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267 lines
7.4 KiB
C++
267 lines
7.4 KiB
C++
/*
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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 "MapFeaturesH3M.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGHeroInstance;
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class MapReaderH3M;
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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 TextIdentifier;
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class CGPandoraBox;
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class ObjectInstanceID;
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class BuildingID;
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class ObjectTemplate;
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class SpellID;
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class PlayerColor;
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class int3;
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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(const std::string & mapName, const std::string & modName, const std::string & encodingName, 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() override;
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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() override;
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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 map flags.
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*/
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void readMapOptions();
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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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* 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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/// Reads single object from input stream based on template
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CGObjectInstance * readObject(std::shared_ptr<const ObjectTemplate> objectTemplate, const int3 & objectPosition, const ObjectInstanceID & idToBeGiven);
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CGObjectInstance * readEvent(const int3 & objectPosition);
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CGObjectInstance * readMonster(const int3 & objectPosition, const ObjectInstanceID & idToBeGiven);
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CGObjectInstance * readHero(const int3 & initialPos, const ObjectInstanceID & idToBeGiven);
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CGObjectInstance * readSeerHut(const int3 & initialPos);
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CGObjectInstance * readTown(const int3 & position, std::shared_ptr<const ObjectTemplate> objTempl);
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CGObjectInstance * readSign(const int3 & position);
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CGObjectInstance * readWitchHut();
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CGObjectInstance * readScholar();
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CGObjectInstance * readGarrison(const int3 & mapPosition);
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CGObjectInstance * readArtifact(const int3 & position, std::shared_ptr<const ObjectTemplate> objTempl);
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CGObjectInstance * readResource(const int3 & position, std::shared_ptr<const ObjectTemplate> objTempl);
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CGObjectInstance * readMine(const int3 & position, std::shared_ptr<const ObjectTemplate> objTempl);
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CGObjectInstance * readPandora(const int3 & position);
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CGObjectInstance * readDwelling(const int3 & position);
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CGObjectInstance * readDwellingRandom(const int3 & position, std::shared_ptr<const ObjectTemplate> objTempl);
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CGObjectInstance * readShrine();
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CGObjectInstance * readHeroPlaceholder(const int3 & position);
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CGObjectInstance * readGrail(const int3 & position, std::shared_ptr<const ObjectTemplate> objectTemplate);
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CGObjectInstance * readPyramid(const int3 & position, std::shared_ptr<const ObjectTemplate> objTempl);
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CGObjectInstance * readBorderGuard();
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CGObjectInstance * readBorderGate(const int3 & position, std::shared_ptr<const ObjectTemplate> objTempl);
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CGObjectInstance * readQuestGuard(const int3 & position);
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CGObjectInstance * readShipyard(const int3 & mapPosition);
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CGObjectInstance * readLighthouse(const int3 & mapPosition);
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CGObjectInstance * readGeneric(const int3 & position, std::shared_ptr<const ObjectTemplate> objectTemplate);
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CGObjectInstance * readBank(const int3 & position, std::shared_ptr<const ObjectTemplate> objectTemplate);
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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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*/
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void readCreatureSet(CCreatureSet * out, int number);
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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 readBoxContent(CGPandoraBox * object, const int3 & position);
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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, const int3 & position);
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void readSeerHutQuest(CGSeerHut * hut, const int3 & position);
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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<BuildingID> convertBuildings(const std::set<BuildingID> & h3m, int castleID, bool addAuxiliary = true) const;
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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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* read optional message and optional guards
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*/
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void readMessageAndGuards(std::string & message, CCreatureSet * guards, const int3 & position);
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/// reads string from input stream and converts it to unicode
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std::string readBasicString();
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/// reads string from input stream, converts it to unicode and attempts to translate it
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std::string readLocalizedString(const TextIdentifier & identifier);
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void setOwnerAndValidate(const int3 & mapPosition, CGObjectInstance * object, const PlayerColor & owner);
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void readSpells(std::set<SpellID> & dest);
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void afterRead();
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MapFormatFeaturesH3M features;
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/** List of templates loaded from the map, used on later stage to create
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* objects but not needed for fully functional CMap */
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std::vector<std::shared_ptr<const ObjectTemplate>> templates;
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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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std::unique_ptr<MapReaderH3M> reader;
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CInputStream * inputStream;
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std::string mapName;
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std::string modName;
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std::string fileEncoding;
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};
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VCMI_LIB_NAMESPACE_END
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