/* * 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" #include "MapFeaturesH3M.h" VCMI_LIB_NAMESPACE_BEGIN class CGHeroInstance; class MapReaderH3M; class MetaString; class CArtifactInstance; class CGObjectInstance; class CGSeerHut; class IQuestObject; class CGTownInstance; class CCreatureSet; class CInputStream; class TextIdentifier; class CGPandoraBox; class ObjectInstanceID; class BuildingID; class ObjectTemplate; class SpellID; class PlayerColor; class int3; class DLL_LINKAGE CMapLoaderH3M : public IMapLoader { public: /** * Default constructor. * * @param stream a stream containing the map data */ 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 loadMap(IGameCallback * cb) override; /** * Loads the VCMI/H3 map header. * * @return a unique ptr of the loaded map header class */ std::unique_ptr loadMapHeader() override; 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 map flags. */ void readMapOptions(); /** * 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 readObjectTemplates(); /** * Reads objects(towns, mines,...). */ void readObjects(); /// Reads single object from input stream based on template CGObjectInstance * readObject(std::shared_ptr objectTemplate, const int3 & objectPosition, const ObjectInstanceID & idToBeGiven); CGObjectInstance * readEvent(const int3 & objectPosition, const ObjectInstanceID & idToBeGiven); CGObjectInstance * readMonster(const int3 & objectPosition, const ObjectInstanceID & idToBeGiven); CGObjectInstance * readHero(const int3 & initialPos, const ObjectInstanceID & idToBeGiven); CGObjectInstance * readSeerHut(const int3 & initialPos, const ObjectInstanceID & idToBeGiven); CGObjectInstance * readTown(const int3 & position, std::shared_ptr objTempl); CGObjectInstance * readSign(const int3 & position); CGObjectInstance * readWitchHut(const int3 & position, std::shared_ptr objectTemplate); CGObjectInstance * readScholar(const int3 & position, std::shared_ptr objectTemplate); CGObjectInstance * readGarrison(const int3 & mapPosition); CGObjectInstance * readArtifact(const int3 & position, std::shared_ptr objTempl); CGObjectInstance * readResource(const int3 & position, std::shared_ptr objTempl); CGObjectInstance * readMine(const int3 & position, std::shared_ptr objTempl); CGObjectInstance * readPandora(const int3 & position, const ObjectInstanceID & idToBeGiven); CGObjectInstance * readDwelling(const int3 & position); CGObjectInstance * readDwellingRandom(const int3 & position, std::shared_ptr objTempl); CGObjectInstance * readShrine(const int3 & position, std::shared_ptr objectTemplate); CGObjectInstance * readHeroPlaceholder(const int3 & position); CGObjectInstance * readGrail(const int3 & position, std::shared_ptr objectTemplate); CGObjectInstance * readPyramid(const int3 & position, std::shared_ptr objTempl); CGObjectInstance * readQuestGuard(const int3 & position); CGObjectInstance * readShipyard(const int3 & mapPosition, std::shared_ptr objectTemplate); CGObjectInstance * readLighthouse(const int3 & mapPosition); CGObjectInstance * readGeneric(const int3 & position, std::shared_ptr objectTemplate); CGObjectInstance * readBank(const int3 & position, std::shared_ptr objectTemplate); /** * Reads a creature set. * * @param out the loaded creature set * @param number the count of creatures to read */ void readCreatureSet(CCreatureSet * out, int number); /** * Reads a quest for the given quest guard. * * @param guard the quest guard where that quest should be applied to */ void readBoxContent(CGPandoraBox * object, const int3 & position, const ObjectInstanceID & idToBeGiven); /** * Reads a quest for the given quest guard. * * @param guard the quest guard where that quest should be applied to */ int readQuest(IQuestObject * guard, const int3 & position); void readSeerHutQuest(CGSeerHut * hut, const int3 & position, const ObjectInstanceID & idToBeGiven); /** * Reads events. */ void readEvents(); /** * read optional message and optional guards */ void readMessageAndGuards(MetaString & message, CCreatureSet * guards, const int3 & position); /// reads string from input stream and converts it to unicode std::string readBasicString(); /// reads string from input stream, converts it to unicode and attempts to translate it std::string readLocalizedString(const TextIdentifier & identifier); void setOwnerAndValidate(const int3 & mapPosition, CGObjectInstance * object, const PlayerColor & owner); void afterRead(); MapFormatFeaturesH3M features; /** List of templates loaded from the map, used on later stage to create * objects but not needed for fully functional CMap */ std::vector> 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 mapHeader; std::unique_ptr reader; CInputStream * inputStream; std::string mapName; std::string modName; std::string fileEncoding; }; VCMI_LIB_NAMESPACE_END