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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Added text container with map translations to campaign state

Fixes missing translations for heroes names customized on maps after
their transfer to next scenario
This commit is contained in:
Ivan Savenko 2024-01-31 20:01:24 +02:00
parent 5c5fb523a4
commit 290cc1510b
6 changed files with 16 additions and 7 deletions

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@ -227,7 +227,7 @@ public:
TextContainerRegistrable(const TextContainerRegistrable & other);
TextContainerRegistrable(TextContainerRegistrable && other) noexcept;
TextContainerRegistrable& operator=(TextContainerRegistrable b) = delete;
TextContainerRegistrable& operator=(const TextContainerRegistrable & b) = default;
};
/// Handles all text-related data in game

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@ -317,7 +317,7 @@ std::optional<ui8> CampaignState::getBonusID(CampaignScenarioID which) const
return chosenCampaignBonuses.at(which);
}
std::unique_ptr<CMap> CampaignState::getMap(CampaignScenarioID scenarioId, IGameCallback * cb) const
std::unique_ptr<CMap> CampaignState::getMap(CampaignScenarioID scenarioId, IGameCallback * cb)
{
// FIXME: there is certainly better way to handle maps inside campaigns
if(scenarioId == CampaignScenarioID::NONE)
@ -328,7 +328,10 @@ std::unique_ptr<CMap> CampaignState::getMap(CampaignScenarioID scenarioId, IGame
boost::to_lower(scenarioName);
scenarioName += ':' + std::to_string(scenarioId.getNum());
const auto & mapContent = mapPieces.find(scenarioId)->second;
return mapService.loadMap(mapContent.data(), mapContent.size(), scenarioName, getModName(), getEncoding(), cb);
auto result = mapService.loadMap(mapContent.data(), mapContent.size(), scenarioName, getModName(), getEncoding(), cb);
mapTranslations[scenarioId] = result->texts;
return result;
}
std::unique_ptr<CMapHeader> CampaignState::getMapHeader(CampaignScenarioID scenarioId) const

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@ -244,6 +244,9 @@ class DLL_LINKAGE CampaignState : public Campaign
/// List of all maps completed by player, in order of their completion
std::vector<CampaignScenarioID> mapsConquered;
/// List of previously loaded campaign maps, to prevent translation of transferred hero names getting lost after their original map has been completed
std::map<CampaignScenarioID, TextContainerRegistrable> mapTranslations;
std::map<CampaignScenarioID, std::vector<uint8_t> > mapPieces; //binary h3ms, scenario number -> map data
std::map<CampaignScenarioID, ui8> chosenCampaignBonuses;
std::optional<CampaignScenarioID> currentMap;
@ -278,7 +281,7 @@ public:
/// Returns true if all available scenarios have been completed and campaign is finished
bool isCampaignFinished() const;
std::unique_ptr<CMap> getMap(CampaignScenarioID scenarioId, IGameCallback * cb) const;
std::unique_ptr<CMap> getMap(CampaignScenarioID scenarioId, IGameCallback * cb);
std::unique_ptr<CMapHeader> getMapHeader(CampaignScenarioID scenarioId) const;
std::shared_ptr<CMapInfo> getMapInfo(CampaignScenarioID scenarioId) const;
@ -314,6 +317,8 @@ public:
h & currentMap;
h & chosenCampaignBonuses;
h & campaignSet;
if (h.version >= Handler::Version::CAMPAIGN_MAP_TRANSLATIONS)
h & mapTranslations;
}
};

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@ -664,7 +664,7 @@ bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const
return false;
}
std::unique_ptr<CMap> CGameStateCampaign::getCurrentMap() const
std::unique_ptr<CMap> CGameStateCampaign::getCurrentMap()
{
return gameState->scenarioOps->campState->getMap(CampaignScenarioID::NONE, gameState->callback);
}

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@ -62,7 +62,7 @@ public:
void initTowns();
bool playerHasStartingHero(PlayerColor player) const;
std::unique_ptr<CMap> getCurrentMap() const;
std::unique_ptr<CMap> getCurrentMap();
template <typename Handler> void serialize(Handler &h)
{

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@ -35,6 +35,7 @@ enum class ESerializationVersion : int32_t
RELEASE_143, // 832 +text container in campaigns, +starting hero in RMG options
HAS_EXTRA_OPTIONS, // 833 +extra options struct as part of startinfo
DESTROYED_OBJECTS, // 834 +list of objects destroyed by player
CAMPAIGN_MAP_TRANSLATIONS,
CURRENT = DESTROYED_OBJECTS
CURRENT = CAMPAIGN_MAP_TRANSLATIONS
};