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vcmi/CAmbarCendamo.h

40 lines
1.8 KiB
C++

#ifndef CAMBARCENDAMO_H
#define CAMBARCENDAMO_H
#include <iostream>
#include <fstream>
#include <string>
#include <vector>
#include "global.h"
#include "SDL.h"
#include "map.h"
#include "CSemiDefHandler.h"
#include "CDefHandler.h"
#include "CCreatureHandler.h"
enum EDefType {TOWN_DEF, HERO_DEF, CREATURES_DEF, SEERHUT_DEF, RESOURCE_DEF, TERRAINOBJ_DEF, EVENTOBJ_DEF, SIGN_DEF, GARRISON_DEF, ARTIFACT_DEF, WITCHHUT_DEF, SCHOLAR_DEF, PLAYERONLY_DEF, SHRINE_DEF, SPELLSCROLL_DEF, PANDORA_DEF, GRAIL_DEF, CREGEN_DEF, CREGEN2_DEF, CREGEN3_DEF, BORDERGUARD_DEF};
class CAmbarCendamo
{
public:
/////////////////zmienne skladowe
Mapa map;
std::ifstream * is; // stream used to read map file
int andame; // length of map file
unsigned char * bufor; // here we store map bytecode
std::vector<CDefHandler*> defs;
/////////////////funkcje skladowe
CAmbarCendamo (const char * tie); // c-tor; tie is the path of the map file
CAmbarCendamo (unsigned char * map); // c-tor; map is pointer to array containing map; it is not copied, so don't delete
~CAmbarCendamo (); // d-tor
int readNormalNr (int pos, int bytCon=4, bool cyclic = false); //read number from bytCon bytes starting from pos position in buffer ; if cyclic is true, number is treated as it were signed number with bytCon bytes
void teceDef (); // create files with info about defs
void deh3m(); // decode file, results are stored in map
void processMap(std::vector<std::string> & defsToUnpack); //choose castles, creatures, resources, artifacts...
////
std::vector<std::string> resDefNames;
////
void loadDefs();
EDefType getDefType(DefInfo& a); //returns type of object in def
CCreatureSet readCreatureSet(int pos, int number = 7); //reads creature set in most recently encountered format; reades number units (default is 7)
};
#endif //CAMBARCENDAMO_H