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vcmi/lib/CDefObjInfoHandler.cpp
Michał W. Urbańczyk 5afa5cfb54 * fixed #863 — all members of team will receive notification about FoW change
* fixed #486 
* removed reference to a deleted file from lib VC project file
2012-02-20 21:01:54 +00:00

146 lines
3.5 KiB
C++

#include "StdInc.h"
#include "CDefObjInfoHandler.h"
#include "../client/CGameInfo.h"
#include "CLodHandler.h"
#include "../lib/VCMI_Lib.h"
#include "GameConstants.h"
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<objNumber; ++hh)
{
CGDefInfo* nobj = new CGDefInfo();
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;
nobj->coverageMap[o] = 0x00;
nobj->shadowCoverage[o] = 0x00;
}
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;
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==GameConstants::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<int,bmap<int, ConstTransitivePtr<CGDefInfo> > >::iterator i=gobjs.begin(); i!=gobjs.end(); i++)
for(bmap<int, ConstTransitivePtr<CGDefInfo> >::iterator j=i->second.begin(); j!=i->second.end(); j++)
j->second.dellNull();
}