/* * CampaignBonus.cpp, 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 * */ #include "StdInc.h" #include "CampaignBonus.h" #include "../filesystem/CBinaryReader.h" #include "../mapping/MapIdentifiersH3M.h" #include "../json/JsonNode.h" #include "../constants/StringConstants.h" VCMI_LIB_NAMESPACE_BEGIN static const std::map bonusTypeMap = { {"spell", CampaignBonusType::SPELL}, {"creature", CampaignBonusType::MONSTER}, {"building", CampaignBonusType::BUILDING}, {"artifact", CampaignBonusType::ARTIFACT}, {"scroll", CampaignBonusType::SPELL_SCROLL}, {"primarySkill", CampaignBonusType::PRIMARY_SKILL}, {"secondarySkill", CampaignBonusType::SECONDARY_SKILL}, {"resource", CampaignBonusType::RESOURCE}, {"prevHero", CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO}, {"hero", CampaignBonusType::HERO}, }; static const std::map heroSpecialMap = { {"strongest", HeroTypeID::CAMP_STRONGEST}, {"generated", HeroTypeID::CAMP_GENERATED}, {"random", HeroTypeID::CAMP_RANDOM} }; static const std::map resourceTypeMap = { {"wood", EGameResID::WOOD}, {"mercury", EGameResID::MERCURY}, {"ore", EGameResID::ORE}, {"sulfur", EGameResID::SULFUR}, {"crystal", EGameResID::CRYSTAL}, {"gems", EGameResID::GEMS}, {"gold", EGameResID::GOLD}, {"common", EGameResID::COMMON}, {"rare", EGameResID::RARE} }; CampaignBonus::CampaignBonus(CBinaryReader & reader, const MapIdentifiersH3M & remapper, CampaignStartOptions mode) { switch(mode) { case CampaignStartOptions::NONE: // in this mode game should not attempt to create instances of bonuses throw std::runtime_error("Attempt to create empty campaign bonus"); case CampaignStartOptions::START_BONUS: { auto bonusType = static_cast(reader.readUInt8()); switch(bonusType) { case CampaignBonusType::SPELL: { HeroTypeID hero(reader.readInt16()); SpellID spell(reader.readUInt8()); data = CampaignBonusSpell{remapper.remap(hero), spell}; break; } case CampaignBonusType::MONSTER: { HeroTypeID hero(reader.readInt16()); CreatureID creature(reader.readUInt16()); int32_t amount = reader.readUInt16(); data = CampaignBonusCreatures{remapper.remap(hero), remapper.remap(creature), amount}; break; } case CampaignBonusType::BUILDING: { BuildingID building(reader.readUInt8()); data = CampaignBonusBuilding{building, remapper.remapBuilding(std::nullopt, building)}; break; } case CampaignBonusType::ARTIFACT: { HeroTypeID hero(reader.readInt16()); ArtifactID artifact(reader.readUInt16()); data = CampaignBonusArtifact{remapper.remap(hero), remapper.remap(artifact)}; break; } case CampaignBonusType::SPELL_SCROLL: { HeroTypeID hero(reader.readInt16()); SpellID spell(reader.readUInt8()); data = CampaignBonusSpellScroll{remapper.remap(hero), spell}; break; } case CampaignBonusType::PRIMARY_SKILL: { HeroTypeID hero(reader.readInt16()); std::array amounts = {}; for(auto & value : amounts) value = reader.readUInt8(); data = CampaignBonusPrimarySkill{remapper.remap(hero), amounts}; break; } case CampaignBonusType::SECONDARY_SKILL: { HeroTypeID hero(reader.readInt16()); SecondarySkill skill(reader.readUInt8()); int32_t skillMastery(reader.readUInt8()); data = CampaignBonusSecondarySkill{remapper.remap(hero), remapper.remap(skill), skillMastery}; break; } case CampaignBonusType::RESOURCE: { GameResID resource(reader.readInt8()); int32_t amount(reader.readInt32()); data = CampaignBonusStartingResources{resource, amount}; break; } default: throw std::runtime_error("Corrupted or unsupported h3c file"); } break; } case CampaignStartOptions::HERO_CROSSOVER: //reading of players (colors / scenarios ?) player can choose { PlayerColor player(reader.readUInt8()); CampaignScenarioID scenario(reader.readUInt8()); data = CampaignBonusHeroesFromScenario{player, scenario}; break; } case CampaignStartOptions::HERO_OPTIONS: //heroes player can choose between { PlayerColor player(reader.readUInt8()); HeroTypeID hero(reader.readInt16()); data = CampaignBonusStartingHero{player, remapper.remap(hero)}; break; } default: { throw std::runtime_error("Corrupted or unsupported h3c file"); } } } CampaignBonus::CampaignBonus(const JsonNode & bjson, CampaignStartOptions mode) { CampaignBonusType bonusType; if (!bjson["what"].isNull()) { bonusType = bonusTypeMap.at(bjson["what"].String()); } else if (mode == CampaignStartOptions::HERO_CROSSOVER) { bonusType = CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO; } else if (mode == CampaignStartOptions::HERO_OPTIONS) { bonusType = CampaignBonusType::HERO; } else { throw std::runtime_error("Corrupted or unsupported vcmp file"); } const auto & decodeHeroTypeID = [](JsonNode heroType) -> HeroTypeID { if(vstd::contains(heroSpecialMap, heroType.String())) return HeroTypeID(heroSpecialMap.at(heroType.String())); else return HeroTypeID(HeroTypeID::decode(heroType.String())); }; switch(bonusType) { case CampaignBonusType::SPELL: { HeroTypeID hero(decodeHeroTypeID(bjson["hero"])); SpellID spell(SpellID::decode(bjson["spellType"].String())); data = CampaignBonusSpell{hero, spell}; break; } case CampaignBonusType::MONSTER: { HeroTypeID hero(decodeHeroTypeID(bjson["hero"])); CreatureID creature(CreatureID::decode(bjson["creatureType"].String())); int32_t amount = bjson["creatureAmount"].Integer(); data = CampaignBonusCreatures{hero, creature, amount}; break; } case CampaignBonusType::BUILDING: { BuildingID building(vstd::find_pos(EBuildingType::names, bjson["buildingType"].String())); data = CampaignBonusBuilding{building, building}; break; } case CampaignBonusType::ARTIFACT: { HeroTypeID hero(decodeHeroTypeID(bjson["hero"])); ArtifactID artifact(ArtifactID::decode(bjson["artifactType"].String())); data = CampaignBonusArtifact{hero, artifact}; break; } case CampaignBonusType::SPELL_SCROLL: { HeroTypeID hero(decodeHeroTypeID(bjson["hero"])); SpellID spell(SpellID::decode(bjson["spellType"].String())); data = CampaignBonusSpellScroll{hero, spell}; break; } case CampaignBonusType::PRIMARY_SKILL: { HeroTypeID hero(decodeHeroTypeID(bjson["hero"])); std::array amounts = {}; for(size_t i = 0; i < amounts.size(); ++i) amounts[i] = bjson[NPrimarySkill::names[i]].Integer(); data = CampaignBonusPrimarySkill{hero, amounts}; break; } case CampaignBonusType::SECONDARY_SKILL: { HeroTypeID hero(decodeHeroTypeID(bjson["hero"])); SecondarySkill skill(SecondarySkill::decode(bjson["skillType"].String())); int32_t skillMastery = bjson["skillMastery"].Integer(); data = CampaignBonusSecondarySkill{hero, skill, skillMastery}; break; } case CampaignBonusType::RESOURCE: { GameResID resource(resourceTypeMap.at(bjson["resourceType"].String())); int32_t resourceAmount(bjson["resourceAmount"].Integer()); data = CampaignBonusStartingResources{resource, resourceAmount}; break; } case CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO: //reading of players (colors / scenarios ?) player can choose { PlayerColor player(SecondarySkill::decode(bjson["playerColor"].String())); CampaignScenarioID scenario(bjson["scenario"].Integer()); data = CampaignBonusHeroesFromScenario{player, scenario}; break; } case CampaignBonusType::HERO: //heroes player can choose between { PlayerColor player(SecondarySkill::decode(bjson["playerColor"].String())); HeroTypeID hero(decodeHeroTypeID(bjson["hero"])); data = CampaignBonusStartingHero{player, hero}; break; } default: throw std::runtime_error("Corrupted or unsupported h3c file"); } } JsonNode CampaignBonus::toJson() const { JsonNode bnode; const auto & encodeHeroTypeID = [](HeroTypeID heroType) -> JsonNode { if(vstd::contains(vstd::reverseMap(heroSpecialMap), heroType)) return JsonNode(vstd::reverseMap(heroSpecialMap)[heroType]); else return JsonNode(HeroTypeID::encode(heroType)); }; bnode["what"].String() = vstd::reverseMap(bonusTypeMap).at(getType()); switch (getType()) { case CampaignBonusType::SPELL: { const auto & bonusValue = getValue(); bnode["hero"] = encodeHeroTypeID(bonusValue.hero); bnode["spellType"].String() = SpellID::encode(bonusValue.spell.getNum()); break; } case CampaignBonusType::MONSTER: { const auto & bonusValue = getValue(); bnode["hero"] = encodeHeroTypeID(bonusValue.hero); bnode["creatureType"].String() = CreatureID::encode(bonusValue.creature.getNum()); bnode["creatureAmount"].Integer() = bonusValue.amount; break; } case CampaignBonusType::BUILDING: { const auto & bonusValue = getValue(); bnode["buildingType"].String() = EBuildingType::names[bonusValue.buildingDecoded.getNum()]; break; } case CampaignBonusType::ARTIFACT: { const auto & bonusValue = getValue(); bnode["hero"] = encodeHeroTypeID(bonusValue.hero); bnode["artifactType"].String() = ArtifactID::encode(bonusValue.artifact.getNum()); break; } case CampaignBonusType::SPELL_SCROLL: { const auto & bonusValue = getValue(); bnode["hero"] = encodeHeroTypeID(bonusValue.hero); bnode["spellType"].String() = SpellID::encode(bonusValue.spell.getNum()); break; } case CampaignBonusType::PRIMARY_SKILL: { const auto & bonusValue = getValue(); bnode["hero"] = encodeHeroTypeID(bonusValue.hero); for(size_t i = 0; i < bonusValue.amounts.size(); ++i) bnode[NPrimarySkill::names[i]].Integer() = bonusValue.amounts[i]; break; } case CampaignBonusType::SECONDARY_SKILL: { const auto & bonusValue = getValue(); bnode["hero"] = encodeHeroTypeID(bonusValue.hero); bnode["skillType"].String() = SecondarySkill::encode(bonusValue.skill.getNum()); bnode["skillMastery"].Integer() = bonusValue.mastery; break; } case CampaignBonusType::RESOURCE: { const auto & bonusValue = getValue(); bnode["resourceType"].String() = vstd::reverseMap(resourceTypeMap)[bonusValue.resource.getNum()]; bnode["resourceAmount"].Integer() = bonusValue.amount; break; } case CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO: { const auto & bonusValue = getValue(); bnode["playerColor"].String() = PlayerColor::encode(bonusValue.startingPlayer); bnode["scenario"].Integer() = bonusValue.scenario.getNum(); break; } case CampaignBonusType::HERO: { const auto & bonusValue = getValue(); bnode["playerColor"].String() = PlayerColor::encode(bonusValue.startingPlayer); bnode["hero"] = encodeHeroTypeID(bonusValue.hero); break; } } return bnode; } VCMI_LIB_NAMESPACE_END