1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00
vcmi/lib/mapping/CMapInfo.cpp
Arseniy Shestakov ac66fc7f42 Full rework of pre-game interface and networking
New features for players:
* Loading for multiplayer. Any save could be used for multiplayer.
* Restart for multiplayer. All clients will restart together.
* Loading from single save.
* Hotseat mixed with network game. Multiple players per client.
* Now connection to server could be cancelled.
* Return to menu on disconnections instead of crashes.
* Restoring of last selected map, save or campaign on next run.

TLDR on important changes in engine code:
* UI: work with server separated from UI
* UI: all explitic blitting replaced with IntObject's
* UI: all new code use smart pointers instead of DISPOSE
* Gameplay always start through lobby controlled by server.
* Threads receiving netpacks now shared for lobby and gameplay.
* Campaigns: heroes for crossover now serialized as JsonNode.
2018-04-04 14:24:26 +07:00

185 lines
4.3 KiB
C++

/*
* CMapInfo.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 "CMapInfo.h"
#include "../filesystem/ResourceID.h"
#include "../StartInfo.h"
#include "../GameConstants.h"
#include "CMapService.h"
#include "../filesystem/Filesystem.h"
#include "../serializer/CMemorySerializer.h"
#include "../CGeneralTextHandler.h"
#include "../rmg/CMapGenOptions.h"
#include "../CCreatureHandler.h"
#include "../CHeroHandler.h"
#include "../CModHandler.h"
CMapInfo::CMapInfo()
: scenarioOptionsOfSave(nullptr), amountOfPlayersOnMap(0), amountOfHumanControllablePlayers(0), amountOfHumanPlayersInSave(0), isRandomMap(false)
{
}
CMapInfo::~CMapInfo()
{
vstd::clear_pointer(scenarioOptionsOfSave);
}
void CMapInfo::mapInit(const std::string & fname)
{
fileURI = fname;
CMapService mapService;
mapHeader = mapService.loadMapHeader(ResourceID(fname, EResType::MAP));
countPlayers();
}
void CMapInfo::saveInit(ResourceID file)
{
CLoadFile lf(*CResourceHandler::get()->getResourceName(file), MINIMAL_SERIALIZATION_VERSION);
lf.checkMagicBytes(SAVEGAME_MAGIC);
mapHeader = make_unique<CMapHeader>();
lf >> *(mapHeader.get()) >> scenarioOptionsOfSave;
fileURI = file.getName();
countPlayers();
std::time_t time = boost::filesystem::last_write_time(*CResourceHandler::get()->getResourceName(file));
date = std::asctime(std::localtime(&time));
// We absolutely not need this data for lobby and server will read it from save
// FIXME: actually we don't want them in CMapHeader!
mapHeader->triggeredEvents.clear();
}
void CMapInfo::campaignInit()
{
campaignHeader = std::unique_ptr<CCampaignHeader>(new CCampaignHeader(CCampaignHandler::getHeader(fileURI)));
}
void CMapInfo::countPlayers()
{
for(int i=0; i<PlayerColor::PLAYER_LIMIT_I; i++)
{
if(mapHeader->players[i].canHumanPlay)
{
amountOfPlayersOnMap++;
amountOfHumanControllablePlayers++;
}
else if(mapHeader->players[i].canComputerPlay)
{
amountOfPlayersOnMap++;
}
}
if(scenarioOptionsOfSave)
for (auto i = scenarioOptionsOfSave->playerInfos.cbegin(); i != scenarioOptionsOfSave->playerInfos.cend(); i++)
if(i->second.isControlledByHuman())
amountOfHumanPlayersInSave++;
}
std::string CMapInfo::getName() const
{
if(campaignHeader && campaignHeader->name.length())
return campaignHeader->name;
else if(mapHeader && mapHeader->name.length())
return mapHeader->name;
else
return VLC->generaltexth->allTexts[508];
}
std::string CMapInfo::getNameForList() const
{
if(scenarioOptionsOfSave)
{
// TODO: this could be handled differently
std::vector<std::string> path;
boost::split(path, fileURI, boost::is_any_of("\\/"));
return path[path.size()-1];
}
else
{
return getName();
}
}
std::string CMapInfo::getDescription() const
{
if(campaignHeader)
return campaignHeader->description;
else
return mapHeader->description;
}
int CMapInfo::getMapSizeIconId() const
{
if(!mapHeader)
return 4;
switch(mapHeader->width)
{
case CMapHeader::MAP_SIZE_SMALL:
return 0;
case CMapHeader::MAP_SIZE_MIDDLE:
return 1;
case CMapHeader::MAP_SIZE_LARGE:
return 2;
case CMapHeader::MAP_SIZE_XLARGE:
return 3;
default:
return 4;
}
}
std::pair<int, int> CMapInfo::getMapSizeFormatIconId() const
{
int frame = -1, group = 0;
switch(mapHeader->version)
{
case EMapFormat::ROE:
frame = 0;
break;
case EMapFormat::AB:
frame = 1;
break;
case EMapFormat::SOD:
frame = 2;
break;
case EMapFormat::WOG:
frame = 3;
break;
case EMapFormat::VCMI:
frame = 0;
group = 1;
break;
default:
// Unknown version. Be safe and ignore that map
//logGlobal->warn("Warning: %s has wrong version!", currentItem->fileURI);
break;
}
return std::make_pair(frame, group);
}
std::string CMapInfo::getMapSizeName() const
{
switch(mapHeader->width)
{
case CMapHeader::MAP_SIZE_SMALL:
return "S";
case CMapHeader::MAP_SIZE_MIDDLE:
return "M";
case CMapHeader::MAP_SIZE_LARGE:
return "L";
case CMapHeader::MAP_SIZE_XLARGE:
return "XL";
default:
return "C";
}
}