mirror of
https://github.com/vcmi/vcmi.git
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d80afb1902
* created new package for injuring multiple units - needed for area spells (not tested) * proper screen updating on garrison change * spell effects will be removed when they time out * Corpse (Skeleton) will be accessible from all directions * new objects supported: - Corpse - Lean To - Wagon - Warrior's Tomb * several minor improvements
114 lines
2.8 KiB
C++
114 lines
2.8 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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#include <set>
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extern CLodHandler * bitmaph;
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/*
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* CDefObjInfoHandler.cpp, 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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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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handler = NULL;
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serial = -1;
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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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std::string mapStr;
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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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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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nobj->visitDir = (8|16|32|64|128); //disabled visiting from the top
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if(nobj->type == 2 || nobj->type == 3 || nobj->type == 4 || nobj->type == 5) //creature, hero, artifact, resource
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{
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nobj->visitDir = 0xff;
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}
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else
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{
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static int visitableFromTop[] = {111,33,81,12,9,212,215,22}; //whirlpool, garrison, scholar, campfire, borderguard, bordergate, questguard, corpse
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for(int i=0; i < ARRAY_COUNT(visitableFromTop); i++)
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{
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if(visitableFromTop[i] == nobj->id)
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{
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nobj->visitDir = 0xff;
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break;
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}
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}
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}
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inp >> nobj->printPriority;
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gobjs[nobj->id][nobj->subid] = nobj;
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if(nobj->id==TOWNI_TYPE)
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castles[nobj->subid]=nobj;
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}
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}
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CDefObjInfoHandler::~CDefObjInfoHandler()
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{
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for(std::map<int,std::map<int,CGDefInfo*> >::iterator i=gobjs.begin(); i!=gobjs.end(); i++)
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for(std::map<int,CGDefInfo*>::iterator j=i->second.begin(); j!=i->second.end(); j++)
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delete j->second;
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} |