1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/lib/mapping/CMapService.cpp
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

141 lines
3.9 KiB
C++

/*
* CMapService.cpp, 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
*
*/
#include "StdInc.h"
#include "CMapService.h"
#include "../filesystem/Filesystem.h"
#include "../filesystem/CBinaryReader.h"
#include "../filesystem/CCompressedStream.h"
#include "../filesystem/CMemoryStream.h"
#include "../filesystem/CMemoryBuffer.h"
#include "CMap.h"
#include "MapFormatH3M.h"
#include "MapFormatJson.h"
std::unique_ptr<CMap> CMapService::loadMap(const ResourceID & name) const
{
auto stream = getStreamFromFS(name);
return getMapLoader(stream)->loadMap();
}
std::unique_ptr<CMapHeader> CMapService::loadMapHeader(const ResourceID & name) const
{
auto stream = getStreamFromFS(name);
return getMapLoader(stream)->loadMapHeader();
}
std::unique_ptr<CMap> CMapService::loadMap(const ui8 * buffer, int size, const std::string & name) const
{
auto stream = getStreamFromMem(buffer, size);
std::unique_ptr<CMap> map(getMapLoader(stream)->loadMap());
std::unique_ptr<CMapHeader> header(map.get());
//might be original campaign and require patch
getMapPatcher(name)->patchMapHeader(header);
header.release();
return map;
}
std::unique_ptr<CMapHeader> CMapService::loadMapHeader(const ui8 * buffer, int size, const std::string & name) const
{
auto stream = getStreamFromMem(buffer, size);
std::unique_ptr<CMapHeader> header = getMapLoader(stream)->loadMapHeader();
//might be original campaign and require patch
getMapPatcher(name)->patchMapHeader(header);
return header;
}
void CMapService::saveMap(const std::unique_ptr<CMap> & map, boost::filesystem::path fullPath) const
{
CMemoryBuffer serializeBuffer;
{
CMapSaverJson saver(&serializeBuffer);
saver.saveMap(map);
}
{
boost::filesystem::remove(fullPath);
boost::filesystem::ofstream tmp(fullPath, boost::filesystem::ofstream::binary);
tmp.write((const char *)serializeBuffer.getBuffer().data(),serializeBuffer.getSize());
tmp.flush();
tmp.close();
}
}
std::unique_ptr<CInputStream> CMapService::getStreamFromFS(const ResourceID & name)
{
return CResourceHandler::get()->load(name);
}
std::unique_ptr<CInputStream> CMapService::getStreamFromMem(const ui8 * buffer, int size)
{
return std::unique_ptr<CInputStream>(new CMemoryStream(buffer, size));
}
std::unique_ptr<IMapLoader> CMapService::getMapLoader(std::unique_ptr<CInputStream> & stream)
{
// Read map header
CBinaryReader reader(stream.get());
ui32 header = reader.readUInt32();
reader.getStream()->seek(0);
//check for ZIP magic. Zip files are VCMI maps
switch(header)
{
case 0x06054b50:
case 0x04034b50:
case 0x02014b50:
return std::unique_ptr<IMapLoader>(new CMapLoaderJson(stream.get()));
break;
default:
// Check which map format is used
// gzip header is 3 bytes only in size
switch(header & 0xffffff)
{
// gzip header magic number, reversed for LE
case 0x00088B1F:
stream = std::unique_ptr<CInputStream>(new CCompressedStream(std::move(stream), true));
return std::unique_ptr<IMapLoader>(new CMapLoaderH3M(stream.get()));
case EMapFormat::WOG :
case EMapFormat::AB :
case EMapFormat::ROE :
case EMapFormat::SOD :
return std::unique_ptr<IMapLoader>(new CMapLoaderH3M(stream.get()));
default :
throw std::runtime_error("Unknown map format");
}
}
}
static JsonNode loadPatches(std::string path)
{
JsonNode node = JsonUtils::assembleFromFiles(path);
for (auto & entry : node.Struct())
JsonUtils::validate(entry.second, "vcmi:mapHeader", "patch for " + entry.first);
return node;
}
std::unique_ptr<IMapPatcher> CMapService::getMapPatcher(std::string scenarioName)
{
static JsonNode node;
if (node.isNull())
node = loadPatches("config/mapOverrides.json");
boost::to_lower(scenarioName);
logGlobal->debug("Request to patch map %s", scenarioName);
return std::unique_ptr<IMapPatcher>(new CMapPatcher(node[scenarioName]));
}