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/*! \file loaders.h
\brief procedure for loading and writing savegames, maps etc.
IO for basic types like vehicletype, buildingtype etc which are also used by the small editors are found in sgstream
*/
/*
This file is part of Advanced Strategic Command; http://www.asc-hq.de
Copyright (C) 1994-2010 Martin Bickel and Marc Schellenberger
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; see the file COPYING. If not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/
#ifndef loadersH
#define loadersH
#include <sigc++/sigc++.h>
#include "loki/Functor.h"
#include "ascstring.h"
#include "sgstream.h"
#include "messages.h"
#include "graphics/blitter.h"
extern const int fileterminator;
extern const char* savegameextension;
extern const char* mapextension;
extern const char* tournamentextension;
//! saves the map located in #actmap to the map file name
extern void savemap( const ASCString& name, GameMap* gamemap );
//! saves the game located in #actmap to the savegame file name
extern void savegame( const ASCString& name, GameMap* gamemap);
typedef Loki::Functor<GameMap*, LOKI_TYPELIST_1(const ASCString&) > MapLoadingFunction;
extern GameMap* mapLoadingExceptionChecker( const ASCString& filename, MapLoadingFunction loader );
extern GameMap* loadreplay( MemoryStreamStorage* streambuf );
//! writes all replay relevant map information of player num to the replay variable of #actmap
extern void savereplay( GameMap* gamemap, int num );
class tspfldloaders {
public:
tnstream* stream;
GameMap* spfld;
static sigc::signal<void,GameMap*> mapLoaded;
void readoldevents ( void );
void writedissections ( void );
void readdissections ( void );
void readLegacyNetwork ( void );
virtual void initmap ( void ) = 0;
void writemap ( void );
void readmap ( void );
void writefields ( void );
void readfields ( void );
void writemessages ( void );
void writemessagelist( MessagePntrContainer& lst );
void readmessages ( void );
void readmessagelist( MessagePntrContainer& lst );
void chainitems ( GameMap* actmap );
void setplayerexistencies ( void );
virtual ~tspfldloaders();
tspfldloaders ( void );
};
class tmaploaders : public tspfldloaders {
void initmap ( void );
GameMap* _loadmap ( const ASCString& name );
public:
static GameMap* loadmap ( const ASCString& name );
int savemap ( const ASCString& name, GameMap* gamemap );
tmaploaders (void ) {};
};
class tgameloaders : public tspfldloaders {
protected:
void initmap ( void );
void readAI( );
void writeAI( );
};
class tnetworkloaders : public tgameloaders {
public:
GameMap* loadnwgame ( tnstream* strm );
int savenwgame ( tnstream* strm, const GameMap* gamemap );
};
class GameFileInformation {
public:
GameFileInformation() : turn(0) {};
ASCString maptitle;
ASCString playername;
int turn;
Surface image;
};
class tsavegameloaders : public tgameloaders {
public:
GameMap* loadgame ( tnstream* strm );
static GameMap* loadGameFromFile ( const ASCString& name );
GameFileInformation loadMapimageFromFile( const ASCString& filename );
void savegame ( tnstream* strm, GameMap* gamemap, bool writeReplays = true );
void savegame ( GameMap* gamemap, const ASCString& name );
};
//! checks, whether filename is a valid map file
extern bool validatemapfile ( const ASCString& filename );
//! checks, whether filename is a valid savegame
extern bool validatesavfile ( const ASCString& filename );
//! checks, whether filename is a valid email game
extern bool validateemlfile ( const ASCString& filename );
struct MapConinuationInfo {
ASCString title;
ASCString codeword;
ASCString filename;
};
extern MapConinuationInfo findNextCampaignMap( int id = -1 );
extern bool suppressMapTriggerExecution;
/** used by setLocalizedEventMessage to get the map being loaded
It's not nice having a global variable for that, but we need to persist the data for the Lua callbacks */
extern GameMap* eventLocalizationMap;
#endif
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