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7dc0d6878e
Now obstacles should be placed exactly like they were in OH3. All problems with displaying obstacles in battlefield should be gone. They should be now matched to the single pixel. If there are still some discrepancies, please report them.
72 lines
1.5 KiB
C++
72 lines
1.5 KiB
C++
#include "StdInc.h"
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#include "CMapInfo.h"
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#include "StartInfo.h"
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#include "map.h"
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#include "CCampaignHandler.h"
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#include "GameConstants.h"
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void CMapInfo::countPlayers()
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{
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actualHumanPlayers = playerAmnt = humenPlayers = 0;
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for(int i=0;i<GameConstants::PLAYER_LIMIT;i++)
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{
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if(mapHeader->players[i].canHumanPlay)
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{
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playerAmnt++;
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humenPlayers++;
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}
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else if(mapHeader->players[i].canComputerPlay)
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{
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playerAmnt++;
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}
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}
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if(scenarioOpts)
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for (std::map<int, PlayerSettings>::const_iterator i = scenarioOpts->playerInfos.begin(); i != scenarioOpts->playerInfos.end(); i++)
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if(i->second.human)
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actualHumanPlayers++;
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}
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CMapInfo::CMapInfo(bool map)
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: mapHeader(NULL), campaignHeader(NULL), scenarioOpts(NULL)
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{
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}
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void CMapInfo::mapInit(const std::string &fname, const ui8 *map )
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{
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filename = fname;
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int i = 0;
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mapHeader = new CMapHeader();
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mapHeader->version = CMapHeader::invalid;
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try
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{
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mapHeader->initFromMemory(map, i);
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countPlayers();
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}
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catch (const std::exception &e)
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{
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tlog1 << "\t\tWarning: evil map file: " << fname << ": " << e.what() << std::endl;
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delete mapHeader;
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mapHeader = NULL;
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}
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}
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CMapInfo::~CMapInfo()
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{
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delete mapHeader;
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delete campaignHeader;
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}
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void CMapInfo::campaignInit()
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{
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campaignHeader = new CCampaignHeader( CCampaignHandler::getHeader(filename, lodCmpgn) );
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}
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void CMapInfo::setHeader(CMapHeader *header)
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{
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mapHeader = header;
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}
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