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vcmi/hch/CDefObjInfoHandler.cpp
2008-06-30 00:06:41 +00:00

73 lines
1.7 KiB
C++

#define VCMI_DLL
#include "../stdafx.h"
#include "CDefObjInfoHandler.h"
#include "../CGameInfo.h"
#include "CLodHandler.h"
#include <sstream>
#include "../lib/VCMI_Lib.h"
extern CLodHandler * bitmaph;
bool CGDefInfo::isVisitable()
{
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
}
void CDefObjInfoHandler::load()
{
VLC->dobjinfo = this;
nodrze<int> ideki;
std::istringstream inp(bitmaph->getTextFile("ZOBJCTS.TXT"));
int objNumber;
inp>>objNumber;
for(int hh=0; hh<objNumber; ++hh)
{
CGDefInfo* nobj = new CGDefInfo();
nobj->handler = NULL;
std::string dump;
inp>>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;
}
std::string mapStr;
inp>>mapStr;
std::reverse(mapStr.begin(), mapStr.end());
for(int v=0; v<mapStr.size(); ++v)
{
if(mapStr[v]=='0')
{
nobj->blockMap[v/8] &= 255 - (128 >> (v%8));
}
}
inp>>mapStr;
std::reverse(mapStr.begin(), mapStr.end());
for(int v=0; v<mapStr.size(); ++v)
{
if(mapStr[v]=='1')
{
nobj->visitMap[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;
inp>>nobj->printPriority;
gobjs[nobj->id][nobj->subid] = nobj;
if(nobj->id==98)
castles[nobj->subid]=nobj;
}
}