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1aa391fdf8
All text processing code is now located in lib/texts. No changes other than code being moved around and adjustment of includes Moved without changes: Languages.h -> texts/Languages.h MetaString.* -> texts/MetaString.* TextOperations.* -> texts/TextOperations.* Split into parts: CGeneralTextHandler.* -> texts/CGeneralTextHandler.* -> texts/CLegacyConfigParser.* -> texts/TextLocalizationContainer.* -> texts/TextIdentifier.h
443 lines
11 KiB
C++
443 lines
11 KiB
C++
/*
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* CCampaignHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CampaignState.h"
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#include "../Point.h"
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#include "../filesystem/ResourcePath.h"
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#include "../VCMI_Lib.h"
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#include "../texts/CGeneralTextHandler.h"
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#include "../mapping/CMapService.h"
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#include "../mapping/CMapInfo.h"
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#include "../mapping/CMap.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../serializer/JsonDeserializer.h"
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#include "../serializer/JsonSerializer.h"
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VCMI_LIB_NAMESPACE_BEGIN
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void CampaignScenario::loadPreconditionRegions(ui32 regions)
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{
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for (int i=0; i<32; i++) //for each bit in region. h3c however can only hold up to 16
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{
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if ( (1 << i) & regions)
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preconditionRegions.insert(static_cast<CampaignScenarioID>(i));
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}
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}
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CampaignRegions::RegionDescription CampaignRegions::RegionDescription::fromJson(const JsonNode & node)
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{
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CampaignRegions::RegionDescription rd;
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rd.infix = node["infix"].String();
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rd.xpos = static_cast<int>(node["x"].Float());
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rd.ypos = static_cast<int>(node["y"].Float());
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return rd;
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}
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CampaignRegions CampaignRegions::fromJson(const JsonNode & node)
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{
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CampaignRegions cr;
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cr.campPrefix = node["prefix"].String();
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cr.colorSuffixLength = static_cast<int>(node["color_suffix_length"].Float());
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for(const JsonNode & desc : node["desc"].Vector())
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cr.regions.push_back(CampaignRegions::RegionDescription::fromJson(desc));
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return cr;
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}
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CampaignRegions CampaignRegions::getLegacy(int campId)
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{
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static std::vector<CampaignRegions> campDescriptions;
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if(campDescriptions.empty()) //read once
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{
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const JsonNode config(JsonPath::builtin("config/campaign_regions.json"));
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for(const JsonNode & campaign : config["campaign_regions"].Vector())
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campDescriptions.push_back(CampaignRegions::fromJson(campaign));
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}
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return campDescriptions.at(campId);
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}
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ImagePath CampaignRegions::getBackgroundName() const
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{
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return ImagePath::builtin(campPrefix + "_BG.BMP");
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}
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Point CampaignRegions::getPosition(CampaignScenarioID which) const
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{
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auto const & region = regions[which.getNum()];
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return Point(region.xpos, region.ypos);
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}
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ImagePath CampaignRegions::getNameFor(CampaignScenarioID which, int colorIndex, std::string type) const
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{
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auto const & region = regions[which.getNum()];
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static const std::string colors[2][8] =
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{
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{"R", "B", "N", "G", "O", "V", "T", "P"},
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{"Re", "Bl", "Br", "Gr", "Or", "Vi", "Te", "Pi"}
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};
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std::string color = colors[colorSuffixLength - 1][colorIndex];
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return ImagePath::builtin(campPrefix + region.infix + "_" + type + color + ".BMP");
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}
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ImagePath CampaignRegions::getAvailableName(CampaignScenarioID which, int color) const
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{
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return getNameFor(which, color, "En");
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}
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ImagePath CampaignRegions::getSelectedName(CampaignScenarioID which, int color) const
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{
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return getNameFor(which, color, "Se");
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}
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ImagePath CampaignRegions::getConqueredName(CampaignScenarioID which, int color) const
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{
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return getNameFor(which, color, "Co");
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}
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bool CampaignBonus::isBonusForHero() const
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{
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return type == CampaignBonusType::SPELL ||
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type == CampaignBonusType::MONSTER ||
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type == CampaignBonusType::ARTIFACT ||
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type == CampaignBonusType::SPELL_SCROLL ||
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type == CampaignBonusType::PRIMARY_SKILL ||
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type == CampaignBonusType::SECONDARY_SKILL;
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}
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void CampaignHeader::loadLegacyData(ui8 campId)
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{
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campaignRegions = CampaignRegions::getLegacy(campId);
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numberOfScenarios = VLC->generaltexth->getCampaignLength(campId);
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}
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bool CampaignHeader::playerSelectedDifficulty() const
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{
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return difficultyChosenByPlayer;
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}
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bool CampaignHeader::formatVCMI() const
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{
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return version == CampaignVersion::VCMI;
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}
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std::string CampaignHeader::getDescriptionTranslated() const
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{
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return description.toString();
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}
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std::string CampaignHeader::getNameTranslated() const
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{
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return name.toString();
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}
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std::string CampaignHeader::getFilename() const
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{
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return filename;
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}
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std::string CampaignHeader::getModName() const
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{
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return modName;
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}
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std::string CampaignHeader::getEncoding() const
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{
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return encoding;
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}
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AudioPath CampaignHeader::getMusic() const
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{
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return music;
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}
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const CampaignRegions & CampaignHeader::getRegions() const
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{
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return campaignRegions;
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}
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TextContainerRegistrable & CampaignHeader::getTexts()
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{
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return textContainer;
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}
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bool CampaignState::isConquered(CampaignScenarioID whichScenario) const
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{
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return vstd::contains(mapsConquered, whichScenario);
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}
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bool CampaignState::isAvailable(CampaignScenarioID whichScenario) const
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{
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//check for void scenraio
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if (!scenario(whichScenario).isNotVoid())
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{
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return false;
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}
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if (vstd::contains(mapsConquered, whichScenario))
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{
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return false;
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}
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//check preconditioned regions
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for (auto const & it : scenario(whichScenario).preconditionRegions)
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{
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if (!vstd::contains(mapsConquered, it))
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return false;
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}
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return true;
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}
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bool CampaignScenario::isNotVoid() const
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{
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return !mapName.empty();
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}
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std::set<HeroTypeID> CampaignState::getReservedHeroes() const
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{
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std::set<HeroTypeID> result;
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for (auto const & scenarioID : allScenarios())
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{
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if (isConquered(scenarioID))
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continue;
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auto header = getMapHeader(scenarioID);
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result.insert(header->reservedCampaignHeroes.begin(), header->reservedCampaignHeroes.end());
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}
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return result;
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}
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const CGHeroInstance * CampaignState::strongestHero(CampaignScenarioID scenarioId, const PlayerColor & owner) const
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{
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std::function<bool(const JsonNode & node)> isOwned = [&](const JsonNode & node)
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{
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auto * h = CampaignState::crossoverDeserialize(node, nullptr);
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bool result = h->tempOwner == owner;
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vstd::clear_pointer(h);
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return result;
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};
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auto ownedHeroes = scenarioHeroPool.at(scenarioId) | boost::adaptors::filtered(isOwned);
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if (ownedHeroes.empty())
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return nullptr;
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return CampaignState::crossoverDeserialize(ownedHeroes.front(), nullptr);
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}
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/// Returns heroes that can be instantiated as hero placeholders by power
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const std::vector<JsonNode> & CampaignState::getHeroesByPower(CampaignScenarioID scenarioId) const
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{
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static const std::vector<JsonNode> emptyVector;
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if (scenarioHeroPool.count(scenarioId))
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return scenarioHeroPool.at(scenarioId);
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return emptyVector;
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}
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/// Returns hero for instantiation as placeholder by type
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/// May return empty JsonNode if such hero was not found
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const JsonNode & CampaignState::getHeroByType(HeroTypeID heroID) const
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{
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static const JsonNode emptyNode;
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if (!getReservedHeroes().count(heroID))
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return emptyNode;
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if (!globalHeroPool.count(heroID))
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return emptyNode;
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return globalHeroPool.at(heroID);
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}
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void CampaignState::setCurrentMapAsConquered(std::vector<CGHeroInstance *> heroes)
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{
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range::sort(heroes, [](const CGHeroInstance * a, const CGHeroInstance * b)
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{
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return a->getHeroStrength() > b->getHeroStrength();
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});
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logGlobal->info("Scenario %d of campaign %s (%s) has been completed", currentMap->getNum(), getFilename(), getNameTranslated());
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mapsConquered.push_back(*currentMap);
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auto reservedHeroes = getReservedHeroes();
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for (auto * hero : heroes)
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{
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JsonNode node = CampaignState::crossoverSerialize(hero);
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if (reservedHeroes.count(hero->getHeroType()))
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{
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logGlobal->info("Hero crossover: %d (%s) exported to global pool", hero->getHeroType(), hero->getNameTranslated());
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globalHeroPool[hero->getHeroType()] = node;
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}
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else
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{
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logGlobal->info("Hero crossover: %d (%s) exported to scenario pool", hero->getHeroType(), hero->getNameTranslated());
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scenarioHeroPool[*currentMap].push_back(node);
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}
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}
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}
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std::optional<CampaignBonus> CampaignState::getBonus(CampaignScenarioID which) const
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{
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auto bonuses = scenario(which).travelOptions.bonusesToChoose;
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assert(chosenCampaignBonuses.count(*currentMap) || bonuses.empty());
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if(bonuses.empty())
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return std::optional<CampaignBonus>();
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if (!getBonusID(which))
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return std::optional<CampaignBonus>();
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return bonuses[getBonusID(which).value()];
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}
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std::optional<ui8> CampaignState::getBonusID(CampaignScenarioID which) const
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{
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if (!chosenCampaignBonuses.count(which))
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return std::nullopt;
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return chosenCampaignBonuses.at(which);
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}
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std::unique_ptr<CMap> CampaignState::getMap(CampaignScenarioID scenarioId, IGameCallback * cb)
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{
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// FIXME: there is certainly better way to handle maps inside campaigns
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if(scenarioId == CampaignScenarioID::NONE)
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scenarioId = currentMap.value();
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CMapService mapService;
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std::string scenarioName = getFilename().substr(0, getFilename().find('.'));
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boost::to_lower(scenarioName);
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scenarioName += ':' + std::to_string(scenarioId.getNum());
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const auto & mapContent = mapPieces.find(scenarioId)->second;
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auto result = mapService.loadMap(mapContent.data(), mapContent.size(), scenarioName, getModName(), getEncoding(), cb);
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mapTranslations[scenarioId] = result->texts;
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return result;
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}
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std::unique_ptr<CMapHeader> CampaignState::getMapHeader(CampaignScenarioID scenarioId) const
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{
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if(scenarioId == CampaignScenarioID::NONE)
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scenarioId = currentMap.value();
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CMapService mapService;
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std::string scenarioName = getFilename().substr(0, getFilename().find('.'));
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boost::to_lower(scenarioName);
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scenarioName += ':' + std::to_string(scenarioId.getNum());
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const auto & mapContent = mapPieces.find(scenarioId)->second;
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return mapService.loadMapHeader(mapContent.data(), mapContent.size(), scenarioName, getModName(), getEncoding());
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}
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std::shared_ptr<CMapInfo> CampaignState::getMapInfo(CampaignScenarioID scenarioId) const
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{
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if(scenarioId == CampaignScenarioID::NONE)
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scenarioId = currentMap.value();
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auto mapInfo = std::make_shared<CMapInfo>();
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mapInfo->fileURI = getFilename();
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mapInfo->mapHeader = getMapHeader(scenarioId);
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mapInfo->countPlayers();
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return mapInfo;
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}
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JsonNode CampaignState::crossoverSerialize(CGHeroInstance * hero) const
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{
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JsonNode node;
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JsonSerializer handler(nullptr, node);
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hero->serializeJsonOptions(handler);
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return node;
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}
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CGHeroInstance * CampaignState::crossoverDeserialize(const JsonNode & node, CMap * map) const
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{
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JsonDeserializer handler(nullptr, const_cast<JsonNode&>(node));
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auto * hero = new CGHeroInstance(map ? map->cb : nullptr);
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hero->ID = Obj::HERO;
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hero->serializeJsonOptions(handler);
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if (map)
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hero->serializeJsonArtifacts(handler, "artifacts", map);
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return hero;
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}
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void CampaignState::setCurrentMap(CampaignScenarioID which)
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{
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assert(scenario(which).isNotVoid());
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currentMap = which;
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}
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void CampaignState::setCurrentMapBonus(ui8 which)
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{
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chosenCampaignBonuses[*currentMap] = which;
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}
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std::optional<CampaignScenarioID> CampaignState::currentScenario() const
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{
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return currentMap;
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}
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std::optional<CampaignScenarioID> CampaignState::lastScenario() const
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{
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if (mapsConquered.empty())
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return std::nullopt;
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return mapsConquered.back();
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}
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std::set<CampaignScenarioID> CampaignState::conqueredScenarios() const
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{
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std::set<CampaignScenarioID> result;
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result.insert(mapsConquered.begin(), mapsConquered.end());
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return result;
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}
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std::set<CampaignScenarioID> Campaign::allScenarios() const
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{
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std::set<CampaignScenarioID> result;
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for (auto const & entry : scenarios)
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{
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if (entry.second.isNotVoid())
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result.insert(entry.first);
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}
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return result;
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}
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int Campaign::scenariosCount() const
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{
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return allScenarios().size();
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}
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const CampaignScenario & Campaign::scenario(CampaignScenarioID which) const
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{
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assert(scenarios.count(which));
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assert(scenarios.at(which).isNotVoid());
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return scenarios.at(which);
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}
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bool CampaignState::isCampaignFinished() const
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{
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return conqueredScenarios() == allScenarios();
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}
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VCMI_LIB_NAMESPACE_END
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