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