| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353 | /* * CampaignBonus.cpp, 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 * */#include "StdInc.h"#include "CampaignBonus.h"#include "../filesystem/CBinaryReader.h"#include "../mapping/MapIdentifiersH3M.h"#include "../json/JsonNode.h"#include "../constants/StringConstants.h"VCMI_LIB_NAMESPACE_BEGINstatic const std::map<std::string, CampaignBonusType> bonusTypeMap = {	{"spell", CampaignBonusType::SPELL},	{"creature", CampaignBonusType::MONSTER},	{"building", CampaignBonusType::BUILDING},	{"artifact", CampaignBonusType::ARTIFACT},	{"scroll", CampaignBonusType::SPELL_SCROLL},	{"primarySkill", CampaignBonusType::PRIMARY_SKILL},	{"secondarySkill", CampaignBonusType::SECONDARY_SKILL},	{"resource", CampaignBonusType::RESOURCE},	{"prevHero", CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO},	{"hero", CampaignBonusType::HERO},};static const std::map<std::string, ui16> heroSpecialMap = {	{"strongest", HeroTypeID::CAMP_STRONGEST},	{"generated", HeroTypeID::CAMP_GENERATED},	{"random", HeroTypeID::CAMP_RANDOM}};static const std::map<std::string, ui8> resourceTypeMap = {	{"wood", EGameResID::WOOD},	{"mercury", EGameResID::MERCURY},	{"ore", EGameResID::ORE},	{"sulfur", EGameResID::SULFUR},	{"crystal", EGameResID::CRYSTAL},	{"gems", EGameResID::GEMS},	{"gold", EGameResID::GOLD},	{"common", EGameResID::COMMON},	{"rare", EGameResID::RARE}};CampaignBonus::CampaignBonus(CBinaryReader & reader, const MapIdentifiersH3M & remapper, CampaignStartOptions mode){	switch(mode)	{		case CampaignStartOptions::NONE:			// in this mode game should not attempt to create instances of bonuses			throw std::runtime_error("Attempt to create empty campaign bonus");		case CampaignStartOptions::START_BONUS:		{			auto bonusType = static_cast<CampaignBonusType>(reader.readUInt8());			switch(bonusType)			{				case CampaignBonusType::SPELL:				{					HeroTypeID hero(reader.readInt16());					SpellID spell(reader.readUInt8());					data = CampaignBonusSpell{remapper.remap(hero), spell};					break;				}				case CampaignBonusType::MONSTER:				{					HeroTypeID hero(reader.readInt16());					CreatureID creature(reader.readUInt16());					int32_t amount = reader.readUInt16();					data = CampaignBonusCreatures{remapper.remap(hero), remapper.remap(creature), amount};					break;				}				case CampaignBonusType::BUILDING:				{					BuildingID building(reader.readUInt8());					data = CampaignBonusBuilding{building, remapper.remapBuilding(std::nullopt, building)};					break;				}				case CampaignBonusType::ARTIFACT:				{					HeroTypeID hero(reader.readInt16());					ArtifactID artifact(reader.readUInt16());					data = CampaignBonusArtifact{remapper.remap(hero), remapper.remap(artifact)};					break;				}				case CampaignBonusType::SPELL_SCROLL:				{					HeroTypeID hero(reader.readInt16());					SpellID spell(reader.readUInt8());					data = CampaignBonusSpellScroll{remapper.remap(hero), spell};					break;				}				case CampaignBonusType::PRIMARY_SKILL:				{					HeroTypeID hero(reader.readInt16());					std::array<uint8_t, 4> amounts = {};					for(auto & value : amounts)						value = reader.readUInt8();					data = CampaignBonusPrimarySkill{remapper.remap(hero), amounts};					break;				}				case CampaignBonusType::SECONDARY_SKILL:				{					HeroTypeID hero(reader.readInt16());					SecondarySkill skill(reader.readUInt8());					int32_t skillMastery(reader.readUInt8());					data = CampaignBonusSecondarySkill{remapper.remap(hero), remapper.remap(skill), skillMastery};					break;				}				case CampaignBonusType::RESOURCE:				{					GameResID resource(reader.readInt8());					int32_t amount(reader.readInt32());					data = CampaignBonusStartingResources{resource, amount};					break;				}				default:					throw std::runtime_error("Corrupted or unsupported h3c file");			}			break;		}		case CampaignStartOptions::HERO_CROSSOVER: //reading of players (colors / scenarios ?) player can choose		{			PlayerColor player(reader.readUInt8());			CampaignScenarioID scenario(reader.readUInt8());			data = CampaignBonusHeroesFromScenario{player, scenario};			break;		}		case CampaignStartOptions::HERO_OPTIONS: //heroes player can choose between		{			PlayerColor player(reader.readUInt8());			HeroTypeID hero(reader.readInt16());			data = CampaignBonusStartingHero{player, remapper.remap(hero)};			break;		}		default:		{			throw std::runtime_error("Corrupted or unsupported h3c file");		}	}}CampaignBonus::CampaignBonus(const JsonNode & bjson, CampaignStartOptions mode){	CampaignBonusType bonusType;	if (!bjson["what"].isNull())	{		bonusType = bonusTypeMap.at(bjson["what"].String());	}	else if (mode == CampaignStartOptions::HERO_CROSSOVER)	{		bonusType = CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO;	}	else if (mode == CampaignStartOptions::HERO_OPTIONS)	{		bonusType = CampaignBonusType::HERO;	}	else	{		throw std::runtime_error("Corrupted or unsupported vcmp file");	}	const auto & decodeHeroTypeID = [](JsonNode heroType) -> HeroTypeID	{		if(vstd::contains(heroSpecialMap, heroType.String()))			return HeroTypeID(heroSpecialMap.at(heroType.String()));		else			return HeroTypeID(HeroTypeID::decode(heroType.String()));	};	switch(bonusType)	{		case CampaignBonusType::SPELL:		{			HeroTypeID hero(decodeHeroTypeID(bjson["hero"]));			SpellID spell(SpellID::decode(bjson["spellType"].String()));			data = CampaignBonusSpell{hero, spell};			break;		}		case CampaignBonusType::MONSTER:		{			HeroTypeID hero(decodeHeroTypeID(bjson["hero"]));			CreatureID creature(CreatureID::decode(bjson["creatureType"].String()));			int32_t amount = bjson["creatureAmount"].Integer();			data = CampaignBonusCreatures{hero, creature, amount};			break;		}		case CampaignBonusType::BUILDING:		{			BuildingID building(vstd::find_pos(EBuildingType::names, bjson["buildingType"].String()));			data = CampaignBonusBuilding{building, building};			break;		}		case CampaignBonusType::ARTIFACT:		{			HeroTypeID hero(decodeHeroTypeID(bjson["hero"]));			ArtifactID artifact(ArtifactID::decode(bjson["artifactType"].String()));			data = CampaignBonusArtifact{hero, artifact};			break;		}		case CampaignBonusType::SPELL_SCROLL:		{			HeroTypeID hero(decodeHeroTypeID(bjson["hero"]));			SpellID spell(SpellID::decode(bjson["spellType"].String()));			data = CampaignBonusSpellScroll{hero, spell};			break;		}		case CampaignBonusType::PRIMARY_SKILL:		{			HeroTypeID hero(decodeHeroTypeID(bjson["hero"]));			std::array<uint8_t, 4> amounts = {};			for(size_t i = 0; i < amounts.size(); ++i)				amounts[i] = bjson[NPrimarySkill::names[i]].Integer();			data = CampaignBonusPrimarySkill{hero, amounts};			break;		}		case CampaignBonusType::SECONDARY_SKILL:		{			HeroTypeID hero(decodeHeroTypeID(bjson["hero"]));			SecondarySkill skill(SecondarySkill::decode(bjson["skillType"].String()));			int32_t skillMastery = bjson["skillMastery"].Integer();			data = CampaignBonusSecondarySkill{hero, skill, skillMastery};			break;		}		case CampaignBonusType::RESOURCE:		{			GameResID resource(resourceTypeMap.at(bjson["resourceType"].String()));			int32_t resourceAmount(bjson["resourceAmount"].Integer());			data = CampaignBonusStartingResources{resource, resourceAmount};			break;		}		case CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO: //reading of players (colors / scenarios ?) player can choose		{			PlayerColor player(SecondarySkill::decode(bjson["playerColor"].String()));			CampaignScenarioID scenario(bjson["scenario"].Integer());			data = CampaignBonusHeroesFromScenario{player, scenario};			break;		}		case CampaignBonusType::HERO: //heroes player can choose between		{			PlayerColor player(SecondarySkill::decode(bjson["playerColor"].String()));			HeroTypeID hero(decodeHeroTypeID(bjson["hero"]));			data = CampaignBonusStartingHero{player, hero};			break;		}		default:			throw std::runtime_error("Corrupted or unsupported h3c file");	}}JsonNode CampaignBonus::toJson() const{	JsonNode bnode;	const auto & encodeHeroTypeID = [](HeroTypeID heroType) -> JsonNode	{		if(vstd::contains(vstd::reverseMap(heroSpecialMap), heroType))			return JsonNode(vstd::reverseMap(heroSpecialMap)[heroType]);		else			return JsonNode(HeroTypeID::encode(heroType));	};	bnode["what"].String() = vstd::reverseMap(bonusTypeMap).at(getType());	switch (getType())	{		case CampaignBonusType::SPELL:		{			const auto & bonusValue = getValue<CampaignBonusSpell>();			bnode["hero"] = encodeHeroTypeID(bonusValue.hero);			bnode["spellType"].String() = SpellID::encode(bonusValue.spell.getNum());			break;		}		case CampaignBonusType::MONSTER:		{			const auto & bonusValue = getValue<CampaignBonusCreatures>();			bnode["hero"] = encodeHeroTypeID(bonusValue.hero);			bnode["creatureType"].String() = CreatureID::encode(bonusValue.creature.getNum());			bnode["creatureAmount"].Integer() = bonusValue.amount;			break;		}		case CampaignBonusType::BUILDING:		{			const auto & bonusValue = getValue<CampaignBonusBuilding>();			bnode["buildingType"].String() = EBuildingType::names[bonusValue.buildingDecoded.getNum()];			break;		}		case CampaignBonusType::ARTIFACT:		{			const auto & bonusValue = getValue<CampaignBonusArtifact>();			bnode["hero"] = encodeHeroTypeID(bonusValue.hero);			bnode["artifactType"].String() = ArtifactID::encode(bonusValue.artifact.getNum());			break;		}		case CampaignBonusType::SPELL_SCROLL:		{			const auto & bonusValue = getValue<CampaignBonusSpellScroll>();			bnode["hero"] = encodeHeroTypeID(bonusValue.hero);			bnode["spellType"].String() = SpellID::encode(bonusValue.spell.getNum());			break;		}		case CampaignBonusType::PRIMARY_SKILL:		{			const auto & bonusValue = getValue<CampaignBonusPrimarySkill>();			bnode["hero"] = encodeHeroTypeID(bonusValue.hero);			for(size_t i = 0; i < bonusValue.amounts.size(); ++i)				bnode[NPrimarySkill::names[i]].Integer() = bonusValue.amounts[i];			break;		}		case CampaignBonusType::SECONDARY_SKILL:		{			const auto & bonusValue = getValue<CampaignBonusSecondarySkill>();			bnode["hero"] = encodeHeroTypeID(bonusValue.hero);			bnode["skillType"].String() = SecondarySkill::encode(bonusValue.skill.getNum());			bnode["skillMastery"].Integer() = bonusValue.mastery;			break;		}		case CampaignBonusType::RESOURCE:		{			const auto & bonusValue = getValue<CampaignBonusStartingResources>();			bnode["resourceType"].String() = vstd::reverseMap(resourceTypeMap)[bonusValue.resource.getNum()];			bnode["resourceAmount"].Integer() = bonusValue.amount;			break;		}		case CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO:		{			const auto & bonusValue = getValue<CampaignBonusHeroesFromScenario>();			bnode["playerColor"].String() = PlayerColor::encode(bonusValue.startingPlayer);			bnode["scenario"].Integer() = bonusValue.scenario.getNum();			break;		}		case CampaignBonusType::HERO:		{			const auto & bonusValue = getValue<CampaignBonusStartingHero>();			bnode["playerColor"].String() = PlayerColor::encode(bonusValue.startingPlayer);			bnode["hero"] = encodeHeroTypeID(bonusValue.hero);			break;		}	}	return bnode;}VCMI_LIB_NAMESPACE_END
 |