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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/lib/mapping/CMapHeader.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

308 lines
8.8 KiB
C++

/*
* CMapHeader.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 "../constants/EntityIdentifiers.h"
#include "../constants/Enumerations.h"
#include "../constants/VariantIdentifier.h"
#include "../modding/ModVerificationInfo.h"
#include "../serializer/Serializeable.h"
#include "../LogicalExpression.h"
#include "../int3.h"
#include "../texts/MetaString.h"
#include "../texts/TextLocalizationContainer.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGObjectInstance;
enum class EMapFormat : uint8_t;
/// The hero name struct consists of the hero id and the hero name.
struct DLL_LINKAGE SHeroName
{
SHeroName();
HeroTypeID heroId;
std::string heroName;
template <typename Handler>
void serialize(Handler & h)
{
h & heroId;
h & heroName;
}
};
/// The player info constains data about which factions are allowed, AI tactical settings,
/// the main hero name, where to generate the hero, whether the faction should be selected randomly,...
struct DLL_LINKAGE PlayerInfo
{
PlayerInfo();
/// Gets the default faction id or -1 for a random faction.
FactionID defaultCastle() const;
/// Gets the default hero id or -1 for a random hero.
HeroTypeID defaultHero() const;
bool canAnyonePlay() const;
bool hasCustomMainHero() const;
bool canHumanPlay;
bool canComputerPlay;
EAiTactic aiTactic; /// The default value is EAiTactic::RANDOM.
std::set<FactionID> allowedFactions;
bool isFactionRandom;
///main hero instance (VCMI maps only)
std::string mainHeroInstance;
/// Player has a random main hero
bool hasRandomHero;
/// The default value is -1.
HeroTypeID mainCustomHeroPortrait;
std::string mainCustomHeroNameTextId;
/// ID of custom hero (only if portrait and hero name are set, otherwise unpredicted value), -1 if none (not always -1)
HeroTypeID mainCustomHeroId;
std::vector<SHeroName> heroesNames; /// list of placed heroes on the map
bool hasMainTown; /// The default value is false.
bool generateHeroAtMainTown; /// The default value is false.
int3 posOfMainTown;
TeamID team; /// The default value NO_TEAM
template <typename Handler>
void serialize(Handler & h)
{
h & hasRandomHero;
h & mainCustomHeroId;
h & canHumanPlay;
h & canComputerPlay;
h & aiTactic;
h & allowedFactions;
h & isFactionRandom;
h & mainCustomHeroPortrait;
h & mainCustomHeroNameTextId;
h & heroesNames;
h & hasMainTown;
h & generateHeroAtMainTown;
h & posOfMainTown;
h & team;
h & mainHeroInstance;
}
};
/// The loss condition describes the condition to lose the game. (e.g. lose all own heroes/castles)
struct DLL_LINKAGE EventCondition
{
enum EWinLoseType {
HAVE_ARTIFACT, // type - required artifact
HAVE_CREATURES, // type - creatures to collect, value - amount to collect
HAVE_RESOURCES, // type - resource ID, value - amount to collect
HAVE_BUILDING, // position - town, optional, type - building to build
CONTROL, // position - position of object, optional, type - type of object
DESTROY, // position - position of object, optional, type - type of object
TRANSPORT, // position - where artifact should be transported, type - type of artifact
DAYS_PASSED, // value - number of days from start of the game
IS_HUMAN, // value - 0 = player is AI, 1 = player is human
DAYS_WITHOUT_TOWN, // value - how long player can live without town, 0=instakill
STANDARD_WIN, // normal defeat all enemies condition
CONST_VALUE, // condition that always evaluates to "value" (0 = false, 1 = true)
};
using TargetTypeID = VariantIdentifier<ArtifactID, CreatureID, GameResID, BuildingID, MapObjectID>;
EventCondition(EWinLoseType condition = STANDARD_WIN);
EventCondition(EWinLoseType condition, si32 value, TargetTypeID objectType, const int3 & position = int3(-1, -1, -1));
ObjectInstanceID objectID; // object that was at specified position or with instance name on start
si32 value;
TargetTypeID objectType;
std::string objectInstanceName;
int3 position;
EWinLoseType condition;
template <typename Handler>
void serialize(Handler & h)
{
h & objectID;
h & value;
h & objectType;
h & position;
h & condition;
h & objectInstanceName;
}
};
using EventExpression = LogicalExpression<EventCondition>;
struct DLL_LINKAGE EventEffect
{
enum EType
{
VICTORY,
DEFEAT
};
/// effect type, using EType enum
si8 type;
/// message that will be sent to other players
MetaString toOtherMessage;
template <typename Handler>
void serialize(Handler & h)
{
h & type;
h & toOtherMessage;
}
};
struct DLL_LINKAGE TriggeredEvent
{
/// base condition that must be evaluated
EventExpression trigger;
/// string identifier read from config file (e.g. captureKreelah)
std::string identifier;
/// string-description, for use in UI (capture town to win)
MetaString description;
/// Message that will be displayed when this event is triggered (You captured town. You won!)
MetaString onFulfill;
/// Effect of this event. TODO: refactor into something more flexible
EventEffect effect;
template <typename Handler>
void serialize(Handler & h)
{
h & identifier;
h & trigger;
h & description;
h & onFulfill;
h & effect;
}
};
enum class EMapDifficulty : uint8_t
{
EASY = 0,
NORMAL = 1,
HARD = 2,
EXPERT = 3,
IMPOSSIBLE = 4
};
/// The map header holds information about loss/victory condition,map format, version, players, height, width,...
class DLL_LINKAGE CMapHeader: public Serializeable
{
void setupEvents();
public:
static constexpr int MAP_SIZE_SMALL = 36;
static constexpr int MAP_SIZE_MIDDLE = 72;
static constexpr int MAP_SIZE_LARGE = 108;
static constexpr int MAP_SIZE_XLARGE = 144;
static constexpr int MAP_SIZE_HUGE = 180;
static constexpr int MAP_SIZE_XHUGE = 216;
static constexpr int MAP_SIZE_GIANT = 252;
CMapHeader();
virtual ~CMapHeader();
ui8 levels() const;
EMapFormat version; /// The default value is EMapFormat::SOD.
ModCompatibilityInfo mods; /// set of mods required to play a map
si32 height; /// The default value is 72.
si32 width; /// The default value is 72.
bool twoLevel; /// The default value is true.
MetaString name;
MetaString description;
EMapDifficulty difficulty;
MetaString author;
MetaString authorContact;
MetaString mapVersion;
std::time_t creationDateTime;
/// Specifies the maximum level to reach for a hero. A value of 0 states that there is no
/// maximum level for heroes. This is the default value.
ui8 levelLimit;
MetaString victoryMessage;
MetaString defeatMessage;
ui16 victoryIconIndex;
ui16 defeatIconIndex;
std::vector<PlayerInfo> players; /// The default size of the vector is PlayerColor::PLAYER_LIMIT.
ui8 howManyTeams;
std::set<HeroTypeID> allowedHeroes;
std::set<HeroTypeID> reservedCampaignHeroes; /// Heroes that have placeholders in this map and are reserved for campaign
bool areAnyPlayers; /// Unused. True if there are any playable players on the map.
/// "main quests" of the map that describe victory and loss conditions
std::vector<TriggeredEvent> triggeredEvents;
/// translations for map to be transferred over network
JsonNode translations;
TextContainerRegistrable texts;
void registerMapStrings();
template <typename Handler>
void serialize(Handler & h)
{
h & texts;
h & version;
h & mods;
h & name;
h & description;
if (h.version >= Handler::Version::MAP_FORMAT_ADDITIONAL_INFOS)
{
h & author;
h & authorContact;
h & mapVersion;
h & creationDateTime;
}
h & width;
h & height;
h & twoLevel;
// FIXME: we should serialize enum's according to their underlying type
// should be fixed when we are making breaking change to save compatibility
static_assert(Handler::Version::MINIMAL < Handler::Version::RELEASE_143);
uint8_t difficultyInteger = static_cast<uint8_t>(difficulty);
h & difficultyInteger;
difficulty = static_cast<EMapDifficulty>(difficultyInteger);
h & levelLimit;
h & areAnyPlayers;
h & players;
h & howManyTeams;
h & allowedHeroes;
h & reservedCampaignHeroes;
//Do not serialize triggeredEvents in header as they can contain information about heroes and armies
h & victoryMessage;
h & victoryIconIndex;
h & defeatMessage;
h & defeatIconIndex;
h & translations;
if(!h.saving)
registerMapStrings();
}
};
/// wrapper functions to register string into the map and stores its translation
std::string DLL_LINKAGE mapRegisterLocalizedString(const std::string & modContext, CMapHeader & mapHeader, const TextIdentifier & UID, const std::string & localized);
std::string DLL_LINKAGE mapRegisterLocalizedString(const std::string & modContext, CMapHeader & mapHeader, const TextIdentifier & UID, const std::string & localized, const std::string & language);
VCMI_LIB_NAMESPACE_END