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Missing files.

This commit is contained in:
Michał W. Urbańczyk
2010-10-25 16:06:48 +00:00
parent e301f8e048
commit 8495b848b3
2 changed files with 105 additions and 0 deletions

70
lib/CMapInfo.cpp Normal file
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#define VCMI_DLL
#include "CMapInfo.h"
#include "..\StartInfo.h"
#include "map.h"
#include "..\hch\CCampaignHandler.h"
void CMapInfo::countPlayers()
{
actualHumanPlayers = playerAmnt = humenPlayers = 0;
for(int i=0;i<PLAYER_LIMIT;i++)
{
if(mapHeader->players[i].canHumanPlay)
{
playerAmnt++;
humenPlayers++;
}
else if(mapHeader->players[i].canComputerPlay)
{
playerAmnt++;
}
}
if(scenarioOpts)
for (std::map<int, PlayerSettings>::const_iterator i = scenarioOpts->playerInfos.begin(); i != scenarioOpts->playerInfos.end(); i++)
if(i->second.human)
actualHumanPlayers++;
}
CMapInfo::CMapInfo(bool map)
: mapHeader(NULL), campaignHeader(NULL), scenarioOpts(NULL)
{
}
void CMapInfo::mapInit(const std::string &fname, const unsigned char *map )
{
filename = fname;
int i = 0;
mapHeader = new CMapHeader();
mapHeader->version = CMapHeader::invalid;
try
{
mapHeader->initFromMemory(map, i);
countPlayers();
}
catch (const std::string &e)
{
tlog1 << "\t\tWarning: evil map file: " << fname << ": " << e << std::endl;
delete mapHeader;
mapHeader = NULL;
}
}
CMapInfo::~CMapInfo()
{
delete mapHeader;
delete campaignHeader;
}
void CMapInfo::campaignInit()
{
campaignHeader = new CCampaignHeader( CCampaignHandler::getHeader(filename, lodCmpgn) );
}
void CMapInfo::setHeader(CMapHeader *header)
{
mapHeader = header;
}

35
lib/CMapInfo.h Normal file
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#pragma once
#include "../global.h"
class CMapHeader;
class CCampaignHeader;
class StartInfo;
class DLL_EXPORT CMapInfo
{
public:
CMapHeader * mapHeader; //may be NULL if campaign
CCampaignHeader * campaignHeader; //may be NULL if scenario
StartInfo *scenarioOpts; //options with which scenario has been started (used only with saved games)
std::string filename;
bool lodCmpgn; //tells if this campaign is located in Lod file
std::string date;
int playerAmnt, //players in map
humenPlayers; //players ALLOWED to be controlled by human
int actualHumanPlayers; // >1 if multiplayer game
CMapInfo(bool map = true);
~CMapInfo();
//CMapInfo(const std::string &fname, const unsigned char *map);
void setHeader(CMapHeader *header);
void mapInit(const std::string &fname, const unsigned char *map);
void campaignInit();
void countPlayers();
template <typename Handler> void serialize(Handler &h, const int Version)
{
h & mapHeader & campaignHeader & scenarioOpts & filename & lodCmpgn & date & playerAmnt & humenPlayers;
h & actualHumanPlayers;
}
};