#define VCMI_DLL #include "../stdafx.h" #include "CDefObjInfoHandler.h" #include "../client/CGameInfo.h" #include "CLodHandler.h" #include #include "../lib/VCMI_Lib.h" #include extern CLodHandler * bitmaph; /* * 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 width = height = -1; } void CGDefInfo::fetchInfoFromMSK() { std::string msk = spriteh->getTextFile(name, FILE_MASK); width = msk[0]; height = msk[1]; for(int i=0; i<6; ++i) { coverageMap[i] = msk[i+2]; shadowCoverage[i] = msk[i+8]; } } void CDefObjInfoHandler::load() { VLC->dobjinfo = this; std::istringstream inp(bitmaph->getTextFile("ZOBJCTS.TXT")); int objNumber; inp>>objNumber; std::string mapStr; for(int hh=0; hh>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; vblockMap[v/8] &= 255 - (128 >> (v%8)); } } inp>>mapStr; std::reverse(mapStr.begin(), mapStr.end()); for(int v=0; vvisitMap[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 { 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 nobj->fetchInfoFromMSK(); gobjs[nobj->id][nobj->subid] = nobj; if(nobj->id==TOWNI_TYPE) castles[nobj->subid]=nobj; } for (int i = 0; i < 8 ; i++) { static const char *holeDefs[] = {"AVLHOLD0.DEF", "AVLHLDS0.DEF", "AVLHOLG0.DEF", "AVLHLSN0.DEF", "AVLHOLS0.DEF", "AVLHOLR0.DEF", "AVLHOLX0.DEF", "AVLHOLL0.DEF"}; if(i) { gobjs[124][i] = new CGDefInfo(*gobjs[124][0]); gobjs[124][i]->name = holeDefs[i]; } } } CDefObjInfoHandler::~CDefObjInfoHandler() { for(bmap > >::iterator i=gobjs.begin(); i!=gobjs.end(); i++) for(bmap >::iterator j=i->second.begin(); j!=i->second.end(); j++) delete j->second; }