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vcmi/lib/CDefObjInfoHandler.cpp
Ivan Savenko 9237e6d97d Improved json validation
- split JsonNode.cpp into JsonNode and JsonDetail files
- validation should be notably faster (at least 10% faster loading)
- support for "format" field, allows checking existance of files.
- minor fixes in schemas
- msk/msg files are now optional
2013-10-26 19:33:34 +00:00

180 lines
4.3 KiB
C++

#include "StdInc.h"
#include "CDefObjInfoHandler.h"
#include "filesystem/Filesystem.h"
#include "../client/CGameInfo.h"
#include "../lib/VCMI_Lib.h"
#include "GameConstants.h"
/*
* 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 (auto & elem : visitMap)
{
if (elem)
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()
{
ResourceID resID("SPRITES/" + name, EResType::MASK);
if (CResourceHandler::get()->existsResource(resID))
{
auto msk = CResourceHandler::get()->load(resID)->readAll();
width = msk.first.get()[0];
height = msk.first.get()[1];
for(int i=0; i<6; ++i)
{
coverageMap[i] = msk.first.get()[i+2];
shadowCoverage[i] = msk.first.get()[i+8];
}
}
else
{
//maximum possible size of H3 object
//TODO: remove hardcode and move this data into modding system
width = 8;
height = 6;
}
}
CDefObjInfoHandler::CDefObjInfoHandler()
{
VLC->dobjinfo = this;
auto textFile = CResourceHandler::get()->load(ResourceID("DATA/OBJECTS.TXT"))->readAll();
std::istringstream inp(std::string((char*)textFile.first.get(), textFile.second));
int objNumber;
inp>>objNumber;
std::string mapStr;
for(int hh=0; hh<objNumber; ++hh)
{
auto 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 (?)
si32 id; inp >> id; nobj->id = Obj(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 const Obj visitableFromTop[] =
{Obj::FLOTSAM,
Obj::SEA_CHEST,
Obj::SHIPWRECK_SURVIVOR,
Obj::BUOY,
Obj::OCEAN_BOTTLE,
Obj::BOAT,
Obj::WHIRLPOOL,
Obj::GARRISON,
Obj::SCHOLAR,
Obj::CAMPFIRE,
Obj::BORDERGUARD,
Obj::BORDER_GATE,
Obj::QUEST_GUARD,
Obj::CORPSE};
for(auto & elem : visitableFromTop)
{
if(elem == nobj->id)
{
nobj->visitDir = 0xff;
break;
}
}
}
inp >> nobj->printPriority;
//coverageMap calculating
nobj->fetchInfoFromMSK();
auto dest = nobj->id.toDefObjInfo();
if (dest.find(nobj->subid) != dest.end() && dest[nobj->subid] != nullptr)
{
// there is just too many of these. Note that this data is almost unused
// exceptions are: town(village-capitol) and creation of new objects (holes, creatures, heroes, etc)
//logGlobal->warnStream() << "Warning: overwriting def info for " << dest[nobj->subid]->name << " with " << nobj->name;
dest[nobj->subid].dellNull(); // do not leak
}
nobj->id.toDefObjInfo()[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[Obj::HOLE][i] = new CGDefInfo(*gobjs[Obj::HOLE][0]);
}
gobjs[Obj::HOLE][i]->name = holeDefs[i];
}
}
CDefObjInfoHandler::~CDefObjInfoHandler()
{
for(auto & elem : gobjs)
for(auto j=elem.second.begin(); j!=elem.second.end(); j++)
j->second.dellNull();
}