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vcmi/lib/mapping/MapIdentifiersH3M.h

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/*
* MapIdentifiersH3M.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 "../GameConstants.h"
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#include "../filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
class JsonNode;
class ObjectTemplate;
struct ObjectTypeIdentifier
{
Obj ID;
int32_t subID;
bool operator < (const ObjectTypeIdentifier & other) const
{
if (ID != other.ID)
return ID < other.ID;
return subID < other.subID;
}
};
class MapIdentifiersH3M
{
std::map<BuildingID, BuildingID> mappingBuilding;
std::map<FactionID, std::map<BuildingID, BuildingID>> mappingFactionBuilding;
std::map<FactionID, FactionID> mappingFaction;
std::map<CreatureID, CreatureID> mappingCreature;
std::map<HeroTypeID, HeroTypeID> mappingHeroType;
std::map<HeroTypeID, HeroTypeID> mappingHeroPortrait;
std::map<HeroClassID, HeroClassID> mappingHeroClass;
std::map<TerrainId, TerrainId> mappingTerrain;
std::map<ArtifactID, ArtifactID> mappingArtifact;
std::map<SecondarySkill, SecondarySkill> mappingSecondarySkill;
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std::map<AnimationPath, AnimationPath> mappingObjectTemplate;
std::map<ObjectTypeIdentifier, ObjectTypeIdentifier> mappingObjectIndex;
template<typename IdentifierID>
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void loadMapping(std::map<IdentifierID, IdentifierID> & result, const JsonNode & mapping, const std::string & identifierName);
public:
void loadMapping(const JsonNode & mapping);
void remapTemplate(ObjectTemplate & objectTemplate);
BuildingID remapBuilding(std::optional<FactionID> owner, BuildingID input) const;
HeroTypeID remapPortrait(HeroTypeID input) const;
FactionID remap(FactionID input) const;
CreatureID remap(CreatureID input) const;
HeroTypeID remap(HeroTypeID input) const;
HeroClassID remap(HeroClassID input) const;
TerrainId remap(TerrainId input) const;
ArtifactID remap(ArtifactID input) const;
SecondarySkill remap(SecondarySkill input) const;
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};
VCMI_LIB_NAMESPACE_END