/* * MapFormatJson.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 "CMapService.h" #include "../filesystem/CZipSaver.h" #include "../filesystem/CZipLoader.h" #include "../GameConstants.h" #include "../serializer/JsonSerializeFormat.h" VCMI_LIB_NAMESPACE_BEGIN struct TriggeredEvent; struct TerrainTile; struct PlayerInfo; class CGObjectInstance; class AObjectTypeHandler; class TerrainType; class RoadType; class RiverType; class JsonSerializeFormat; class JsonDeserializer; class JsonSerializer; class DLL_LINKAGE CMapFormatJson { public: static const int VERSION_MAJOR; static const int VERSION_MINOR; static const std::string HEADER_FILE_NAME; static const std::string OBJECTS_FILE_NAME; static const std::string TERRAIN_FILE_NAMES[2]; int fileVersionMajor; int fileVersionMinor; protected: friend class MapObjectResolver; std::unique_ptr mapObjectResolver; /** ptr to the map object which gets filled by data from the buffer or written to buffer */ CMap * map; /** * ptr to the map header object which gets filled by data from the buffer. * (when loading map and mapHeader point to the same object) */ CMapHeader * mapHeader; CMapFormatJson(); static TerrainType * getTerrainByCode(const std::string & code); static RiverType * getRiverByCode(const std::string & code); static RoadType * getRoadByCode(const std::string & code); void serializeAllowedFactions(JsonSerializeFormat & handler, std::set & value) const; ///common part of header saving/loading void serializeHeader(JsonSerializeFormat & handler); ///player information saving/loading void serializePlayerInfo(JsonSerializeFormat & handler); /** * Reads team settings to header */ void readTeams(JsonDeserializer & handler); /** * Saves team settings to header */ void writeTeams(JsonSerializer & handler); /** * Reads triggered events, including victory/loss conditions */ void readTriggeredEvents(JsonDeserializer & handler); /** * Writes triggered events, including victory/loss conditions */ void writeTriggeredEvents(JsonSerializer & handler); /** * Reads one of triggered events */ void readTriggeredEvent(TriggeredEvent & event, const JsonNode & source) const; /** * Writes one of triggered events */ void writeTriggeredEvent(const TriggeredEvent & event, JsonNode & dest) const; void writeDisposedHeroes(JsonSerializeFormat & handler); void readDisposedHeroes(JsonSerializeFormat & handler); void serializePredefinedHeroes(JsonSerializeFormat & handler); void serializeRumors(JsonSerializeFormat & handler); void serializeTimedEvents(JsonSerializeFormat & handler); ///common part of map attributes saving/loading void serializeOptions(JsonSerializeFormat & handler); /** * Loads map attributes except header ones */ void readOptions(JsonDeserializer & handler); /** * Saves map attributes except header ones */ void writeOptions(JsonSerializer & handler); }; class DLL_LINKAGE CMapPatcher : public CMapFormatJson, public IMapPatcher { public: /** * Default constructor. * * @param stream. A stream containing the map data. */ CMapPatcher(const JsonNode & stream); public: //IMapPatcher /** * Modifies supplied map header using Json data * */ void patchMapHeader(std::unique_ptr & header) override; private: /** * Reads subset of header that can be replaced by patching. */ void readPatchData(); JsonNode input; }; class DLL_LINKAGE CMapLoaderJson : public CMapFormatJson, public IMapLoader { public: /** * Constructor. * * @param stream a stream containing the map data */ CMapLoaderJson(CInputStream * stream); /** * Loads the VCMI/Json map file. * * @return a unique ptr of the loaded map class */ std::unique_ptr loadMap(IGameCallback * cb) override; /** * Loads the VCMI/Json map header. * * @return a unique ptr of the loaded map header class */ std::unique_ptr loadMapHeader() override; struct MapObjectLoader { MapObjectLoader(CMapLoaderJson * _owner, JsonMap::value_type & json); CMapLoaderJson * owner; CGObjectInstance * instance; ObjectInstanceID id; std::string jsonKey;//full id defined by map creator JsonNode & configuration; ///constructs object (without configuration) void construct(); ///configures object void configure(); }; /** * Reads the map header. */ void readHeader(const bool complete); /** * Reads complete map. */ void readMap(); /** * Reads texts and translations */ void readTranslations(); static void readTerrainTile(const std::string & src, TerrainTile & tile); void readTerrainLevel(const JsonNode & src, const int index); void readTerrain(); /** * Loads all map objects from zip archive */ void readObjects(); bool isExistArchive(const std::string & archiveFilename); JsonNode getFromArchive(const std::string & archiveFilename); private: CInputStream * buffer; std::shared_ptr ioApi; CZipLoader loader;///< object to handle zip archive operations }; class DLL_LINKAGE CMapSaverJson : public CMapFormatJson, public IMapSaver { public: /** * Constructor. * * @param stream a stream to save the map to, will contain zip archive */ CMapSaverJson(CInputOutputStream * stream); ~CMapSaverJson(); /** * Actually saves the VCMI/Json map into stream. */ void saveMap(const std::unique_ptr & map) override; /** * Saves @data as json file with specified @filename */ void addToArchive(const JsonNode & data, const std::string & filename); /** * Saves header to zip archive */ void writeHeader(); /** * Saves texts and translations to zip archive */ void writeTranslations(); /** * Encodes one tile into string * @param tile tile to serialize */ static std::string writeTerrainTile(const TerrainTile & tile); /** * Saves map level into json * @param index z coordinate */ JsonNode writeTerrainLevel(const int index); /** * Saves all terrain into zip archive */ void writeTerrain(); /** * Saves all map objects into zip archive */ void writeObjects(); private: CInputOutputStream * buffer; std::shared_ptr ioApi; CZipSaver saver;///< object to handle zip archive operations }; VCMI_LIB_NAMESPACE_END