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vcmi/lib/campaign/CampaignState.h
Ivan Savenko 1aa391fdf8 Split CGeneralTextHandler file into 1 file per class form
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
2024-07-20 12:55:17 +00:00

337 lines
9.1 KiB
C++

/*
* CampaignState.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 "../GameConstants.h"
#include "../filesystem/ResourcePath.h"
#include "../serializer/Serializeable.h"
#include "../texts/TextLocalizationContainer.h"
#include "CampaignConstants.h"
#include "CampaignScenarioPrologEpilog.h"
VCMI_LIB_NAMESPACE_BEGIN
struct StartInfo;
class CGHeroInstance;
class CBinaryReader;
class CInputStream;
class CMap;
class CMapHeader;
class CMapInfo;
class JsonNode;
class Point;
class IGameCallback;
class DLL_LINKAGE CampaignRegions
{
std::string campPrefix;
int colorSuffixLength;
struct DLL_LINKAGE RegionDescription
{
std::string infix;
int xpos;
int ypos;
template <typename Handler> void serialize(Handler &h)
{
h & infix;
h & xpos;
h & ypos;
}
static CampaignRegions::RegionDescription fromJson(const JsonNode & node);
};
std::vector<RegionDescription> regions;
ImagePath getNameFor(CampaignScenarioID which, int color, std::string type) const;
public:
ImagePath getBackgroundName() const;
Point getPosition(CampaignScenarioID which) const;
ImagePath getAvailableName(CampaignScenarioID which, int color) const;
ImagePath getSelectedName(CampaignScenarioID which, int color) const;
ImagePath getConqueredName(CampaignScenarioID which, int color) const;
template <typename Handler> void serialize(Handler &h)
{
h & campPrefix;
h & colorSuffixLength;
h & regions;
}
static CampaignRegions fromJson(const JsonNode & node);
static CampaignRegions getLegacy(int campId);
};
class DLL_LINKAGE CampaignHeader : public boost::noncopyable
{
friend class CampaignHandler;
CampaignVersion version = CampaignVersion::NONE;
CampaignRegions campaignRegions;
MetaString name;
MetaString description;
MetaString author;
MetaString authorContact;
MetaString campaignVersion;
std::time_t creationDateTime;
AudioPath music;
std::string filename;
std::string modName;
std::string encoding;
int numberOfScenarios = 0;
bool difficultyChosenByPlayer = false;
void loadLegacyData(ui8 campId);
TextContainerRegistrable textContainer;
public:
bool playerSelectedDifficulty() const;
bool formatVCMI() const;
std::string getDescriptionTranslated() const;
std::string getNameTranslated() const;
std::string getFilename() const;
std::string getModName() const;
std::string getEncoding() const;
AudioPath getMusic() const;
const CampaignRegions & getRegions() const;
TextContainerRegistrable & getTexts();
template <typename Handler> void serialize(Handler &h)
{
h & version;
h & campaignRegions;
h & numberOfScenarios;
h & name;
h & description;
if (h.version >= Handler::Version::MAP_FORMAT_ADDITIONAL_INFOS)
{
h & author;
h & authorContact;
h & campaignVersion;
h & creationDateTime;
}
h & difficultyChosenByPlayer;
h & filename;
h & modName;
h & music;
h & encoding;
if (h.version >= Handler::Version::RELEASE_143)
h & textContainer;
}
};
struct DLL_LINKAGE CampaignBonus
{
CampaignBonusType type = CampaignBonusType::NONE;
//purpose depends on type
int32_t info1 = 0;
int32_t info2 = 0;
int32_t info3 = 0;
bool isBonusForHero() const;
template <typename Handler> void serialize(Handler &h)
{
h & type;
h & info1;
h & info2;
h & info3;
}
};
struct DLL_LINKAGE CampaignTravel
{
struct DLL_LINKAGE WhatHeroKeeps
{
bool experience = false;
bool primarySkills = false;
bool secondarySkills = false;
bool spells = false;
bool artifacts = false;
template <typename Handler> void serialize(Handler &h)
{
h & experience;
h & primarySkills;
h & secondarySkills;
h & spells;
h & artifacts;
}
};
std::set<CreatureID> monstersKeptByHero;
std::set<ArtifactID> artifactsKeptByHero;
std::vector<CampaignBonus> bonusesToChoose;
WhatHeroKeeps whatHeroKeeps;
CampaignStartOptions startOptions = CampaignStartOptions::NONE; //1 - start bonus, 2 - traveling hero, 3 - hero options
PlayerColor playerColor = PlayerColor::NEUTRAL; //only for startOptions == 1
template <typename Handler> void serialize(Handler &h)
{
h & whatHeroKeeps;
h & monstersKeptByHero;
h & artifactsKeptByHero;
h & startOptions;
h & playerColor;
h & bonusesToChoose;
}
};
struct DLL_LINKAGE CampaignScenario
{
std::string mapName; //*.h3m
MetaString scenarioName; //from header
std::set<CampaignScenarioID> preconditionRegions; //what we need to conquer to conquer this one (stored as bitfield in h3c)
ui8 regionColor = 0;
ui8 difficulty = 0;
MetaString regionText;
CampaignScenarioPrologEpilog prolog;
CampaignScenarioPrologEpilog epilog;
CampaignTravel travelOptions;
void loadPreconditionRegions(ui32 regions);
bool isNotVoid() const;
template <typename Handler> void serialize(Handler &h)
{
h & mapName;
h & scenarioName;
h & preconditionRegions;
h & regionColor;
h & difficulty;
h & regionText;
h & prolog;
h & epilog;
h & travelOptions;
}
};
/// Class that represents loaded campaign information
class DLL_LINKAGE Campaign : public CampaignHeader, public Serializeable
{
friend class CampaignHandler;
std::map<CampaignScenarioID, CampaignScenario> scenarios;
public:
const CampaignScenario & scenario(CampaignScenarioID which) const;
std::set<CampaignScenarioID> allScenarios() const;
int scenariosCount() const;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CampaignHeader&>(*this);
h & scenarios;
}
};
/// Class that represent campaign that is being played at
/// Contains campaign itself as well as current state of the campaign
class DLL_LINKAGE CampaignState : public Campaign
{
friend class CampaignHandler;
using ScenarioPoolType = std::vector<JsonNode>;
using CampaignPoolType = std::map<CampaignScenarioID, ScenarioPoolType>;
using GlobalPoolType = std::map<HeroTypeID, JsonNode>;
/// 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;
/// Heroes from specific scenario, ordered by descending strength
CampaignPoolType scenarioHeroPool;
/// Pool of heroes currently reserved for usage in campaign
GlobalPoolType globalHeroPool;
public:
CampaignState() = default;
/// Returns last completed scenario, if any
std::optional<CampaignScenarioID> lastScenario() const;
std::optional<CampaignScenarioID> currentScenario() const;
std::set<CampaignScenarioID> conqueredScenarios() const;
/// Returns bonus selected for specific scenario
std::optional<CampaignBonus> getBonus(CampaignScenarioID which) const;
/// Returns index of selected bonus for specified scenario
std::optional<ui8> getBonusID(CampaignScenarioID which) const;
/// Returns true if selected scenario can be selected and started by player
bool isAvailable(CampaignScenarioID whichScenario) const;
/// Returns true if selected scenario has been already completed by player
bool isConquered(CampaignScenarioID whichScenario) const;
/// 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);
std::unique_ptr<CMapHeader> getMapHeader(CampaignScenarioID scenarioId) const;
std::shared_ptr<CMapInfo> getMapInfo(CampaignScenarioID scenarioId) const;
void setCurrentMap(CampaignScenarioID which);
void setCurrentMapBonus(ui8 which);
void setCurrentMapAsConquered(std::vector<CGHeroInstance*> heroes);
/// Returns list of heroes that must be reserved for campaign and can only be used for hero placeholders
std::set<HeroTypeID> getReservedHeroes() const;
/// Returns strongest hero from specified scenario, or null if none found
const CGHeroInstance * strongestHero(CampaignScenarioID scenarioId, const PlayerColor & owner) const;
/// Returns heroes that can be instantiated as hero placeholders by power
const std::vector<JsonNode> & getHeroesByPower(CampaignScenarioID scenarioId) const;
/// Returns hero for instantiation as placeholder by type
/// May return empty JsonNode if such hero was not found
const JsonNode & getHeroByType(HeroTypeID heroID) const;
JsonNode crossoverSerialize(CGHeroInstance * hero) const;
CGHeroInstance * crossoverDeserialize(const JsonNode & node, CMap * map) const;
std::string campaignSet;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<Campaign&>(*this);
h & scenarioHeroPool;
h & globalHeroPool;
h & mapPieces;
h & mapsConquered;
h & currentMap;
h & chosenCampaignBonuses;
h & campaignSet;
if (h.version >= Handler::Version::CAMPAIGN_MAP_TRANSLATIONS)
h & mapTranslations;
}
};
VCMI_LIB_NAMESPACE_END