->getWidth(); ++fx)
{
int xVal = obj->pos.x - fx;
for(int fy = 0; fy < obj->getHeight(); ++fy)
{
int yVal = obj->pos.y - fy;
if(xVal>=0 && xVal < width && yVal >= 0 && yVal < height)
{
TerrainTile & curt = terrain[zVal][xVal][yVal];
if(obj->visitableAt(xVal, yVal))
{
curt.visitableObjects.push_back(obj);
curt.visitable = true;
}
if(obj->blockingAt(xVal, yVal))
{
curt.blockingObjects.push_back(obj);
curt.blocked = true;
}
}
}
}
}
void CMap::calculateGuardingGreaturePositions()
{
int levels = twoLevel ? 2 : 1;
for(int z = 0; z < levels; z++)
{
for(int x = 0; x < width; x++)
{
for(int y = 0; y < height; y++)
{
guardingCreaturePositions[z][x][y] = guardingCreaturePosition(int3(x, y, z));
}
}
}
}
CGHeroInstance * CMap::getHero(int heroID)
{
for(auto & elem : heroesOnMap)
if(elem->subID == heroID)
return elem;
return nullptr;
}
bool CMap::isCoastalTile(const int3 & pos) const
{
//todo: refactoring: extract neighbor tile iterator and use it in GameState
static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
if(!isInTheMap(pos))
{
logGlobal->error("Coastal check outside of map: %s", pos.toString());
return false;
}
if(isWaterTile(pos))
return false;
for(const auto & dir : dirs)
{
const int3 hlp = pos + dir;
if(!isInTheMap(hlp))
continue;
const TerrainTile &hlpt = getTile(hlp);
if(hlpt.isWater())
return true;
}
return false;
}
bool CMap::isInTheMap(const int3 & pos) const
{
return pos.x >= 0 && pos.y >= 0 && pos.z >= 0 && pos.x < width && pos.y < height && pos.z <= (twoLevel ? 1 : 0);
}
TerrainTile & CMap::getTile(const int3 & tile)
{
assert(isInTheMap(tile));
return terrain[tile.z][tile.x][tile.y];
}
const TerrainTile & CMap::getTile(const int3 & tile) const
{
assert(isInTheMap(tile));
return terrain[tile.z][tile.x][tile.y];
}
bool CMap::isWaterTile(const int3 &pos) const
{
return isInTheMap(pos) && getTile(pos).isWater();
}
bool CMap::canMoveBetween(const int3 &src, const int3 &dst) const
{
const TerrainTile * dstTile = &getTile(dst);
const TerrainTile * srcTile = &getTile(src);
return checkForVisitableDir(src, dstTile, dst) && checkForVisitableDir(dst, srcTile, src);
}
bool CMap::checkForVisitableDir(const int3 & src, const TerrainTile * pom, const int3 & dst) const
{
if (!pom->entrableTerrain()) //rock is never accessible
return false;
for(auto * obj : pom->visitableObjects) //checking destination tile
{
if(!vstd::contains(pom->blockingObjects, obj)) //this visitable object is not blocking, ignore
continue;
if (!obj->appearance->isVisitableFrom(src.x - dst.x, src.y - dst.y))
return false;
}
return true;
}
int3 CMap::guardingCreaturePosition (int3 pos) const
{
const int3 originalPos = pos;
// Give monster at position priority.
if (!isInTheMap(pos))
return int3(-1, -1, -1);
const TerrainTile &posTile = getTile(pos);
if (posTile.visitable)
{
for (CGObjectInstance* obj : posTile.visitableObjects)
{
if(obj->isBlockedVisitable())
{
if (obj->ID == Obj::MONSTER) // Monster
return pos;
else
return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
}
}
}
// See if there are any monsters adjacent.
bool water = posTile.isWater();
pos -= int3(1, 1, 0); // Start with top left.
for (int dx = 0; dx < 3; dx++)
{
for (int dy = 0; dy < 3; dy++)
{
if (isInTheMap(pos))
{
const auto & tile = getTile(pos);
if (tile.visitable && (tile.isWater() == water))
{
for (CGObjectInstance* obj : tile.visitableObjects)
{
if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &posTile, originalPos)) // Monster being able to attack investigated tile
{
return pos;
}
}
}
}
pos.y++;
}
pos.y -= 3;
pos.x++;
}
return int3(-1, -1, -1);
}
const CGObjectInstance * CMap::getObjectiveObjectFrom(const int3 & pos, Obj::EObj type)
{
for (CGObjectInstance * object : getTile(pos).visitableObjects)
{
if (object->ID == type)
return object;
}
// There is weird bug because of which sometimes heroes will not be found properly despite having correct position
// Try to workaround that and find closest object that we can use
logGlobal->error("Failed to find object of type %d at %s", static_cast<int>(type), pos.toString());
logGlobal->error("Will try to find closest matching object");
CGObjectInstance * bestMatch = nullptr;
for (CGObjectInstance * object : objects)
{
if (object && object->ID == type)
{
if (bestMatch == nullptr)
bestMatch = object;
else
{
if (object->pos.dist2dSQ(pos) < bestMatch->pos.dist2dSQ(pos))
bestMatch = object;// closer than one we already found
}
}
}
assert(bestMatch != nullptr); // if this happens - victory conditions or map itself is very, very broken
logGlobal->error("Will use %s from %s", bestMatch->getObjectName(), bestMatch->pos.toString());
return bestMatch;
}
void CMap::checkForObjectives()
{
// NOTE: probably should be moved to MapFormatH3M.cpp
for (TriggeredEvent & event : triggeredEvents)
{
auto patcher = [&](EventCondition cond) -> EventExpression::Variant
{
switch (cond.condition)
{
case EventCondition::HAVE_ARTIFACT:
event.onFulfill.replaceTextID(VLC->artifacts()->getByIndex(cond.objectType)->getNameTextID());
break;
case EventCondition::HAVE_CREATURES:
event.onFulfill.replaceTextID(VLC->creatures()->getByIndex(cond.objectType)->getNameSingularTextID());
event.onFulfill.replaceNumber(cond.value);
break;
case EventCondition::HAVE_RESOURCES:
event.onFulfill.replaceLocalString(EMetaText::RES_NAMES, cond.objectType);
event.onFulfill.replaceNumber(cond.value);
break;
case EventCondition::HAVE_BUILDING:
if (isInTheMap(cond.position))
cond.object = getObjectiveObjectFrom(cond.position, Obj::TOWN);
break;
case EventCondition::CONTROL:
if (isInTheMap(cond.position))
cond.object = getObjectiveObjectFrom(cond.position, static_cast<Obj::EObj>(cond.objectType));
if (cond.object)
{
const auto * town = dynamic_cast<const CGTownInstance *>(cond.object);
if (town)
event.onFulfill.replaceRawString(town->getNameTranslated());
const auto * hero = dynamic_cast<const CGHeroInstance *>(cond.object);
if (hero)
event.onFulfill.replaceRawString(hero->getNameTranslated());
}
break;
case EventCondition::DESTROY:
if (isInTheMap(cond.position))
cond.object = getObjectiveObjectFrom(cond.position, static_cast<Obj::EObj>(cond.objectType));
if (cond.object)
{
const auto * hero = dynamic_cast<const CGHeroInstance *>(cond.object);
if (hero)
event.onFulfill.replaceRawString(hero->getNameTranslated());
}
break;
case EventCondition::TRANSPORT:
cond.object = getObjectiveObjectFrom(cond.position, Obj::TOWN);
break;
//break; case EventCondition::DAYS_PASSED:
//break; case EventCondition::IS_HUMAN:
//break; case EventCondition::DAYS_WITHOUT_TOWN:
//break; case EventCondition::STANDARD_WIN:
//TODO: support new condition format
case EventCondition::HAVE_0:
break;
case EventCondition::DESTROY_0:
break;
case EventCondition::HAVE_BUILDING_0:
break;
}
return cond;
};
event.trigger = event.trigger.morph(patcher);
}
}
void CMap::addNewArtifactInstance(CArtifactInstance * art)
{
art->id = ArtifactInstanceID(static_cast<si32>(artInstances.size()));
artInstances.emplace_back(art);
}
void CMap::eraseArtifactInstance(CArtifactInstance * art)
{
//TODO: handle for artifacts removed in map editor
assert(artInstances[art->id.getNum()] == art);
artInstances[art->id.getNum()].dellNull();
}
void CMap::addNewQuestInstance(CQuest* quest)
{
quest->qid = static_cast<si32>(quests.size());
quests.emplace_back(quest);
}
void CMap::removeQuestInstance(CQuest * quest)
{
//TODO: should be called only by map editor.
//During game, completed quests or quests from removed objects stay forever
//Shift indexes
auto iter = std::next(quests.begin(), quest->qid);
iter = quests.erase(iter);
for (int i = quest->qid; iter != quests.end(); ++i, ++iter)
{
(*iter)->qid = i;
}
}
void CMap::setUniqueInstanceName(CGObjectInstance * obj)
{
//this gives object unique name even if objects are removed later
auto uid = uidCounter++;
boost::format fmt("%s_%d");
fmt % obj->typeName % uid;
obj->instanceName = fmt.str();
}
void CMap::addNewObject(CGObjectInstance * obj)
{
if(obj->id != ObjectInstanceID(static_cast<si32>(objects.size())))
throw std::runtime_error("Invalid object instance id");
if(obj->instanceName.empty())
throw std::runtime_error("Object instance name missing");
if (vstd::contains(instanceNames, obj->instanceName))
throw std::runtime_error("Object instance name duplicated: "+obj->instanceName);
objects.emplace_back(obj);
instanceNames[obj->instanceName] = obj;
addBlockVisTiles(obj);
//TODO: how about defeated heroes recruited again?
obj->afterAddToMap(this);
}
void CMap::moveObject(CGObjectInstance * obj, const int3 & pos)
{
removeBlockVisTiles(obj);
obj->pos = pos;
addBlockVisTiles(obj);
}
void CMap::removeObject(CGObjectInstance * obj)
{
removeBlockVisTiles(obj);
instanceNames.erase(obj->instanceName);
//update indeces
auto iter = std::next(objects.begin(), obj->id.getNum());
iter = objects.erase(iter);
for(int i = obj->id.getNum(); iter != objects.end(); ++i, ++iter)
{
(*iter)->id = ObjectInstanceID(i);
}
obj->afterRemoveFromMap(this);
//TOOD: Clean artifact instances (mostly worn by hero?) and quests related to this object
}
void CMap::initTerrain()
{
terrain.resize(boost::extents[levels()][width][height]);
guardingCreaturePositions.resize(boost::extents[levels()][width][height]);
}
CMapEditManager * CMap::getEditManager()
{
if(!editManager) editManager = std::make_unique<CMapEditManager>(this);
return editManager.get();
}
void CMap::resetStaticData()
{
CGKeys::reset();
CGMagi::reset();
CGObelisk::reset();
CGTownInstance::reset();
}
VCMI_LIB_NAMESPACE_END