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/*! \file gamemap.h
\brief Definition of THE central asc class: GameMap
*/
/***************************************************************************
gamemap.h - description
-------------------
begin : Tue Feb 17 2001
copyright : (C) 2001 by Martin Bickel
email : bickel@asc-hq.org
***************************************************************************/
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
#ifndef gamemapH
#define gamemapH
#include <vector>
#include <time.h>
#include "typen.h"
#include "baseaiinterface.h"
#include "vehicle.h"
#include "buildings.h"
#include "basestrm.h"
#include "messages.h"
#include "research.h"
#include "password.h"
#ifdef WEATHERGENERATOR
# include "weatherarea.h"
#endif
#include "objects.h"
#include "mapfield.h"
#include "networkinterface.h"
#include "player.h"
#include "actions/actioncontainer.h"
class AbstractTaskContainer;
class RandomGenerator{
public:
RandomGenerator(int seedValue);
~RandomGenerator();
unsigned int getPercentage();
unsigned int getRandomValue(int upperLimit);
unsigned int getRandomValue (int lowerLimit, int upperLimit);
};
#ifdef WEATHERGENERATOR
class WeatherSystem;
#endif
class ActionRecorder {
public:
virtual void readData ( tnstream& stream ) = 0;
virtual void writeData ( tnstream& stream ) = 0;
virtual ~ActionRecorder() {};
};
//! The number of game paramters that can be specified for each map.
const int gameparameternum = 35;
enum GameParameter { cgp_fahrspur, // 0
cgp_eis,
cgp_movefrominvalidfields,
cgp_building_material_factor,
cgp_building_fuel_factor,
cgp_forbid_building_construction, // 5
cgp_forbid_unitunit_construction,
cgp_bi3_training,
cgp_maxminesonfield,
cgp_antipersonnelmine_lifetime,
cgp_antitankmine_lifetime, // 10
cgp_mooredmine_lifetime,
cgp_floatingmine_lifetime,
cgp_buildingarmor,
cgp_maxbuildingrepair,
cgp_buildingrepairfactor, // 15
cgp_globalfuel,
cgp_maxtrainingexperience,
cgp_initialMapVisibility,
cgp_attackPower,
cgp_jammingAmplifier, // 20
cgp_jammingSlope,
cgp_superVisorCanSaveMap,
cgp_objectsDestroyedByTerrain,
cgp_trainingIncrement,
cgp_experienceDivisorAttack, // 25
cgp_disableDirectView,
cgp_disableUnitTransfer,
cgp_experienceDivisorDefense,
cgp_debugEvents,
cgp_objectGrowthMultiplier, // 30
cgp_objectGrowOnOtherObjects,
cgp_researchOutputMultiplier,
cgp_produceOnlyResearchedStuffInternally,
cgp_produceOnlyResearchedStuffExternally };
struct GameParameterSettings {
const char* name;
int defaultValue;
int minValue;
int maxValue;
bool changeableByEvent;
bool legacy;
const char* longName;
};
extern GameParameterSettings gameParameterSettings[gameparameternum ];
class LoadNextMap {
public:
int id;
LoadNextMap( int ID ) : id(ID) {};
};
class OverviewMapHolder : public sigc::trackable {
GameMap& map;
Surface overviewMapImage;
Surface completedMapImage;
bool initialized;
bool secondMapReady;
bool completed;
bool connected;
int x;
int y;
Surface createNewSurface();
protected:
bool idleHandler( );
bool init();
void drawNextField( bool signalOnCompletion = true );
bool updateField( const MapCoordinate& pos );
public:
OverviewMapHolder( GameMap& gamemap );
/**
returns the overview surface for the map.
\param complete complete the image if it is not ready (might take several seconds)
*/
const Surface& getOverviewMap( bool complete = true );
static void clearmap( GameMap* actmap );
static sigc::signal<void> generationComplete;
void resetSize();
void startUpdate();
void clear( bool allImages = false );
void connect();
};
class Event;
class PackageData;
//! The map. THE central structure of ASC, which holds everything not globally available together
class GameMap {
void operator= ( const GameMap& map );
bool dialogsHooked;
int serverMapID;
public:
char* temp;
char* temp2;
int* temp3;
int* temp4;
bool playerAiRunning[9];
VisibilityStates playerAiVision[9];
void setServerMapID( int id ) { serverMapID = id; };
int getServerMapID() const { return serverMapID; };
static const int maxTotalPlayers = 8;
//! the size of the map
int xsize, ysize;
int width() const { return xsize; };
int height() const { return ysize; };
//! the array of fields
MapField* field;
//! the codeword for accessing a map in a campaign
ASCString codeWord;
//! the title of the map
ASCString maptitle;
void setTitle( const ASCString& title ) { maptitle = title; };
ASCString getTitle() const { return maptitle; };
struct Campaign {
//! is this a campaign map?
bool avail;
//! an identification for identifying a map in the chain of maps that make up a campaign
int id;
//! can the map be loaded just by knowing its filenmae? If 0, the codeword is required
bool directaccess;
Campaign();
} campaign;
//! the player who is currently making his moves (may be human or AI)
signed char actplayer;
//! the time in the game, mesured in a turns and moves
GameTime time;
struct Weather {
Weather():windSpeed(0),windDirection(0){};
int windSpeed;
int windDirection;
} weather;
#ifdef WEATHERGENERATOR
WeatherSystem* weatherSystem;
#endif
/** how are Resources handled on this map
0= "ASC mode": complex system with mineral resources etc
1= "BI mode": simpler system like in Battle Isle
**/
int _resourcemode;
Player player[9];
int getPlayerCount() const { return 8; };
Player& getPlayer( PlayerID p )
{
return player[p.getID() ];
}
const Player& getPlayer( PlayerID p ) const
{
return player[p.getID() ];
}
Player& getCurrentPlayer()
{
return player[actplayer];
}
const Player& getCurrentPlayer() const
{
return player[actplayer];
}
int getNeutralPlayerNum() const { return 8; };
private:
MapCoordinate findFirstContainer() const;
public:
MapCoordinate& getCursor();
MapCoordinate getCursor() const;
int eventID;
typedef PointerList<Event*> Events;
Events events;
vector<GameTime> eventTimes;
int eventpassed ( int saveas, int action, int mapid );
int eventpassed ( int id, int mapid );
class IDManager {
int unitnetworkid;
typedef map<int, Vehicle*> VehicleLookupCache;
VehicleLookupCache vehicleLookupCache;
friend class SpawnUnit;
friend class SpawnMine;
friend class GameMap;
public:
IDManager() : unitnetworkid(0) {};
//! returns a new and unique ID
int getNewNetworkID();
void registerUnitNetworkID( Vehicle* veh );
void unregisterUnitNetworkID( Vehicle* veh );
void readData ( tnstream& stream );
void writeData ( tnstream& stream ) const;
} idManager;
Uint8 levelfinished;
enum State {
Normal,
// NormalAuto, /*!< normal operation, without user interaction */
// NormalManual, /*!< normal operation, with user interaction */
Replay, /*!< map is currently used to run a replay. Some ingame events are deactivated */
Destruction /*!< only to be used by units and buildings. To speed up map destruction, the view won't be recalculated. No signals will be send when units & buildings are destroyed, either */
} state;
/** The tribute can not only be used to demand resources from enemies but also to transfer resources to allies.
tribute.avail[S][D].energy is the ammount of energy that player D may (still) extract from the net of player S
tribute.paid[D][S].energy is the amount of energy that player D has already extracted from player S's net
S is source player, D is destination player
**/
class ResourceTribute {
public:
Resources avail[8][8];
Resources paid[8][8];
//! for the messages that are send each turn it is necessary to record how much of the transfer happend during the last turn
Resources payStatusLastTurn[8][8];
bool empty ( );
void read ( tnstream& stream );
void write ( tnstream& stream );
} tribute;
//! the list of messages that were written this turn and are waiting to be processed at the end of the turn
MessagePntrContainer unsentmessage;
bool __loadunsentmessage;
//! these are the messages themselfs. A MessagePntrContainer only stores pointers to message body which are archived here
MessageContainer messages;
bool __loadmessages;
//! each message has an identification number (which is incremented with each message) for referencing it in files. The id of the last message is stored here
int messageid;
//! temporary variables for loading the map
bool ___loadJournal, ___loadNewJournal, ___loadtitle, ___loadLegacyNetwork;
void allocateFields ( int x, int y, TerrainType::Weather* terrain = NULL );
ASCString gameJournal;
ASCString newJournal;
Password supervisorpasswordcrc;
class ReplayInfo {
public:
ReplayInfo ( void );
MemoryStreamStorage* guidata[8];
MemoryStreamStorage* map[8];
MemoryStream* actmemstream;
//! if stopRecordingActions > 0 then no actions will be recorded. \see LockReplayRecording
int stopRecordingActions;
void read ( tnstream& stream );
void write ( tnstream& stream );
//! Close the replay logging at the end of a players or the ai's turn.
void closeLogging();
~ReplayInfo ( );
};
//! Records all action that have been done for undo/redo purposes
ActionContainer actions;
ActionRecorder* actionRecorder;
AbstractTaskContainer* tasks;
ReplayInfo* replayinfo;
//! a helper variable to store some information during the loading process. No usage outside.
bool __loadreplayinfo;
private:
int playerView;
public:
/** the player which is currently viewing the map.
During replays, for example, this will be different from the player that moves units
-1 means: everything is visible
-2 means: nothing is visible */
int getPlayerView() const;
void setPlayerView( int player );
GameTime lastjournalchange;
//! in BI resource mode ( see #_resourcemode , #isResourceGlobal ) , this is where the globally available resources are stored. Note that not all resources are globally available.
Resources bi_resource[8];
struct PreferredFilenames {
ASCString mapname[8];
ASCString savegame[8];
} preferredFileNames;
//! the ID of the graphic set
int graphicset;
int gameparameter_num;
int* game_parameter;
/** the language string that describes the messages which are saved in the game events
For example: en_US
All translations will be maintained in seperate files
*/
ASCString nativeMessageLanguage;
int mineralResourcesDisplayed;
class ArchivalInformation {
public:
ArchivalInformation() : modifytime ( 0 ) {};
ASCString author;
ASCString description;
ASCString tags;
ASCString requirements;
time_t modifytime;
} archivalInformation;
//! specifies which vehicle types can be constructed by construction units
class UnitProduction {
public:
typedef vector<int> IDsAllowed;
bool check ( int id );
IDsAllowed idsAllowed;
} unitProduction;
GameMap ( void );
Vehicle* getUnit ( int x, int y, int nwid );
Vehicle* getUnit ( int nwid, bool consistencyCheck = true );
const Vehicle* getUnit ( int nwid, bool consistencyCheck = true ) const;
ContainerBase* getContainer ( int nwid );
const ContainerBase* getContainer ( int nwid ) const;
int getgameparameter ( GameParameter num ) const;
void setgameparameter ( GameParameter num, int value );
void cleartemps( int b = -1, int value = 0 );
bool isResourceGlobal ( int resource );
inline MapField* getField ( int x, int y ) {
return ((x < 0) || (y < 0) || (x >= xsize) || (y >= ysize)) ? NULL : &field[y * xsize + x];
}
inline const MapField* getField ( int x, int y ) const {
return ((x < 0) || (y < 0) || (x >= xsize) || (y >= ysize)) ? NULL : &field[y * xsize + x];
}
inline MapField* getField ( const MapCoordinate& pos ) { return getField ( pos.x, pos.y ); }
/** @name Turn Management
* These methods control the game advance of a player to the next player
*/
//@{
//! prepares a new game for being played
void startGame ( );
//! called when a player starts his turn
void beginTurn();
//! called after a player ends his turn
void endTurn();
//! called between endTurn() of player 7 and the next turn of player 0
void endRound();
sigc::signal<void,Player&> sigPlayerTurnBegins;
sigc::signal<void,Player&> sigPlayerUserInteractionBegins;
sigc::signal<void,Player&> sigPlayerUserInteractionEnds;
sigc::signal<void,Player&> sigPlayerTurnEnds;
sigc::signal<void,Player&> sigPlayerTurnHasEnded;
sigc::signal<void,Player&> sigMapWon;
static sigc::signal<void,GameMap&> sigMapCreation;
static sigc::signal<void,GameMap&> sigMapDeletion;
static sigc::signal<void,GameMap*,Player&> sigPlayerTurnEndsStatic;
//! called when the map is resized and all coordinates have to be adjusted
sigc::signal<void,const MapCoodinateVector&> sigCoordinateShift;
//! called when a new round starts (after switching from player 7 to player 0 )
sigc::signal<void> newRound;
//! if a player has won a singleplayer map, but wants to continue playing without any enemies, this will be set to 1
bool continueplaying;
//@}
VisibilityStates getInitialMapVisibility( int player );
//! resizes the map. Positive numbers enlarge the map in that direction
int resize( int top, int bottom, int left, int right );
// bool compareResources( GameMap* replaymap, int player, ASCString* log = NULL );
void calculateAllObjects ( void );
void read ( tnstream& stream );
void write ( tnstream& stream );
OverviewMapHolder overviewMapHolder;
/** @name Access to item types
*
*/
//@{
pterraintype getterraintype_byid ( int id );
ObjectType* getobjecttype_byid ( int id );
const ObjectType* getobjecttype_byid ( int id ) const;
VehicleType* getvehicletype_byid ( int id );
const VehicleType* getvehicletype_byid ( int id ) const;
BuildingType* getbuildingtype_byid ( int id );
const BuildingType* getbuildingtype_byid ( int id ) const;
const Technology* gettechnology_byid ( int id );
pterraintype getterraintype_bypos ( int pos );
ObjectType* getobjecttype_bypos ( int pos );
VehicleType* getvehicletype_bypos ( int pos );
BuildingType* getbuildingtype_bypos ( int pos );
const Technology* gettechnology_bypos ( int pos );
int getTerrainTypeNum ( );
int getObjectTypeNum ( );
int getVehicleTypeNum ( );
int getBuildingTypeNum ( );
int getTechnologyNum ( );
//@}
~GameMap();
//! just a helper variable for loading the map; no function outside;
bool loadOldEvents;
//! generated a pseudo-random number with the map-internal seed
int random( int max );
void guiHooked();
bool getGuiHooked() { return dialogsHooked; };
//! general key/value storage, primarily for Lua scripts
Properties properties;
Properties& getProperties() { return properties; };
GameTransferMechanism* network;
int getMemoryFootprint() const;
mutable PackageData* packageData;
private:
Vehicle* getUnit ( Vehicle* eht, int nwid );
void objectGrowth();
void setupResources ( void );
//! adds the current players new journal entries to the map journal
void processJournal();
unsigned int randomSeed;
static void setPlayerMode( Player& p, State s );
};
#endif
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