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https://github.com/vcmi/vcmi.git
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362 lines
9.0 KiB
C
362 lines
9.0 KiB
C
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/*
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* CMapService.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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class CMap;
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class CMapHeader;
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class CInputStream;
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class CGHeroInstance;
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class CArtifactInstance;
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class CGObjectInstance;
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class CGSeerHut;
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class IQuestObject;
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class CGTownInstance;
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class CCreatureSet;
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class CInputStream;
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class IMapLoader;
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/**
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* The map service provides loading of VCMI/H3 map files. It can
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* be extended to save maps later as well.
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*/
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class DLL_LINKAGE CMapService
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{
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public:
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/**
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* Loads the VCMI/H3 map file specified by the name.
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*
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* @param name the name of the map
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* @return a unique ptr to the loaded map class
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*/
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static std::unique_ptr<CMap> loadMap(const std::string & name);
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/**
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* Loads the VCMI/H3 map header specified by the name.
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*
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* @param name the name of the map
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* @return a unique ptr to the loaded map header class
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*/
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static std::unique_ptr<CMapHeader> loadMapHeader(const std::string & name);
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/**
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* Loads the VCMI/H3 map file from a buffer. This method is temporarily
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* in use to ease the transition to use the new map service.
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*
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* TODO Replace method params with a CampaignMapInfo struct which contains
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* a campaign loading object + name of map.
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*
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* @param buffer a pointer to a buffer containing the map data
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* @param size the size of the buffer
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* @return a unique ptr to the loaded map class
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*/
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static std::unique_ptr<CMap> loadMap(const ui8 * buffer, int size);
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/**
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* Loads the VCMI/H3 map header from a buffer. This method is temporarily
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* in use to ease the transition to use the new map service.
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*
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* TODO Replace method params with a CampaignMapInfo struct which contains
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* a campaign loading object + name of map.
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*
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* @param buffer a pointer to a buffer containing the map header data
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* @param size the size of the buffer
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* @return a unique ptr to the loaded map class
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*/
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static std::unique_ptr<CMapHeader> loadMapHeader(const ui8 * buffer, int size);
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private:
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/**
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* Gets a map input stream object specified by a map name.
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*
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* @param name the name of the map
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* @return a unique ptr to the input stream class
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*/
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static std::unique_ptr<CInputStream> getStreamFromFS(const std::string & name);
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/**
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* Gets a map input stream from a buffer.
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*
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* @param buffer a pointer to a buffer containing the map data
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* @param size the size of the buffer
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* @return a unique ptr to the input stream class
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*/
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static std::unique_ptr<CInputStream> getStreamFromMem(const ui8 * buffer, int size);
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/**
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* Gets a map loader from the given stream. It performs checks to test
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* in which map format the map is.
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*
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* @param stream the input map stream
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* @return the constructed map loader
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*/
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static std::unique_ptr<IMapLoader> getMapLoader(std::unique_ptr<CInputStream> & stream);
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};
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/**
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* Interface for loading a map.
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*/
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class DLL_LINKAGE IMapLoader
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{
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public:
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/**
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* Loads the VCMI/H3 map file.
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*
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* @return a unique ptr of the loaded map class
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*/
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virtual std::unique_ptr<CMap> loadMap() = 0;
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/**
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* Loads the VCMI/H3 map header.
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*
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* @return a unique ptr of the loaded map header class
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*/
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virtual std::unique_ptr<CMapHeader> loadMapHeader() = 0;
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};
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class DLL_LINKAGE CMapLoaderH3M : public IMapLoader
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{
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public:
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/**
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* Default constructor.
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*
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* @param stream a stream containing the map data
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*/
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CMapLoaderH3M(CInputStream * stream);
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/**
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* Destructor.
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*/
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~CMapLoaderH3M();
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/**
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* Loads the VCMI/H3 map file.
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*
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* @return a unique ptr of the loaded map class
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*/
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std::unique_ptr<CMap> loadMap();
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/**
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* Loads the VCMI/H3 map header.
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*
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* @return a unique ptr of the loaded map header class
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*/
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std::unique_ptr<CMapHeader> loadMapHeader();
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/** true if you want to enable the map loader profiler to see how long a specific part took; default=false */
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static const bool IS_PROFILING_ENABLED;
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private:
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/**
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* Initializes the map object from parsing the input buffer.
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*/
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void init();
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/**
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* Reads the map header.
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*/
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void readHeader();
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/**
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* Reads player information.
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*/
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void readPlayerInfo();
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/**
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* Reads victory/loss conditions.
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*/
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void readVictoryLossConditions();
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/**
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* Reads team information.
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*/
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void readTeamInfo();
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/**
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* Reads the list of allowed heroes.
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*/
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void readAllowedHeroes();
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/**
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* Reads the list of disposed heroes.
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*/
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void readDisposedHeroes();
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/**
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* Reads the list of allowed artifacts.
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*/
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void readAllowedArtifacts();
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/**
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* Reads the list of allowed spells and abilities.
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*/
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void readAllowedSpellsAbilities();
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/**
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* Loads artifacts of a hero.
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*
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* @param hero the hero which should hold those artifacts
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*/
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void loadArtifactsOfHero(CGHeroInstance * hero);
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/**
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* Loads an artifact to the given slot of the specified hero.
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*
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* @param hero the hero which should hold that artifact
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* @param slot the artifact slot where to place that artifact
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* @return true if it loaded an artifact
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*/
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bool loadArtifactToSlot(CGHeroInstance * hero, int slot);
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/**
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* Creates an artifact instance.
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*
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* @param aid the id of the artifact
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* @param spellID optional. the id of a spell if a spell scroll object should be created
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* @return the created artifact instance
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*/
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CArtifactInstance * createArtifact(int aid, int spellID = -1);
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/**
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* Adds the specified artifact instance to the list of artifacts of this map.
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*
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* @param art the artifact which should be added to the list of artifacts
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*/
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void addNewArtifactInstance(CArtifactInstance * art);
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/**
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* Read rumors.
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*/
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void readRumors();
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/**
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* Reads predefined heroes.
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*/
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void readPredefinedHeroes();
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/**
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* Reads terrain data.
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*/
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void readTerrain();
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/**
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* Reads custom(map) def information.
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*/
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void readDefInfo();
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/**
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* Reads objects(towns, mines,...).
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*/
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void readObjects();
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/**
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* Reads a creature set.
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*
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* @param out the loaded creature set
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* @param number the count of creatures to read
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* @param version true for > ROE maps
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*/
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void readCreatureSet(CCreatureSet * out, int number, bool version);
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/**
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* Reads a hero.
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*
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* @param idToBeGiven the object id which should be set for the hero
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* @return a object instance
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*/
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CGObjectInstance * readHero(int idToBeGiven);
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/**
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* Reads a seer hut.
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*
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* @return the initialized seer hut object
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*/
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CGSeerHut * readSeerHut();
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/**
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* Reads a quest for the given quest guard.
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*
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* @param guard the quest guard where that quest should be applied to
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*/
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void readQuest(IQuestObject * guard);
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/**
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* Adds the specified quest instance to the list of quests.
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*
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* @param quest the quest object which should be added to the list of quests
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*/
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void addQuest(CGObjectInstance * quest);
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/**
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* Reads a town.
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*
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* @param castleID the id of the castle type
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* @return the loaded town object
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*/
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CGTownInstance * readTown(int castleID);
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/**
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* Converts buildings to the specified castle id.
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*
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* @param h3m the ids of the buildings
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* @param castleID the castle id
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* @param addAuxiliary true if the village hall should be added
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* @return the converted buildings
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*/
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std::set<si32> convertBuildings(const std::set<si32> h3m, int castleID, bool addAuxiliary = true);
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/**
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* Reads events.
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*/
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void readEvents();
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/**
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* Adds object instance to block visitable tiles.
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*
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* @param obj the object to add
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*/
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void addBlockVisibleTiles(CGObjectInstance * obj);
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/**
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* Reverses the input argument.
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*
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* @param arg the input argument
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* @return the reversed 8-bit integer
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*/
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ui8 reverse(ui8 arg);
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/**
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* Init buffer / size.
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*
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* @param stream the stream which serves as the data input
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*/
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void initBuffer(CInputStream * stream);
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/** ptr to the map object which gets filled by data from the buffer */
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CMap * map;
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/**
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* ptr to the map header object which gets filled by data from the buffer.
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* (when loading a map then the mapHeader ptr points to the same object)
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*/
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std::unique_ptr<CMapHeader> mapHeader;
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/** pointer to the array containing the map data;
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* TODO replace with CBinaryReader later (this makes pos & size redundant) */
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ui8 * buffer;
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/** current buffer reading position */
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int pos;
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/** size of the map in bytes */
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int size;
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};
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