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https://github.com/vcmi/vcmi.git
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ea8562a6b1
Further changes for netcode.
73 lines
1.7 KiB
C++
73 lines
1.7 KiB
C++
#define VCMI_DLL
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#include "../stdafx.h"
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#include "CDefObjInfoHandler.h"
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#include "../CGameInfo.h"
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#include "CLodHandler.h"
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#include <sstream>
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#include "../lib/VCMI_Lib.h"
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extern CLodHandler * bitmaph;
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bool CGDefInfo::isVisitable()
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{
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for (int i=0; i<6; i++)
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{
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if (visitMap[i])
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return true;
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}
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return false;
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}
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CGDefInfo::CGDefInfo()
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{
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visitDir = (8|16|32|64|128); //4,5,6,7,8 - any not-from-up direction
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}
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void CDefObjInfoHandler::load()
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{
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VLC->dobjinfo = this;
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nodrze<int> ideki;
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std::istringstream inp(bitmaph->getTextFile("ZOBJCTS.TXT"));
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int objNumber;
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inp>>objNumber;
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for(int hh=0; hh<objNumber; ++hh)
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{
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CGDefInfo* nobj = new CGDefInfo();
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nobj->handler = NULL;
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std::string dump;
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inp>>nobj->name;
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std::transform(nobj->name.begin(), nobj->name.end(), nobj->name.begin(), (int(*)(int))toupper);
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for(int o=0; o<6; ++o)
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{
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nobj->blockMap[o] = 0xff;
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nobj->visitMap[o] = 0x00;
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}
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std::string mapStr;
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inp>>mapStr;
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std::reverse(mapStr.begin(), mapStr.end());
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for(int v=0; v<mapStr.size(); ++v)
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{
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if(mapStr[v]=='0')
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{
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nobj->blockMap[v/8] &= 255 - (128 >> (v%8));
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}
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}
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inp>>mapStr;
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std::reverse(mapStr.begin(), mapStr.end());
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for(int v=0; v<mapStr.size(); ++v)
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{
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if(mapStr[v]=='1')
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{
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nobj->visitMap[v/8] |= (128 >> (v%8));
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}
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}
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for(int yy=0; yy<2; ++yy) //first - on which types of terrain object can be placed;
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inp>>dump; //second -in which terrains' menus object in the editor will be available (?)
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inp>>nobj->id;
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inp>>nobj->subid;
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inp>>nobj->type;
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inp>>nobj->printPriority;
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gobjs[nobj->id][nobj->subid] = nobj;
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if(nobj->id==98)
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castles[nobj->subid]=nobj;
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}
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} |