mirror of
https://github.com/vcmi/vcmi.git
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290cc1510b
Fixes missing translations for heroes names customized on maps after their transfer to next scenario
326 lines
8.7 KiB
C++
326 lines
8.7 KiB
C++
/*
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* CampaignState.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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#include "../GameConstants.h"
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#include "../MetaString.h"
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#include "../filesystem/ResourcePath.h"
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#include "../CGeneralTextHandler.h"
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#include "CampaignConstants.h"
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#include "CampaignScenarioPrologEpilog.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct StartInfo;
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class CGHeroInstance;
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class CBinaryReader;
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class CInputStream;
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class CMap;
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class CMapHeader;
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class CMapInfo;
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class JsonNode;
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class Point;
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class IGameCallback;
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class DLL_LINKAGE CampaignRegions
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{
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std::string campPrefix;
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int colorSuffixLength;
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struct DLL_LINKAGE RegionDescription
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{
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std::string infix;
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int xpos;
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int ypos;
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template <typename Handler> void serialize(Handler &h)
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{
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h & infix;
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h & xpos;
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h & ypos;
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}
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static CampaignRegions::RegionDescription fromJson(const JsonNode & node);
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};
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std::vector<RegionDescription> regions;
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ImagePath getNameFor(CampaignScenarioID which, int color, std::string type) const;
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public:
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ImagePath getBackgroundName() const;
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Point getPosition(CampaignScenarioID which) const;
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ImagePath getAvailableName(CampaignScenarioID which, int color) const;
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ImagePath getSelectedName(CampaignScenarioID which, int color) const;
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ImagePath getConqueredName(CampaignScenarioID which, int color) const;
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template <typename Handler> void serialize(Handler &h)
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{
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h & campPrefix;
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h & colorSuffixLength;
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h & regions;
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}
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static CampaignRegions fromJson(const JsonNode & node);
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static CampaignRegions getLegacy(int campId);
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};
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class DLL_LINKAGE CampaignHeader : public boost::noncopyable
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{
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friend class CampaignHandler;
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CampaignVersion version = CampaignVersion::NONE;
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CampaignRegions campaignRegions;
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MetaString name;
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MetaString description;
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AudioPath music;
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std::string filename;
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std::string modName;
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std::string encoding;
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int numberOfScenarios = 0;
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bool difficultyChoosenByPlayer = false;
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void loadLegacyData(ui8 campId);
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TextContainerRegistrable textContainer;
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public:
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bool playerSelectedDifficulty() const;
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bool formatVCMI() const;
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std::string getDescriptionTranslated() const;
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std::string getNameTranslated() const;
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std::string getFilename() const;
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std::string getModName() const;
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std::string getEncoding() const;
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AudioPath getMusic() const;
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const CampaignRegions & getRegions() const;
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TextContainerRegistrable & getTexts();
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template <typename Handler> void serialize(Handler &h)
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{
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h & version;
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h & campaignRegions;
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h & numberOfScenarios;
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h & name;
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h & description;
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h & difficultyChoosenByPlayer;
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h & filename;
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h & modName;
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h & music;
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h & encoding;
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if (h.version >= Handler::Version::RELEASE_143)
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h & textContainer;
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}
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};
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struct DLL_LINKAGE CampaignBonus
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{
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CampaignBonusType type = CampaignBonusType::NONE;
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//purpose depends on type
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int32_t info1 = 0;
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int32_t info2 = 0;
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int32_t info3 = 0;
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bool isBonusForHero() const;
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template <typename Handler> void serialize(Handler &h)
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{
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h & type;
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h & info1;
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h & info2;
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h & info3;
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}
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};
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struct DLL_LINKAGE CampaignTravel
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{
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struct DLL_LINKAGE WhatHeroKeeps
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{
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bool experience = false;
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bool primarySkills = false;
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bool secondarySkills = false;
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bool spells = false;
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bool artifacts = false;
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template <typename Handler> void serialize(Handler &h)
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{
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h & experience;
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h & primarySkills;
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h & secondarySkills;
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h & spells;
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h & artifacts;
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}
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};
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std::set<CreatureID> monstersKeptByHero;
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std::set<ArtifactID> artifactsKeptByHero;
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std::vector<CampaignBonus> bonusesToChoose;
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WhatHeroKeeps whatHeroKeeps;
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CampaignStartOptions startOptions = CampaignStartOptions::NONE; //1 - start bonus, 2 - traveling hero, 3 - hero options
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PlayerColor playerColor = PlayerColor::NEUTRAL; //only for startOptions == 1
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template <typename Handler> void serialize(Handler &h)
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{
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h & whatHeroKeeps;
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h & monstersKeptByHero;
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h & artifactsKeptByHero;
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h & startOptions;
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h & playerColor;
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h & bonusesToChoose;
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}
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};
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struct DLL_LINKAGE CampaignScenario
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{
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std::string mapName; //*.h3m
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MetaString scenarioName; //from header
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std::set<CampaignScenarioID> preconditionRegions; //what we need to conquer to conquer this one (stored as bitfield in h3c)
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ui8 regionColor = 0;
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ui8 difficulty = 0;
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MetaString regionText;
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CampaignScenarioPrologEpilog prolog;
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CampaignScenarioPrologEpilog epilog;
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CampaignTravel travelOptions;
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void loadPreconditionRegions(ui32 regions);
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bool isNotVoid() const;
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template <typename Handler> void serialize(Handler &h)
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{
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h & mapName;
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h & scenarioName;
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h & preconditionRegions;
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h & regionColor;
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h & difficulty;
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h & regionText;
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h & prolog;
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h & epilog;
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h & travelOptions;
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}
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};
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/// Class that represents loaded campaign information
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class DLL_LINKAGE Campaign : public CampaignHeader
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{
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friend class CampaignHandler;
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std::map<CampaignScenarioID, CampaignScenario> scenarios;
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public:
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const CampaignScenario & scenario(CampaignScenarioID which) const;
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std::set<CampaignScenarioID> allScenarios() const;
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int scenariosCount() const;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CampaignHeader&>(*this);
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h & scenarios;
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}
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};
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/// Class that represent campaign that is being played at
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/// Contains campaign itself as well as current state of the campaign
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class DLL_LINKAGE CampaignState : public Campaign
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{
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friend class CampaignHandler;
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using ScenarioPoolType = std::vector<JsonNode>;
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using CampaignPoolType = std::map<CampaignScenarioID, ScenarioPoolType>;
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using GlobalPoolType = std::map<HeroTypeID, JsonNode>;
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/// List of all maps completed by player, in order of their completion
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std::vector<CampaignScenarioID> mapsConquered;
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/// List of previously loaded campaign maps, to prevent translation of transferred hero names getting lost after their original map has been completed
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std::map<CampaignScenarioID, TextContainerRegistrable> mapTranslations;
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std::map<CampaignScenarioID, std::vector<uint8_t> > mapPieces; //binary h3ms, scenario number -> map data
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std::map<CampaignScenarioID, ui8> chosenCampaignBonuses;
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std::optional<CampaignScenarioID> currentMap;
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/// Heroes from specific scenario, ordered by descending strength
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CampaignPoolType scenarioHeroPool;
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/// Pool of heroes currently reserved for usage in campaign
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GlobalPoolType globalHeroPool;
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public:
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CampaignState() = default;
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/// Returns last completed scenario, if any
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std::optional<CampaignScenarioID> lastScenario() const;
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std::optional<CampaignScenarioID> currentScenario() const;
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std::set<CampaignScenarioID> conqueredScenarios() const;
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/// Returns bonus selected for specific scenario
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std::optional<CampaignBonus> getBonus(CampaignScenarioID which) const;
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/// Returns index of selected bonus for specified scenario
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std::optional<ui8> getBonusID(CampaignScenarioID which) const;
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/// Returns true if selected scenario can be selected and started by player
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bool isAvailable(CampaignScenarioID whichScenario) const;
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/// Returns true if selected scenario has been already completed by player
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bool isConquered(CampaignScenarioID whichScenario) const;
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/// Returns true if all available scenarios have been completed and campaign is finished
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bool isCampaignFinished() const;
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std::unique_ptr<CMap> getMap(CampaignScenarioID scenarioId, IGameCallback * cb);
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std::unique_ptr<CMapHeader> getMapHeader(CampaignScenarioID scenarioId) const;
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std::shared_ptr<CMapInfo> getMapInfo(CampaignScenarioID scenarioId) const;
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void setCurrentMap(CampaignScenarioID which);
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void setCurrentMapBonus(ui8 which);
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void setCurrentMapAsConquered(std::vector<CGHeroInstance*> heroes);
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/// Returns list of heroes that must be reserved for campaign and can only be used for hero placeholders
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std::set<HeroTypeID> getReservedHeroes() const;
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/// Returns strongest hero from specified scenario, or null if none found
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const CGHeroInstance * strongestHero(CampaignScenarioID scenarioId, const PlayerColor & owner) const;
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/// Returns heroes that can be instantiated as hero placeholders by power
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const std::vector<JsonNode> & getHeroesByPower(CampaignScenarioID scenarioId) const;
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/// Returns hero for instantiation as placeholder by type
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/// May return empty JsonNode if such hero was not found
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const JsonNode & getHeroByType(HeroTypeID heroID) const;
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JsonNode crossoverSerialize(CGHeroInstance * hero) const;
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CGHeroInstance * crossoverDeserialize(const JsonNode & node, CMap * map) const;
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std::string campaignSet;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<Campaign&>(*this);
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h & scenarioHeroPool;
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h & globalHeroPool;
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h & mapPieces;
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h & mapsConquered;
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h & currentMap;
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h & chosenCampaignBonuses;
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h & campaignSet;
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if (h.version >= Handler::Version::CAMPAIGN_MAP_TRANSLATIONS)
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h & mapTranslations;
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}
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};
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VCMI_LIB_NAMESPACE_END
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