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vcmi/lib/mapping/CMapService.h

184 lines
5.4 KiB
C++

/*
* CMapService.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 "../modding/ModVerificationInfo.h"
VCMI_LIB_NAMESPACE_BEGIN
class ResourcePath;
class CMap;
class CMapHeader;
class CInputStream;
class IMapLoader;
class IMapPatcher;
class IGameCallback;
/**
* The map service provides loading of VCMI/H3 map files. It can
* be extended to save maps later as well.
*/
class DLL_LINKAGE IMapService
{
public:
IMapService() = default;
virtual ~IMapService() = default;
/**
* Loads the VCMI/H3 map file specified by the name.
*
* @param name the name of the map
* @return a unique ptr to the loaded map class
*/
virtual std::unique_ptr<CMap> loadMap(const ResourcePath & name, IGameCallback * cb) const = 0;
/**
* Loads the VCMI/H3 map header specified by the name.
*
* @param name the name of the map
* @return a unique ptr to the loaded map header class
*/
virtual std::unique_ptr<CMapHeader> loadMapHeader(const ResourcePath & name) const = 0;
/**
* Loads the VCMI/H3 map file from a buffer. This method is temporarily
* in use to ease the transition to use the new map service.
@@ -60,8 +60,8 @@ class DLL_LINKAGE CMapService
* @param name indicates name of file that will be used during map header patching
* @return a unique ptr to the loaded map class
*/
virtual std::unique_ptr<CMap> loadMap(const uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding, IGameCallback * cb) const = 0;
/**
* Loads the VCMI/H3 map header from a buffer. This method is temporarily
* in use to ease the transition to use the new map service.
@@ -74,7 +74,27 @@ class DLL_LINKAGE CMapService
* @param name indicates name of file that will be used during map header patching
* @return a unique ptr to the loaded map class
*/
virtual std::unique_ptr<CMapHeader> loadMapHeader(const uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding) const = 0;
/**
* Saves map into VCMI format with name specified
* @param map to save
* @param fullPath full path to file to write, including extension
*/
virtual void saveMap(const std::unique_ptr<CMap> & map, boost::filesystem::path fullPath) const = 0;
};
class DLL_LINKAGE CMapService : public IMapService
{
public:
CMapService() = default;
virtual ~CMapService() = default;
std::unique_ptr<CMap> loadMap(const ResourcePath & name, IGameCallback * cb) const override;
std::unique_ptr<CMapHeader> loadMapHeader(const ResourcePath & name) const override;
std::unique_ptr<CMap> loadMap(const uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding, IGameCallback * cb) const override;
std::unique_ptr<CMapHeader> loadMapHeader(const uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding) const override;
void saveMap(const std::unique_ptr<CMap> & map, boost::filesystem::path fullPath) const override;
/**
* Tests if mods used in the map are currently loaded
* @param map const reference to map header
* @return data structure representing missing or incompatible mods (those which are needed from map but not loaded)
*/
static ModCompatibilityInfo verifyMapHeaderMods(const CMapHeader & map);
private:
/**
* Gets a map input stream object specified by a map name.
*
* @param name the name of the map
* @return a unique ptr to the input stream class
*/
static std::unique_ptr<CInputStream> getStreamFromFS(const ResourcePath & name);
/**
* Gets a map input stream from a buffer.
*
* @param buffer a pointer to a buffer containing the map data
* @param size the size of the buffer
* @return a unique ptr to the input stream class
*/
static std::unique_ptr<CInputStream> getStreamFromMem(const uint8_t * buffer, int size);
/**
* Gets a map loader from the given stream. It performs checks to test
* in which map format the map is.
*
* @param stream the input map stream
* @return the constructed map loader
*/
static std::unique_ptr<IMapLoader> getMapLoader(std::unique_ptr<CInputStream> & stream, std::string mapName, std::string modName, std::string encoding);
/**
* Gets a map patcher for specified scenario
*
* @param scenarioName for patcher
* @return the constructed map patcher
*/
static std::unique_ptr<IMapPatcher> getMapPatcher(std::string scenarioName);
};
/**
* Interface for loading a map.
*/
class DLL_LINKAGE IMapLoader
{
public:
/**
* Loads the VCMI/H3 map file.
*
* @return a unique ptr of the loaded map class
*/
virtual std::unique_ptr<CMap> loadMap(IGameCallback * cb) = 0;
/**
* Loads the VCMI/H3 map header.
*
* @return a unique ptr of the loaded map header class
*/
virtual std::unique_ptr<CMapHeader> loadMapHeader() = 0;
virtual ~IMapLoader(){}
};
class DLL_LINKAGE IMapPatcher
{
public:
/**
* Modifies supplied map header using Json data
*
*/
virtual void patchMapHeader(std::unique_ptr<CMapHeader> & header) = 0;
virtual ~IMapPatcher(){}
};
/**
* Interface for saving a map.
*/
class DLL_LINKAGE IMapSaver
{
public:
/**
* Saves the VCMI/H3 map file.
*
*/
virtual void saveMap(const std::unique_ptr<CMap> & map) = 0;
virtual ~IMapSaver(){}
};
VCMI_LIB_NAMESPACE_END