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vcmi/lib/CDefObjInfoHandler.cpp

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#include "StdInc.h"
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#include "CDefObjInfoHandler.h"
#include "Filesystem/CResourceLoader.h"
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#include "../client/CGameInfo.h"
#include "../lib/VCMI_Lib.h"
#include "GameConstants.h"
/*
* CDefObjInfoHandler.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
*
*/
bool CGDefInfo::isVisitable() const
{
for (int i=0; i<6; i++)
{
if (visitMap[i])
return true;
}
return false;
}
CGDefInfo::CGDefInfo()
{
visitDir = (8|16|32|64|128); //4,5,6,7,8 - any not-from-up direction
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width = height = -1;
}
void CGDefInfo::fetchInfoFromMSK()
{
auto msk = CResourceHandler::get()->loadData(ResourceID(std::string("SPRITES/") + name, EResType::MASK));
width = msk.first.get()[0];
height = msk.first.get()[1];
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for(int i=0; i<6; ++i)
{
coverageMap[i] = msk.first.get()[i+2];
shadowCoverage[i] = msk.first.get()[i+8];
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}
}
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void CDefObjInfoHandler::load()
{
VLC->dobjinfo = this;
auto textFile = CResourceHandler::get()->loadData(ResourceID("DATA/ZOBJCTS.TXT"));
std::istringstream inp(std::string((char*)textFile.first.get(), textFile.second));
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int objNumber;
inp>>objNumber;
std::string mapStr;
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for(int hh=0; hh<objNumber; ++hh)
{
CGDefInfo* nobj = new CGDefInfo();
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std::string dump;
inp>>nobj->name;
std::transform(nobj->name.begin(), nobj->name.end(), nobj->name.begin(), (int(*)(int))toupper);
for(int o=0; o<6; ++o)
{
nobj->blockMap[o] = 0xff;
nobj->visitMap[o] = 0x00;
nobj->coverageMap[o] = 0x00;
nobj->shadowCoverage[o] = 0x00;
}
inp>>mapStr;
std::reverse(mapStr.begin(), mapStr.end());
for(int v=0; v<mapStr.size(); ++v)
{
if(mapStr[v]=='0')
{
nobj->blockMap[v/8] &= 255 - (128 >> (v%8));
}
}
inp>>mapStr;
std::reverse(mapStr.begin(), mapStr.end());
for(int v=0; v<mapStr.size(); ++v)
{
if(mapStr[v]=='1')
{
nobj->visitMap[v/8] |= (128 >> (v%8));
}
}
for(int yy=0; yy<2; ++yy) //first - on which types of terrain object can be placed;
inp>>dump; //second -in which terrains' menus object in the editor will be available (?)
inp>>nobj->id;
inp>>nobj->subid;
inp>>nobj->type;
nobj->visitDir = (8|16|32|64|128); //disabled visiting from the top
if(nobj->type == 2 || nobj->type == 3 || nobj->type == 4 || nobj->type == 5) //creature, hero, artifact, resource
{
nobj->visitDir = 0xff;
}
else
{
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static int visitableFromTop[] = {29, 82, 86, 11, 59, 8, 111,33,81,12,9,212,215,22}; //sea chest, flotsam, shipwreck survivor, buoy, ocean bottle, boat, whirlpool, garrison, scholar, campfire, borderguard, bordergate, questguard, corpse
for(int i=0; i < ARRAY_COUNT(visitableFromTop); i++)
{
if(visitableFromTop[i] == nobj->id)
{
nobj->visitDir = 0xff;
break;
}
}
}
inp >> nobj->printPriority;
//coverageMap calculating
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nobj->fetchInfoFromMSK();
gobjs[nobj->id][nobj->subid] = nobj;
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}
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for (int i = 0; i < 8 ; i++)
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{
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static const char *holeDefs[] = {"AVLHOLD0.DEF", "AVLHLDS0.DEF", "AVLHOLG0.DEF", "AVLHLSN0.DEF",
"AVLHOLS0.DEF", "AVLHOLR0.DEF", "AVLHOLX0.DEF", "AVLHOLL0.DEF"};
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if(i)
{
gobjs[124][i] = new CGDefInfo(*gobjs[124][0]);
}
gobjs[124][i]->name = holeDefs[i];
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}
}
CDefObjInfoHandler::~CDefObjInfoHandler()
{
for(bmap<int,bmap<int, ConstTransitivePtr<CGDefInfo> > >::iterator i=gobjs.begin(); i!=gobjs.end(); i++)
for(bmap<int, ConstTransitivePtr<CGDefInfo> >::iterator j=i->second.begin(); j!=i->second.end(); j++)
j->second.dellNull();
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}