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b2e8c92383
- removed commented-out #includ'es - renamed some files to match name of class
271 lines
5.9 KiB
C++
271 lines
5.9 KiB
C++
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/*
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* MapFormatH3M.h, 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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#pragma once
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#include "CMapService.h"
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#include "../GameConstants.h"
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#include "../ResourceSet.h"
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#include "../mapObjects/ObjectTemplate.h"
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#include "../int3.h"
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#include "../filesystem/CBinaryReader.h"
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class CGHeroInstance;
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class CArtifactInstance;
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class CGObjectInstance;
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class CGSeerHut;
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class IQuestObject;
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class CGTownInstance;
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class CCreatureSet;
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class CInputStream;
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class DLL_LINKAGE CMapLoaderH3M : public IMapLoader
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{
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public:
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/**
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* Default constructor.
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*
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* @param stream a stream containing the map data
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*/
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CMapLoaderH3M(CInputStream * stream);
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/**
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* Destructor.
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*/
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~CMapLoaderH3M();
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/**
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* Loads the VCMI/H3 map file.
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*
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* @return a unique ptr of the loaded map class
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*/
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std::unique_ptr<CMap> loadMap();
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/**
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* Loads the VCMI/H3 map header.
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*
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* @return a unique ptr of the loaded map header class
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*/
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std::unique_ptr<CMapHeader> loadMapHeader();
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/** true if you want to enable the map loader profiler to see how long a specific part took; default=false */
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static const bool IS_PROFILING_ENABLED;
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private:
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/**
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* Initializes the map object from parsing the input buffer.
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*/
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void init();
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/**
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* Reads the map header.
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*/
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void readHeader();
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/**
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* Reads player information.
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*/
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void readPlayerInfo();
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/**
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* Reads victory/loss conditions.
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*/
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void readVictoryLossConditions();
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/**
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* Reads team information.
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*/
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void readTeamInfo();
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/**
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* Reads the list of allowed heroes.
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*/
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void readAllowedHeroes();
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/**
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* Reads the list of disposed heroes.
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*/
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void readDisposedHeroes();
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/**
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* Reads the list of allowed artifacts.
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*/
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void readAllowedArtifacts();
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/**
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* Reads the list of allowed spells and abilities.
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*/
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void readAllowedSpellsAbilities();
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/**
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* Loads artifacts of a hero.
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*
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* @param hero the hero which should hold those artifacts
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*/
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void loadArtifactsOfHero(CGHeroInstance * hero);
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/**
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* Loads an artifact to the given slot of the specified hero.
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*
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* @param hero the hero which should hold that artifact
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* @param slot the artifact slot where to place that artifact
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* @return true if it loaded an artifact
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*/
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bool loadArtifactToSlot(CGHeroInstance * hero, int slot);
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/**
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* Creates an artifact instance.
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*
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* @param aid the id of the artifact
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* @param spellID optional. the id of a spell if a spell scroll object should be created
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* @return the created artifact instance
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*/
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CArtifactInstance * createArtifact(int aid, int spellID = -1);
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/**
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* Read rumors.
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*/
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void readRumors();
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/**
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* Reads predefined heroes.
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*/
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void readPredefinedHeroes();
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/**
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* Reads terrain data.
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*/
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void readTerrain();
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/**
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* Reads custom(map) def information.
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*/
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void readDefInfo();
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/**
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* Reads objects(towns, mines,...).
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*/
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void readObjects();
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/**
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* Reads a creature set.
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*
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* @param out the loaded creature set
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* @param number the count of creatures to read
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*/
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void readCreatureSet(CCreatureSet * out, int number);
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/**
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* Reads a hero.
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*
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* @param idToBeGiven the object id which should be set for the hero
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* @return a object instance
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*/
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CGObjectInstance * readHero(ObjectInstanceID idToBeGiven);
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/**
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* Reads a seer hut.
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*
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* @return the initialized seer hut object
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*/
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CGSeerHut * readSeerHut();
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/**
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* Reads a quest for the given quest guard.
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*
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* @param guard the quest guard where that quest should be applied to
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*/
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void readQuest(IQuestObject * guard);
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/**
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* Reads a town.
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*
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* @param castleID the id of the castle type
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* @return the loaded town object
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*/
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CGTownInstance * readTown(int castleID);
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/**
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* Converts buildings to the specified castle id.
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*
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* @param h3m the ids of the buildings
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* @param castleID the castle id
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* @param addAuxiliary true if the village hall should be added
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* @return the converted buildings
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*/
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std::set<BuildingID> convertBuildings(const std::set<BuildingID> h3m, int castleID, bool addAuxiliary = true);
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/**
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* Reads events.
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*/
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void readEvents();
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/**
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* read optional message and optional guards
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*/
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void readMessageAndGuards(std::string& message, CCreatureSet * guards);
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void readSpells(std::set<SpellID> & dest);
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void readResourses(TResources& resources);
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template <class Indenifier>
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void readBitmask(std::set<Indenifier> &dest, const int byteCount, const int limit, bool negate = true);
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/** Reads bitmask to boolean vector
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* @param dest destination vector, shall be filed with "true" values
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* @param byteCount size in bytes of bimask
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* @param limit max count of vector elements to alter
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* @param negate if true then set bit in mask means clear flag in vertor
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*/
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void readBitmask(std::vector<bool> & dest, const int byteCount, const int limit, bool negate = true);
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/**
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* Reverses the input argument.
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*
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* @param arg the input argument
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* @return the reversed 8-bit integer
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*/
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ui8 reverse(ui8 arg);
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/**
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* Helper to read map position
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*/
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inline int3 readInt3()
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{
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int3 p;
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p.x = reader.readUInt8();
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p.y = reader.readUInt8();
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p.z = reader.readUInt8();
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return p;
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}
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/** List of templates loaded from the map, used on later stage to create
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* objects but not needed for fully functional CMap */
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std::vector<ObjectTemplate> templates;
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/** ptr to the map object which gets filled by data from the buffer */
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CMap * map;
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/**
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* ptr to the map header object which gets filled by data from the buffer.
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* (when loading a map then the mapHeader ptr points to the same object)
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*/
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std::unique_ptr<CMapHeader> mapHeader;
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CBinaryReader reader;
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CInputStream * inputStream;
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};
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