mirror of
https://github.com/vcmi/vcmi.git
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184 lines
5.4 KiB
C++
184 lines
5.4 KiB
C++
/*
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* CMapService.h, 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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#pragma once
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#include "../modding/ModVerificationInfo.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class ResourcePath;
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class CMap;
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class CMapHeader;
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class CInputStream;
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class IMapLoader;
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class IMapPatcher;
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class IGameCallback;
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/**
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* The map service provides loading of VCMI/H3 map files. It can
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* be extended to save maps later as well.
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*/
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class DLL_LINKAGE IMapService
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{
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public:
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IMapService() = default;
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virtual ~IMapService() = default;
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/**
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* Loads the VCMI/H3 map file specified by the name.
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*
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* @param name the name of the map
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* @return a unique ptr to the loaded map class
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*/
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virtual std::unique_ptr<CMap> loadMap(const ResourcePath & name, IGameCallback * cb) const = 0;
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/**
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* Loads the VCMI/H3 map header specified by the name.
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*
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* @param name the name of the map
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* @return a unique ptr to the loaded map header class
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*/
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virtual std::unique_ptr<CMapHeader> loadMapHeader(const ResourcePath & name) const = 0;
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/**
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* Loads the VCMI/H3 map file from a buffer. This method is temporarily
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* in use to ease the transition to use the new map service.
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@@ -60,8 +60,8 @@ class DLL_LINKAGE CMapService
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* @param name indicates name of file that will be used during map header patching
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* @return a unique ptr to the loaded map class
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*/
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virtual std::unique_ptr<CMap> loadMap(const uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding, IGameCallback * cb) const = 0;
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/**
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* Loads the VCMI/H3 map header from a buffer. This method is temporarily
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* in use to ease the transition to use the new map service.
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@@ -74,7 +74,27 @@ class DLL_LINKAGE CMapService
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* @param name indicates name of file that will be used during map header patching
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* @return a unique ptr to the loaded map class
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*/
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virtual std::unique_ptr<CMapHeader> loadMapHeader(const uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding) const = 0;
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/**
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* Saves map into VCMI format with name specified
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* @param map to save
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* @param fullPath full path to file to write, including extension
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*/
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virtual void saveMap(const std::unique_ptr<CMap> & map, boost::filesystem::path fullPath) const = 0;
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};
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class DLL_LINKAGE CMapService : public IMapService
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{
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public:
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CMapService() = default;
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virtual ~CMapService() = default;
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std::unique_ptr<CMap> loadMap(const ResourcePath & name, IGameCallback * cb) const override;
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std::unique_ptr<CMapHeader> loadMapHeader(const ResourcePath & name) const override;
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std::unique_ptr<CMap> loadMap(const uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding, IGameCallback * cb) const override;
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std::unique_ptr<CMapHeader> loadMapHeader(const uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding) const override;
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void saveMap(const std::unique_ptr<CMap> & map, boost::filesystem::path fullPath) const override;
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/**
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* Tests if mods used in the map are currently loaded
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* @param map const reference to map header
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* @return data structure representing missing or incompatible mods (those which are needed from map but not loaded)
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*/
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static ModCompatibilityInfo verifyMapHeaderMods(const CMapHeader & map);
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private:
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/**
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* Gets a map input stream object specified by a map name.
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*
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* @param name the name of the map
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* @return a unique ptr to the input stream class
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*/
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static std::unique_ptr<CInputStream> getStreamFromFS(const ResourcePath & name);
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/**
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* Gets a map input stream from a buffer.
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*
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* @param buffer a pointer to a buffer containing the map data
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* @param size the size of the buffer
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* @return a unique ptr to the input stream class
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*/
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static std::unique_ptr<CInputStream> getStreamFromMem(const uint8_t * buffer, int size);
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/**
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* Gets a map loader from the given stream. It performs checks to test
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* in which map format the map is.
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*
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* @param stream the input map stream
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* @return the constructed map loader
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*/
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static std::unique_ptr<IMapLoader> getMapLoader(std::unique_ptr<CInputStream> & stream, std::string mapName, std::string modName, std::string encoding);
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/**
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* Gets a map patcher for specified scenario
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*
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* @param scenarioName for patcher
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* @return the constructed map patcher
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*/
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static std::unique_ptr<IMapPatcher> getMapPatcher(std::string scenarioName);
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};
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/**
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* Interface for loading a map.
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*/
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class DLL_LINKAGE IMapLoader
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{
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public:
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/**
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* Loads the VCMI/H3 map file.
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*
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* @return a unique ptr of the loaded map class
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*/
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virtual std::unique_ptr<CMap> loadMap(IGameCallback * cb) = 0;
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/**
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* Loads the VCMI/H3 map header.
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*
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* @return a unique ptr of the loaded map header class
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*/
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virtual std::unique_ptr<CMapHeader> loadMapHeader() = 0;
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virtual ~IMapLoader(){}
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};
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class DLL_LINKAGE IMapPatcher
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{
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public:
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/**
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* Modifies supplied map header using Json data
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*
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*/
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virtual void patchMapHeader(std::unique_ptr<CMapHeader> & header) = 0;
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virtual ~IMapPatcher(){}
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};
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/**
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* Interface for saving a map.
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*/
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class DLL_LINKAGE IMapSaver
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{
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public:
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/**
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* Saves the VCMI/H3 map file.
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*
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*/
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virtual void saveMap(const std::unique_ptr<CMap> & map) = 0;
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virtual ~IMapSaver(){}
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};
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VCMI_LIB_NAMESPACE_END
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