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0b70baa95e
* 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
174 lines
4.8 KiB
C++
174 lines
4.8 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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class ResourceID;
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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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/**
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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 ResourceID & name) 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 ResourceID & 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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*
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* TODO Replace method params with a CampaignMapInfo struct which contains
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* a campaign loading object + name of map.
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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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* @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 ui8 * buffer, int size, const std::string & name) 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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*
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* TODO Replace method params with a CampaignMapInfo struct which contains
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* a campaign loading object + name of map.
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*
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* @param buffer a pointer to a buffer containing the map header data
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* @param size the size of the buffer
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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 ui8 * buffer, int size, const std::string & name) const = 0;
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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 ResourceID & name) const override;
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std::unique_ptr<CMapHeader> loadMapHeader(const ResourceID & name) const override;
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std::unique_ptr<CMap> loadMap(const ui8 * buffer, int size, const std::string & name) const override;
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std::unique_ptr<CMapHeader> loadMapHeader(const ui8 * buffer, int size, const std::string & name) const override;
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void saveMap(const std::unique_ptr<CMap> & map, boost::filesystem::path fullPath) const override;
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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 ResourceID & 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 ui8 * 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);
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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() = 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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