mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
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
174 lines
4.8 KiB
C++
174 lines
4.8 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
|
|
|
|
class ResourceID;
|
|
|
|
class CMap;
|
|
class CMapHeader;
|
|
class CInputStream;
|
|
|
|
class IMapLoader;
|
|
class IMapPatcher;
|
|
|
|
/**
|
|
* 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 ResourceID & name) 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 ResourceID & 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.
|
|
*
|
|
* TODO Replace method params with a CampaignMapInfo struct which contains
|
|
* a campaign loading object + name of map.
|
|
*
|
|
* @param buffer a pointer to a buffer containing the map data
|
|
* @param size the size of the buffer
|
|
* @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 ui8 * buffer, int size, const std::string & name) 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.
|
|
*
|
|
* TODO Replace method params with a CampaignMapInfo struct which contains
|
|
* a campaign loading object + name of map.
|
|
*
|
|
* @param buffer a pointer to a buffer containing the map header data
|
|
* @param size the size of the buffer
|
|
* @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 ui8 * buffer, int size, const std::string & name) const = 0;
|
|
|
|
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 ResourceID & name) const override;
|
|
std::unique_ptr<CMapHeader> loadMapHeader(const ResourceID & name) const override;
|
|
std::unique_ptr<CMap> loadMap(const ui8 * buffer, int size, const std::string & name) const override;
|
|
std::unique_ptr<CMapHeader> loadMapHeader(const ui8 * buffer, int size, const std::string & name) const override;
|
|
void saveMap(const std::unique_ptr<CMap> & map, boost::filesystem::path fullPath) const override;
|
|
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 ResourceID & 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 ui8 * 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);
|
|
|
|
/**
|
|
* 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() = 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(){}
|
|
};
|