mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
[refactor] separate h3m reader from rest of mapservice
This commit is contained in:
parent
8769f67c5d
commit
d264f17b76
@ -18,6 +18,7 @@ set(lib_SRCS
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Mapping/CMapEditManager.cpp
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Mapping/CMapInfo.cpp
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Mapping/CMapService.cpp
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Mapping/MapFormatH3M.cpp
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RMG/CMapGenOptions.cpp
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RMG/CMapGenerator.cpp
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BattleAction.cpp
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@ -54,6 +55,12 @@ set(lib_SRCS
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set(lib_HEADERS
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Filesystem/CInputStream.h
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Filesystem/ISimpleResourceLoader.h
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Mapping/CCampaignHandler.h
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Mapping/CMap.h
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Mapping/CMapEditManager.h
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Mapping/CMapInfo.h
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Mapping/CMapService.h
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Mapping/MapFormatH3M.h
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AI_Base.h
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CondSh.h
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ConstTransitivePtr.h
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File diff suppressed because it is too large
Load Diff
@ -14,20 +14,9 @@
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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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#include "../vcmi_endian.h"
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#include "../int3.h"
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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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@ -126,290 +115,4 @@ public:
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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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* 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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* 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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* 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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* Helper to read ui8 from buffer
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*/
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inline ui8 readUI8()
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{
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return buffer[pos++];
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}
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/**
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* Helper to read si8 from buffer
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*/
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inline si8 readSI8()
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{
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return static_cast<si8>(buffer[pos++]);
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}
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/**
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* Helper to read ui16 from buffer
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*/
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inline ui16 readUI16()
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{
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ui16 ret = read_le_u16(buffer+pos);
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pos +=2;
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return ret;
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}
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/**
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* Helper to read ui32 from buffer
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*/
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inline ui32 readUI32()
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{
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ui32 ret = read_le_u32(buffer+pos);
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pos +=4;
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return ret;
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}
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/**
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* Helper to read 8bit flag from buffer
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*/
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inline bool readBool()
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{
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return readUI8() != 0;
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}
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/**
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* Helper to read string from buffer
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*/
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inline std::string readString()
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{
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return ::readString(buffer,pos);
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}
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/**
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* Helper to skip unused data inbuffer
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*/
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inline void skip(const int count)
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{
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pos += count;
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}
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inline int3 readInt3()
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{
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int3 p;
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p.x = readUI8();
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p.y = readUI8();
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p.z = readUI8();
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return p;
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}
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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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2267
lib/Mapping/MapFormatH3M.cpp
Normal file
2267
lib/Mapping/MapFormatH3M.cpp
Normal file
File diff suppressed because it is too large
Load Diff
315
lib/Mapping/MapFormatH3M.h
Normal file
315
lib/Mapping/MapFormatH3M.h
Normal file
@ -0,0 +1,315 @@
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/*
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* MapFormatH3M.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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#include "CMapService.h"
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#include "../vcmi_endian.h"
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#include "../int3.h"
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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 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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* 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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/**
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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
|
||||
* @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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/**
|
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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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CGSeerHut * readSeerHut();
|
||||
|
||||
/**
|
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* Reads a quest for the given quest guard.
|
||||
*
|
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* @param guard the quest guard where that quest should be applied to
|
||||
*/
|
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void readQuest(IQuestObject * guard);
|
||||
|
||||
/**
|
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* Reads a town.
|
||||
*
|
||||
* @param castleID the id of the castle type
|
||||
* @return the loaded town object
|
||||
*/
|
||||
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
|
||||
* @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<si32> convertBuildings(const std::set<si32> h3m, int castleID, bool addAuxiliary = true);
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||||
|
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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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* Reverses the input argument.
|
||||
*
|
||||
* @param arg the input argument
|
||||
* @return the reversed 8-bit integer
|
||||
*/
|
||||
ui8 reverse(ui8 arg);
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Helper to read ui8 from buffer
|
||||
*/
|
||||
inline ui8 readUI8()
|
||||
{
|
||||
return buffer[pos++];
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper to read si8 from buffer
|
||||
*/
|
||||
inline si8 readSI8()
|
||||
{
|
||||
return static_cast<si8>(buffer[pos++]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper to read ui16 from buffer
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||||
*/
|
||||
inline ui16 readUI16()
|
||||
{
|
||||
ui16 ret = read_le_u16(buffer+pos);
|
||||
pos +=2;
|
||||
return ret;
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper to read ui32 from buffer
|
||||
*/
|
||||
inline ui32 readUI32()
|
||||
{
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||||
ui32 ret = read_le_u32(buffer+pos);
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||||
pos +=4;
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||||
return ret;
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper to read 8bit flag from buffer
|
||||
*/
|
||||
inline bool readBool()
|
||||
{
|
||||
return readUI8() != 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper to read string from buffer
|
||||
*/
|
||||
inline std::string readString()
|
||||
{
|
||||
return ::readString(buffer,pos);
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper to skip unused data inbuffer
|
||||
*/
|
||||
inline void skip(const int count)
|
||||
{
|
||||
pos += count;
|
||||
}
|
||||
|
||||
inline int3 readInt3()
|
||||
{
|
||||
int3 p;
|
||||
p.x = readUI8();
|
||||
p.y = readUI8();
|
||||
p.z = readUI8();
|
||||
return p;
|
||||
}
|
||||
|
||||
/**
|
||||
* Init buffer / size.
|
||||
*
|
||||
* @param stream the stream which serves as the data input
|
||||
*/
|
||||
void initBuffer(CInputStream * stream);
|
||||
|
||||
/** 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;
|
||||
|
||||
/** pointer to the array containing the map data;
|
||||
* TODO replace with CBinaryReader later (this makes pos & size redundant) */
|
||||
ui8 * buffer;
|
||||
|
||||
/** current buffer reading position */
|
||||
int pos;
|
||||
|
||||
/** size of the map in bytes */
|
||||
int size;
|
||||
};
|
@ -151,6 +151,8 @@
|
||||
<Unit filename="Mapping/CMapInfo.h" />
|
||||
<Unit filename="Mapping/CMapService.cpp" />
|
||||
<Unit filename="Mapping/CMapService.h" />
|
||||
<Unit filename="Mapping/MapFormatH3M.cpp" />
|
||||
<Unit filename="Mapping/MapFormatH3M.h" />
|
||||
<Unit filename="NetPacks.h" />
|
||||
<Unit filename="NetPacksLib.cpp" />
|
||||
<Unit filename="RMG/CMapGenOptions.cpp" />
|
||||
|
Loading…
Reference in New Issue
Block a user