File: CMapHeader.h

package info (click to toggle)
vcmi 1.6.5%2Bdfsg-2
  • links: PTS, VCS
  • area: contrib
  • in suites: forky, sid, trixie
  • size: 32,060 kB
  • sloc: cpp: 238,971; python: 265; sh: 224; xml: 157; ansic: 78; objc: 61; makefile: 49
file content (311 lines) | stat: -rw-r--r-- 8,834 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
/*
 * CMapHeader.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
 *
 */

#pragma once

#include "../constants/EntityIdentifiers.h"
#include "../constants/Enumerations.h"
#include "../constants/VariantIdentifier.h"
#include "../modding/ModVerificationInfo.h"
#include "../serializer/Serializeable.h"
#include "../LogicalExpression.h"
#include "../int3.h"
#include "../texts/MetaString.h"
#include "../texts/TextLocalizationContainer.h"

VCMI_LIB_NAMESPACE_BEGIN

class CGObjectInstance;
enum class EMapFormat : uint8_t;

/// The hero name struct consists of the hero id and the hero name.
struct DLL_LINKAGE SHeroName
{
	SHeroName();

	HeroTypeID heroId;
	std::string heroName;

	template <typename Handler>
	void serialize(Handler & h)
	{
		h & heroId;
		h & heroName;
	}
};

/// The player info constains data about which factions are allowed, AI tactical settings,
/// the main hero name, where to generate the hero, whether the faction should be selected randomly,...
struct DLL_LINKAGE PlayerInfo
{
	PlayerInfo();

	/// Gets the default faction id or -1 for a random faction.
	FactionID defaultCastle() const;
	/// Gets the default hero id or -1 for a random hero.
	HeroTypeID defaultHero() const;
	bool canAnyonePlay() const;
	bool hasCustomMainHero() const;

	bool canHumanPlay;
	bool canComputerPlay;
	EAiTactic aiTactic; /// The default value is EAiTactic::RANDOM.

	std::set<FactionID> allowedFactions;
	bool isFactionRandom;

	///main hero instance (VCMI maps only)
	std::string mainHeroInstance;
	/// Player has a random main hero
	bool hasRandomHero;
	/// The default value is -1.
	HeroTypeID mainCustomHeroPortrait;
	std::string mainCustomHeroNameTextId;
	/// ID of custom hero (only if portrait and hero name are set, otherwise unpredicted value), -1 if none (not always -1)
	HeroTypeID mainCustomHeroId;

	std::vector<SHeroName> heroesNames; /// list of placed heroes on the map
	bool hasMainTown; /// The default value is false.
	bool generateHeroAtMainTown; /// The default value is false.
	int3 posOfMainTown;
	TeamID team; /// The default value NO_TEAM

	template <typename Handler>
	void serialize(Handler & h)
	{
		h & hasRandomHero;
		h & mainCustomHeroId;
		h & canHumanPlay;
		h & canComputerPlay;
		h & aiTactic;
		h & allowedFactions;
		h & isFactionRandom;
		h & mainCustomHeroPortrait;
		h & mainCustomHeroNameTextId;
		h & heroesNames;
		h & hasMainTown;
		h & generateHeroAtMainTown;
		h & posOfMainTown;
		h & team;
		h & mainHeroInstance;
	}
};

/// The loss condition describes the condition to lose the game. (e.g. lose all own heroes/castles)
struct DLL_LINKAGE EventCondition
{
	enum EWinLoseType {
		HAVE_ARTIFACT,     // type - required artifact
		HAVE_CREATURES,    // type - creatures to collect, value - amount to collect
		HAVE_RESOURCES,    // type - resource ID, value - amount to collect
		HAVE_BUILDING,     // position - town, optional, type - building to build
		CONTROL,           // position - position of object, optional, type - type of object
		DESTROY,           // position - position of object, optional, type - type of object
		TRANSPORT,         // position - where artifact should be transported, type - type of artifact

		DAYS_PASSED,       // value - number of days from start of the game
		IS_HUMAN,          // value - 0 = player is AI, 1 = player is human
		DAYS_WITHOUT_TOWN, // value - how long player can live without town, 0=instakill
		STANDARD_WIN,      // normal defeat all enemies condition
		CONST_VALUE,        // condition that always evaluates to "value" (0 = false, 1 = true)
	};

	using TargetTypeID = VariantIdentifier<ArtifactID, CreatureID, GameResID, BuildingID, MapObjectID>;

	EventCondition(EWinLoseType condition = STANDARD_WIN);
	EventCondition(EWinLoseType condition, si32 value, TargetTypeID objectType, const int3 & position = int3(-1, -1, -1));

	ObjectInstanceID objectID; // object that was at specified position or with instance name on start
	si32 value;
	TargetTypeID objectType;
	std::string objectInstanceName;
	int3 position;
	EWinLoseType condition;

	template <typename Handler>
	void serialize(Handler & h)
	{
		h & objectID;
		h & value;
		h & objectType;
		h & position;
		h & condition;
		h & objectInstanceName;
	}
};

using EventExpression = LogicalExpression<EventCondition>;

struct DLL_LINKAGE EventEffect
{
	enum EType
	{
		VICTORY,
		DEFEAT
	};

	/// effect type, using EType enum
	si8 type;

	/// message that will be sent to other players
	MetaString toOtherMessage;

	template <typename Handler>
	void serialize(Handler & h)
	{
		h & type;
		h & toOtherMessage;
	}
};

struct DLL_LINKAGE TriggeredEvent
{
	/// base condition that must be evaluated
	EventExpression trigger;

	/// string identifier read from config file (e.g. captureKreelah)
	std::string identifier;

	/// string-description, for use in UI (capture town to win)
	MetaString description;

	/// Message that will be displayed when this event is triggered (You captured town. You won!)
	MetaString onFulfill;

	/// Effect of this event. TODO: refactor into something more flexible
	EventEffect effect;

	template <typename Handler>
	void serialize(Handler & h)
	{
		h & identifier;
		h & trigger;
		h & description;
		h & onFulfill;
		h & effect;
	}
};

enum class EMapDifficulty : uint8_t
{
	EASY = 0,
	NORMAL = 1,
	HARD = 2,
	EXPERT = 3,
	IMPOSSIBLE = 4
};

/// The map header holds information about loss/victory condition,map format, version, players, height, width,...
class DLL_LINKAGE CMapHeader: public Serializeable
{
	void setupEvents();
public:

	static constexpr int MAP_SIZE_SMALL = 36;
	static constexpr int MAP_SIZE_MIDDLE = 72;
	static constexpr int MAP_SIZE_LARGE = 108;
	static constexpr int MAP_SIZE_XLARGE = 144;
	static constexpr int MAP_SIZE_HUGE = 180;
	static constexpr int MAP_SIZE_XHUGE = 216;
	static constexpr int MAP_SIZE_GIANT = 252;

	CMapHeader();
	virtual ~CMapHeader();

	ui8 levels() const;

	EMapFormat version; /// The default value is EMapFormat::SOD.
	ModCompatibilityInfo mods; /// set of mods required to play a map

	si32 height; /// The default value is 72.
	si32 width; /// The default value is 72.
	bool twoLevel; /// The default value is true.
	MetaString name;
	MetaString description;
	EMapDifficulty difficulty;
	MetaString author;
	MetaString authorContact;
	MetaString mapVersion;
	std::time_t creationDateTime;
	/// Specifies the maximum level to reach for a hero. A value of 0 states that there is no
	///	maximum level for heroes. This is the default value.
	ui8 levelLimit;

	MetaString victoryMessage;
	MetaString defeatMessage;
	ui16 victoryIconIndex;
	ui16 defeatIconIndex;

	std::vector<PlayerInfo> players; /// The default size of the vector is PlayerColor::PLAYER_LIMIT.
	ui8 howManyTeams;
	std::set<HeroTypeID> allowedHeroes;
	std::set<HeroTypeID> reservedCampaignHeroes; /// Heroes that have placeholders in this map and are reserved for campaign

	bool areAnyPlayers; /// Unused. True if there are any playable players on the map.

	/// "main quests" of the map that describe victory and loss conditions
	std::vector<TriggeredEvent> triggeredEvents;
	
	/// translations for map to be transferred over network
	JsonNode translations;
	TextContainerRegistrable texts;
	
	void registerMapStrings();

	template <typename Handler>
	void serialize(Handler & h)
	{
		h & texts;
		h & version;
		h & mods;
		h & name;
		h & description;
		if (h.version >= Handler::Version::MAP_FORMAT_ADDITIONAL_INFOS)
		{
			h & author;
			h & authorContact;
			h & mapVersion;
			h & creationDateTime;
		}
		h & width;
		h & height;
		h & twoLevel;

		if (h.version >= Handler::Version::SAVE_COMPATIBILITY_FIXES)
			h & difficulty;
		else
		{
			uint8_t difficultyInteger = static_cast<uint8_t>(difficulty);
			h & difficultyInteger;
			difficulty = static_cast<EMapDifficulty>(difficultyInteger);
		}

		h & levelLimit;
		h & areAnyPlayers;
		h & players;
		h & howManyTeams;
		h & allowedHeroes;
		h & reservedCampaignHeroes;
		//Do not serialize triggeredEvents in header as they can contain information about heroes and armies
		h & victoryMessage;
		h & victoryIconIndex;
		h & defeatMessage;
		h & defeatIconIndex;
		h & translations;
		if(!h.saving)
			registerMapStrings();
	}
};

/// wrapper functions to register string into the map and stores its translation
std::string DLL_LINKAGE mapRegisterLocalizedString(const std::string & modContext, CMapHeader & mapHeader, const TextIdentifier & UID, const std::string & localized);
std::string DLL_LINKAGE mapRegisterLocalizedString(const std::string & modContext, CMapHeader & mapHeader, const TextIdentifier & UID, const std::string & localized, const std::string & language);

VCMI_LIB_NAMESPACE_END