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