| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183 | /* * 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#include "../modding/ModVerificationInfo.h"VCMI_LIB_NAMESPACE_BEGINclass ResourcePath;class CMap;class CMapHeader;class CInputStream;class IMapLoader;class IMapPatcher;class IGameCallback;/** * 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 ResourcePath & name, IGameCallback * cb) 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 ResourcePath & 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.@@ -60,8 +60,8 @@ class DLL_LINKAGE CMapService	 * @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 uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding, IGameCallback * cb) 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.@@ -74,7 +74,27 @@ class DLL_LINKAGE CMapService	 * @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 uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding) const = 0;	/**	 * Saves map into VCMI format with name specified	 * @param map to save	 * @param fullPath full path to file to write, including extension	 */	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 ResourcePath & name, IGameCallback * cb) const override;	std::unique_ptr<CMapHeader> loadMapHeader(const ResourcePath & name) const override;	std::unique_ptr<CMap> loadMap(const uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding, IGameCallback * cb) const override;	std::unique_ptr<CMapHeader> loadMapHeader(const uint8_t * buffer, int size, const std::string & name, const std::string & modName, const std::string & encoding) const override;	void saveMap(const std::unique_ptr<CMap> & map, boost::filesystem::path fullPath) const override;		/**	 * Tests if mods used in the map are currently loaded	 * @param map const reference to map header	 * @return data structure representing missing or incompatible mods (those which are needed from map but not loaded)	 */	static ModCompatibilityInfo verifyMapHeaderMods(const CMapHeader & map);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 ResourcePath & 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 uint8_t * 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, std::string mapName, std::string modName, std::string encoding);	/**	 * 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(IGameCallback * cb) = 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(){}};VCMI_LIB_NAMESPACE_END
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