mirror of
https://github.com/vcmi/vcmi.git
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292 lines
6.3 KiB
C++
292 lines
6.3 KiB
C++
/*
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* MapFormatJson.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 "CMapService.h"
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#include "../filesystem/CZipSaver.h"
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#include "../filesystem/CZipLoader.h"
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#include "../GameConstants.h"
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#include "../serializer/JsonSerializeFormat.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct TriggeredEvent;
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struct TerrainTile;
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struct PlayerInfo;
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class CGObjectInstance;
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class AObjectTypeHandler;
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class TerrainType;
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class RoadType;
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class RiverType;
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class JsonSerializeFormat;
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class JsonDeserializer;
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class JsonSerializer;
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class DLL_LINKAGE CMapFormatJson
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{
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public:
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static const int VERSION_MAJOR;
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static const int VERSION_MINOR;
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static const std::string HEADER_FILE_NAME;
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static const std::string OBJECTS_FILE_NAME;
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static const std::string TERRAIN_FILE_NAMES[2];
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int fileVersionMajor;
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int fileVersionMinor;
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protected:
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friend class MapObjectResolver;
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std::unique_ptr<IInstanceResolver> mapObjectResolver;
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/** ptr to the map object which gets filled by data from the buffer or written to buffer */
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CMap * map;
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/**
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* ptr to the map header object which gets filled by data from the buffer.
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* (when loading map and mapHeader point to the same object)
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*/
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CMapHeader * mapHeader;
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CMapFormatJson();
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static TerrainType * getTerrainByCode(const std::string & code);
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static RiverType * getRiverByCode(const std::string & code);
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static RoadType * getRoadByCode(const std::string & code);
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void serializeAllowedFactions(JsonSerializeFormat & handler, std::set<FactionID> & value) const;
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///common part of header saving/loading
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void serializeHeader(JsonSerializeFormat & handler);
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///player information saving/loading
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void serializePlayerInfo(JsonSerializeFormat & handler);
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/**
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* Reads team settings to header
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*/
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void readTeams(JsonDeserializer & handler);
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/**
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* Saves team settings to header
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*/
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void writeTeams(JsonSerializer & handler);
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/**
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* Reads triggered events, including victory/loss conditions
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*/
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void readTriggeredEvents(JsonDeserializer & handler);
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/**
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* Writes triggered events, including victory/loss conditions
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*/
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void writeTriggeredEvents(JsonSerializer & handler);
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/**
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* Reads one of triggered events
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*/
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void readTriggeredEvent(TriggeredEvent & event, const JsonNode & source) const;
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/**
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* Writes one of triggered events
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*/
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void writeTriggeredEvent(const TriggeredEvent & event, JsonNode & dest) const;
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void writeDisposedHeroes(JsonSerializeFormat & handler);
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void readDisposedHeroes(JsonSerializeFormat & handler);
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void serializePredefinedHeroes(JsonSerializeFormat & handler);
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void serializeRumors(JsonSerializeFormat & handler);
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void serializeTimedEvents(JsonSerializeFormat & handler);
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///common part of map attributes saving/loading
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void serializeOptions(JsonSerializeFormat & handler);
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/**
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* Loads map attributes except header ones
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*/
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void readOptions(JsonDeserializer & handler);
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/**
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* Saves map attributes except header ones
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*/
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void writeOptions(JsonSerializer & handler);
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};
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class DLL_LINKAGE CMapPatcher : public CMapFormatJson, public IMapPatcher
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{
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public:
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/**
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* Default constructor.
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*
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* @param stream. A stream containing the map data.
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*/
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CMapPatcher(const JsonNode & stream);
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public: //IMapPatcher
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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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void patchMapHeader(std::unique_ptr<CMapHeader> & header) override;
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private:
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/**
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* Reads subset of header that can be replaced by patching.
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*/
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void readPatchData();
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JsonNode input;
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};
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class DLL_LINKAGE CMapLoaderJson : public CMapFormatJson, public IMapLoader
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{
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public:
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/**
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* Constructor.
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*
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* @param stream a stream containing the map data
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*/
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CMapLoaderJson(CInputStream * stream);
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/**
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* Loads the VCMI/Json 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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std::unique_ptr<CMap> loadMap(IGameCallback * cb) override;
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/**
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* Loads the VCMI/Json 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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std::unique_ptr<CMapHeader> loadMapHeader() override;
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struct MapObjectLoader
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{
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MapObjectLoader(CMapLoaderJson * _owner, JsonMap::value_type & json);
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CMapLoaderJson * owner;
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CGObjectInstance * instance;
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ObjectInstanceID id;
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std::string jsonKey;//full id defined by map creator
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JsonNode & configuration;
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///constructs object (without configuration)
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void construct();
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///configures object
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void configure();
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};
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/**
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* Reads the map header.
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*/
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void readHeader(const bool complete);
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/**
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* Reads complete map.
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*/
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void readMap();
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/**
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* Reads texts and translations
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*/
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void readTranslations();
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static void readTerrainTile(const std::string & src, TerrainTile & tile);
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void readTerrainLevel(const JsonNode & src, const int index);
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void readTerrain();
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/**
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* Loads all map objects from zip archive
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*/
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void readObjects();
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bool isExistArchive(const std::string & archiveFilename);
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JsonNode getFromArchive(const std::string & archiveFilename);
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private:
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CInputStream * buffer;
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std::shared_ptr<CIOApi> ioApi;
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CZipLoader loader;///< object to handle zip archive operations
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};
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class DLL_LINKAGE CMapSaverJson : public CMapFormatJson, public IMapSaver
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{
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public:
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/**
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* Constructor.
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*
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* @param stream a stream to save the map to, will contain zip archive
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*/
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CMapSaverJson(CInputOutputStream * stream);
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~CMapSaverJson();
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/**
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* Actually saves the VCMI/Json map into stream.
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*/
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void saveMap(const std::unique_ptr<CMap> & map) override;
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/**
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* Saves @data as json file with specified @filename
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*/
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void addToArchive(const JsonNode & data, const std::string & filename);
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/**
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* Saves header to zip archive
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*/
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void writeHeader();
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/**
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* Saves texts and translations to zip archive
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*/
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void writeTranslations();
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/**
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* Encodes one tile into string
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* @param tile tile to serialize
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*/
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static std::string writeTerrainTile(const TerrainTile & tile);
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/**
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* Saves map level into json
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* @param index z coordinate
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*/
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JsonNode writeTerrainLevel(const int index);
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/**
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* Saves all terrain into zip archive
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*/
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void writeTerrain();
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/**
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* Saves all map objects into zip archive
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*/
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void writeObjects();
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private:
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CInputOutputStream * buffer;
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std::shared_ptr<CIOApi> ioApi;
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CZipSaver saver;///< object to handle zip archive operations
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};
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VCMI_LIB_NAMESPACE_END
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