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vcmi/lib/mapping/MapFormatH3M.h

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/*
* MapFormatH3M.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"
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#include "../GameConstants.h"
#include "../ResourceSet.h"
#include "../mapObjects/ObjectTemplate.h"
#include "../int3.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CBinaryReader;
class CArtifactInstance;
class CGObjectInstance;
class CGSeerHut;
class IQuestObject;
class CGTownInstance;
class CCreatureSet;
class CInputStream;
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class TextIdentifier;
class DLL_LINKAGE CMapLoaderH3M : public IMapLoader
{
public:
/**
* Default constructor.
*
* @param stream a stream containing the map data
*/
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CMapLoaderH3M(const std::string & mapName, const std::string & modName, const std::string & encodingName, CInputStream * stream);
/**
* Destructor.
*/
~CMapLoaderH3M();
/**
* Loads the VCMI/H3 map file.
*
* @return a unique ptr of the loaded map class
*/
std::unique_ptr<CMap> loadMap() override;
/**
* Loads the VCMI/H3 map header.
*
* @return a unique ptr of the loaded map header class
*/
std::unique_ptr<CMapHeader> loadMapHeader() override;
/** true if you want to enable the map loader profiler to see how long a specific part took; default=false */
static const bool IS_PROFILING_ENABLED;
private:
/**
* Initializes the map object from parsing the input buffer.
*/
void init();
/**
* Reads the map header.
*/
void readHeader();
/**
* Reads player information.
*/
void readPlayerInfo();
/**
* Reads victory/loss conditions.
*/
void readVictoryLossConditions();
/**
* Reads team information.
*/
void readTeamInfo();
/**
* Reads the list of allowed heroes.
*/
void readAllowedHeroes();
/**
* Reads the list of disposed heroes.
*/
void readDisposedHeroes();
/**
* Reads the list of allowed artifacts.
*/
void readAllowedArtifacts();
/**
* Reads the list of allowed spells and abilities.
*/
void readAllowedSpellsAbilities();
/**
* Loads artifacts of a hero.
*
* @param hero the hero which should hold those artifacts
*/
void loadArtifactsOfHero(CGHeroInstance * hero);
/**
* Loads an artifact to the given slot of the specified hero.
*
* @param hero the hero which should hold that artifact
* @param slot the artifact slot where to place that artifact
* @return true if it loaded an artifact
*/
bool loadArtifactToSlot(CGHeroInstance * hero, int slot);
/**
* Read rumors.
*/
void readRumors();
/**
* Reads predefined heroes.
*/
void readPredefinedHeroes();
/**
* Reads terrain data.
*/
void readTerrain();
/**
* Reads custom(map) def information.
*/
void readDefInfo();
/**
* Reads objects(towns, mines,...).
*/
void readObjects();
/**
* Reads a creature set.
*
* @param out the loaded creature set
* @param number the count of creatures to read
*/
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void readCreatureSet(CCreatureSet * out, int number);
/**
* Reads a hero.
*
* @param idToBeGiven the object id which should be set for the hero
* @return a object instance
*/
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CGObjectInstance * readHero(const ObjectInstanceID & idToBeGiven, const int3 & initialPos);
/**
* Reads a seer hut.
*
* @return the initialized seer hut object
*/
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CGSeerHut * readSeerHut(const int3 & position);
/**
* Reads a quest for the given quest guard.
*
* @param guard the quest guard where that quest should be applied to
*/
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void readQuest(IQuestObject * guard, const int3 & position);
/**
* Reads a town.
*
* @param castleID the id of the castle type
* @return the loaded town object
*/
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CGTownInstance * readTown(int castleID, const int3 & position);
/**
* Converts buildings to the specified castle id.
*
* @param h3m the ids of the buildings
* @param castleID the castle id
* @param addAuxiliary true if the village hall should be added
* @return the converted buildings
*/
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std::set<BuildingID> convertBuildings(const std::set<BuildingID> & h3m, int castleID, bool addAuxiliary = true) const;
/**
* Reads events.
*/
void readEvents();
/**
* read optional message and optional guards
*/
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void readMessageAndGuards(std::string & message, CCreatureSet * guards, const int3 & position);
void readSpells(std::set<SpellID> & dest);
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void readResourses(TResources& resources);
template <class Indenifier>
void readBitmask(std::set<Indenifier> &dest, const int byteCount, const int limit, bool negate = true);
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/** Reads bitmask to boolean vector
* @param dest destination vector, shall be filed with "true" values
* @param byteCount size in bytes of bimask
* @param limit max count of vector elements to alter
* @param negate if true then set bit in mask means clear flag in vertor
*/
void readBitmask(std::vector<bool> & dest, const int byteCount, const int limit, bool negate = true);
/**
* Reverses the input argument.
*
* @param arg the input argument
* @return the reversed 8-bit integer
*/
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ui8 reverse(ui8 arg) const;
/**
* Helper to read map position
*/
int3 readInt3();
/// reads string from input stream and converts it to unicode
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std::string readBasicString();
/// reads string from input stream, converts it to unicode and attempts to translate it
std::string readLocalizedString(const TextIdentifier & identifier);
void afterRead();
/** List of templates loaded from the map, used on later stage to create
* objects but not needed for fully functional CMap */
std::vector<std::shared_ptr<const ObjectTemplate>> templates;
/** ptr to the map object which gets filled by data from the buffer */
CMap * map;
/**
* ptr to the map header object which gets filled by data from the buffer.
* (when loading a map then the mapHeader ptr points to the same object)
*/
std::unique_ptr<CMapHeader> mapHeader;
std::unique_ptr<CBinaryReader> reader;
CInputStream * inputStream;
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std::string mapName;
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std::string modName;
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std::string fileEncoding;
};
VCMI_LIB_NAMESPACE_END