mirror of
https://github.com/vcmi/vcmi.git
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308 lines
8.7 KiB
C++
308 lines
8.7 KiB
C++
/*
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* CMapHeader.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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#pragma once
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#include "../constants/EntityIdentifiers.h"
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#include "../constants/Enumerations.h"
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#include "../constants/VariantIdentifier.h"
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#include "../modding/ModVerificationInfo.h"
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#include "../serializer/Serializeable.h"
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#include "../LogicalExpression.h"
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#include "../int3.h"
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#include "../MetaString.h"
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#include "../CGeneralTextHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGObjectInstance;
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enum class EMapFormat : uint8_t;
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/// The hero name struct consists of the hero id and the hero name.
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struct DLL_LINKAGE SHeroName
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{
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SHeroName();
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HeroTypeID heroId;
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std::string heroName;
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template <typename Handler>
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void serialize(Handler & h)
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{
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h & heroId;
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h & heroName;
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}
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};
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/// The player info constains data about which factions are allowed, AI tactical settings,
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/// the main hero name, where to generate the hero, whether the faction should be selected randomly,...
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struct DLL_LINKAGE PlayerInfo
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{
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PlayerInfo();
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/// Gets the default faction id or -1 for a random faction.
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FactionID defaultCastle() const;
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/// Gets the default hero id or -1 for a random hero.
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HeroTypeID defaultHero() const;
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bool canAnyonePlay() const;
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bool hasCustomMainHero() const;
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bool canHumanPlay;
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bool canComputerPlay;
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EAiTactic aiTactic; /// The default value is EAiTactic::RANDOM.
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std::set<FactionID> allowedFactions;
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bool isFactionRandom;
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///main hero instance (VCMI maps only)
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std::string mainHeroInstance;
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/// Player has a random main hero
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bool hasRandomHero;
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/// The default value is -1.
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HeroTypeID mainCustomHeroPortrait;
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std::string mainCustomHeroNameTextId;
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/// ID of custom hero (only if portrait and hero name are set, otherwise unpredicted value), -1 if none (not always -1)
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HeroTypeID mainCustomHeroId;
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std::vector<SHeroName> heroesNames; /// list of placed heroes on the map
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bool hasMainTown; /// The default value is false.
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bool generateHeroAtMainTown; /// The default value is false.
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int3 posOfMainTown;
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TeamID team; /// The default value NO_TEAM
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template <typename Handler>
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void serialize(Handler & h)
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{
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h & hasRandomHero;
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h & mainCustomHeroId;
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h & canHumanPlay;
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h & canComputerPlay;
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h & aiTactic;
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h & allowedFactions;
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h & isFactionRandom;
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h & mainCustomHeroPortrait;
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h & mainCustomHeroNameTextId;
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h & heroesNames;
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h & hasMainTown;
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h & generateHeroAtMainTown;
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h & posOfMainTown;
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h & team;
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h & mainHeroInstance;
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}
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};
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/// The loss condition describes the condition to lose the game. (e.g. lose all own heroes/castles)
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struct DLL_LINKAGE EventCondition
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{
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enum EWinLoseType {
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HAVE_ARTIFACT, // type - required artifact
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HAVE_CREATURES, // type - creatures to collect, value - amount to collect
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HAVE_RESOURCES, // type - resource ID, value - amount to collect
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HAVE_BUILDING, // position - town, optional, type - building to build
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CONTROL, // position - position of object, optional, type - type of object
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DESTROY, // position - position of object, optional, type - type of object
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TRANSPORT, // position - where artifact should be transported, type - type of artifact
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DAYS_PASSED, // value - number of days from start of the game
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IS_HUMAN, // value - 0 = player is AI, 1 = player is human
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DAYS_WITHOUT_TOWN, // value - how long player can live without town, 0=instakill
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STANDARD_WIN, // normal defeat all enemies condition
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CONST_VALUE, // condition that always evaluates to "value" (0 = false, 1 = true)
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};
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using TargetTypeID = VariantIdentifier<ArtifactID, CreatureID, GameResID, BuildingID, MapObjectID>;
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EventCondition(EWinLoseType condition = STANDARD_WIN);
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EventCondition(EWinLoseType condition, si32 value, TargetTypeID objectType, const int3 & position = int3(-1, -1, -1));
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ObjectInstanceID objectID; // object that was at specified position or with instance name on start
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si32 value;
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TargetTypeID objectType;
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std::string objectInstanceName;
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int3 position;
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EWinLoseType condition;
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template <typename Handler>
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void serialize(Handler & h)
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{
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h & objectID;
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h & value;
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h & objectType;
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h & position;
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h & condition;
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h & objectInstanceName;
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}
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};
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using EventExpression = LogicalExpression<EventCondition>;
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struct DLL_LINKAGE EventEffect
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{
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enum EType
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{
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VICTORY,
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DEFEAT
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};
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/// effect type, using EType enum
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si8 type;
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/// message that will be sent to other players
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MetaString toOtherMessage;
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template <typename Handler>
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void serialize(Handler & h)
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{
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h & type;
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h & toOtherMessage;
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}
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};
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struct DLL_LINKAGE TriggeredEvent
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{
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/// base condition that must be evaluated
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EventExpression trigger;
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/// string identifier read from config file (e.g. captureKreelah)
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std::string identifier;
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/// string-description, for use in UI (capture town to win)
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MetaString description;
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/// Message that will be displayed when this event is triggered (You captured town. You won!)
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MetaString onFulfill;
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/// Effect of this event. TODO: refactor into something more flexible
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EventEffect effect;
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template <typename Handler>
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void serialize(Handler & h)
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{
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h & identifier;
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h & trigger;
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h & description;
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h & onFulfill;
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h & effect;
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}
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};
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enum class EMapDifficulty : uint8_t
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{
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EASY = 0,
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NORMAL = 1,
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HARD = 2,
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EXPERT = 3,
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IMPOSSIBLE = 4
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};
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/// The map header holds information about loss/victory condition,map format, version, players, height, width,...
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class DLL_LINKAGE CMapHeader: public Serializeable
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{
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void setupEvents();
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public:
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static constexpr int MAP_SIZE_SMALL = 36;
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static constexpr int MAP_SIZE_MIDDLE = 72;
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static constexpr int MAP_SIZE_LARGE = 108;
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static constexpr int MAP_SIZE_XLARGE = 144;
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static constexpr int MAP_SIZE_HUGE = 180;
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static constexpr int MAP_SIZE_XHUGE = 216;
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static constexpr int MAP_SIZE_GIANT = 252;
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CMapHeader();
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virtual ~CMapHeader();
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ui8 levels() const;
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EMapFormat version; /// The default value is EMapFormat::SOD.
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ModCompatibilityInfo mods; /// set of mods required to play a map
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si32 height; /// The default value is 72.
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si32 width; /// The default value is 72.
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bool twoLevel; /// The default value is true.
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MetaString name;
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MetaString description;
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EMapDifficulty difficulty;
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MetaString author;
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MetaString authorContact;
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MetaString mapVersion;
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std::time_t creationDateTime;
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/// Specifies the maximum level to reach for a hero. A value of 0 states that there is no
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/// maximum level for heroes. This is the default value.
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ui8 levelLimit;
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MetaString victoryMessage;
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MetaString defeatMessage;
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ui16 victoryIconIndex;
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ui16 defeatIconIndex;
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std::vector<PlayerInfo> players; /// The default size of the vector is PlayerColor::PLAYER_LIMIT.
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ui8 howManyTeams;
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std::set<HeroTypeID> allowedHeroes;
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std::set<HeroTypeID> reservedCampaignHeroes; /// Heroes that have placeholders in this map and are reserved for campaign
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bool areAnyPlayers; /// Unused. True if there are any playable players on the map.
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/// "main quests" of the map that describe victory and loss conditions
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std::vector<TriggeredEvent> triggeredEvents;
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/// translations for map to be transferred over network
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JsonNode translations;
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TextContainerRegistrable texts;
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void registerMapStrings();
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template <typename Handler>
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void serialize(Handler & h)
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{
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h & texts;
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h & version;
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h & mods;
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h & name;
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h & description;
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if (h.version >= Handler::Version::MAP_FORMAT_ADDITIONAL_INFOS)
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{
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h & author;
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h & authorContact;
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h & mapVersion;
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h & creationDateTime;
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}
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h & width;
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h & height;
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h & twoLevel;
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// FIXME: we should serialize enum's according to their underlying type
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// should be fixed when we are making breaking change to save compatibility
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static_assert(Handler::Version::MINIMAL < Handler::Version::RELEASE_143);
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uint8_t difficultyInteger = static_cast<uint8_t>(difficulty);
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h & difficultyInteger;
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difficulty = static_cast<EMapDifficulty>(difficultyInteger);
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h & levelLimit;
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h & areAnyPlayers;
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h & players;
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h & howManyTeams;
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h & allowedHeroes;
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h & reservedCampaignHeroes;
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//Do not serialize triggeredEvents in header as they can contain information about heroes and armies
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h & victoryMessage;
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h & victoryIconIndex;
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h & defeatMessage;
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h & defeatIconIndex;
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h & translations;
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if(!h.saving)
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registerMapStrings();
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}
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};
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/// wrapper functions to register string into the map and stores its translation
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std::string DLL_LINKAGE mapRegisterLocalizedString(const std::string & modContext, CMapHeader & mapHeader, const TextIdentifier & UID, const std::string & localized);
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std::string DLL_LINKAGE mapRegisterLocalizedString(const std::string & modContext, CMapHeader & mapHeader, const TextIdentifier & UID, const std::string & localized, const std::string & language);
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VCMI_LIB_NAMESPACE_END
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