1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262
|
/*
* MapFormatH3M.h, 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
*
*/
#pragma once
#include "CMapService.h"
#include "../GameConstants.h"
#include "../ResourceSet.h"
#include "../mapObjects/ObjectTemplate.h"
#include "../int3.h"
#include "../filesystem/CBinaryReader.h"
class CGHeroInstance;
class CArtifactInstance;
class CGObjectInstance;
class CGSeerHut;
class IQuestObject;
class CGTownInstance;
class CCreatureSet;
class CInputStream;
class DLL_LINKAGE CMapLoaderH3M : public IMapLoader
{
public:
/**
* Default constructor.
*
* @param stream a stream containing the map data
*/
CMapLoaderH3M(CInputStream * stream);
/**
* Destructor.
*/
~CMapLoaderH3M();
/**
* Loads the VCMI/H3 map file.
*
* @return a unique ptr of the loaded map class
*/
std::unique_ptr<CMap> loadMap() override;
/**
* Loads the VCMI/H3 map header.
*
* @return a unique ptr of the loaded map header class
*/
std::unique_ptr<CMapHeader> loadMapHeader() override;
/** true if you want to enable the map loader profiler to see how long a specific part took; default=false */
static const bool IS_PROFILING_ENABLED;
private:
/**
* Initializes the map object from parsing the input buffer.
*/
void init();
/**
* Reads the map header.
*/
void readHeader();
/**
* Reads player information.
*/
void readPlayerInfo();
/**
* Reads victory/loss conditions.
*/
void readVictoryLossConditions();
/**
* Reads team information.
*/
void readTeamInfo();
/**
* Reads the list of allowed heroes.
*/
void readAllowedHeroes();
/**
* Reads the list of disposed heroes.
*/
void readDisposedHeroes();
/**
* Reads the list of allowed artifacts.
*/
void readAllowedArtifacts();
/**
* Reads the list of allowed spells and abilities.
*/
void readAllowedSpellsAbilities();
/**
* Loads artifacts of a hero.
*
* @param hero the hero which should hold those artifacts
*/
void loadArtifactsOfHero(CGHeroInstance * hero);
/**
* Loads an artifact to the given slot of the specified hero.
*
* @param hero the hero which should hold that artifact
* @param slot the artifact slot where to place that artifact
* @return true if it loaded an artifact
*/
bool loadArtifactToSlot(CGHeroInstance * hero, int slot);
/**
* Read rumors.
*/
void readRumors();
/**
* Reads predefined heroes.
*/
void readPredefinedHeroes();
/**
* Reads terrain data.
*/
void readTerrain();
/**
* Reads custom(map) def information.
*/
void readDefInfo();
/**
* Reads objects(towns, mines,...).
*/
void readObjects();
/**
* Reads a creature set.
*
* @param out the loaded creature set
* @param number the count of creatures to read
*/
void readCreatureSet(CCreatureSet * out, int number);
/**
* Reads a hero.
*
* @param idToBeGiven the object id which should be set for the hero
* @return a object instance
*/
CGObjectInstance * readHero(ObjectInstanceID idToBeGiven, const int3 & initialPos);
/**
* Reads a seer hut.
*
* @return the initialized seer hut object
*/
CGSeerHut * readSeerHut();
/**
* Reads a quest for the given quest guard.
*
* @param guard the quest guard where that quest should be applied to
*/
void readQuest(IQuestObject * guard);
/**
* Reads a town.
*
* @param castleID the id of the castle type
* @return the loaded town object
*/
CGTownInstance * readTown(int castleID);
/**
* Converts buildings to the specified castle id.
*
* @param h3m the ids of the buildings
* @param castleID the castle id
* @param addAuxiliary true if the village hall should be added
* @return the converted buildings
*/
std::set<BuildingID> convertBuildings(const std::set<BuildingID> h3m, int castleID, bool addAuxiliary = true);
/**
* Reads events.
*/
void readEvents();
/**
* read optional message and optional guards
*/
void readMessageAndGuards(std::string& message, CCreatureSet * guards);
void readSpells(std::set<SpellID> & dest);
void readResourses(TResources& resources);
template <class Indenifier>
void readBitmask(std::set<Indenifier> &dest, const int byteCount, const int limit, bool negate = true);
/** Reads bitmask to boolean vector
* @param dest destination vector, shall be filed with "true" values
* @param byteCount size in bytes of bimask
* @param limit max count of vector elements to alter
* @param negate if true then set bit in mask means clear flag in vertor
*/
void readBitmask(std::vector<bool> & dest, const int byteCount, const int limit, bool negate = true);
/**
* Reverses the input argument.
*
* @param arg the input argument
* @return the reversed 8-bit integer
*/
ui8 reverse(ui8 arg);
/**
* Helper to read map position
*/
inline int3 readInt3()
{
int3 p;
p.x = reader.readUInt8();
p.y = reader.readUInt8();
p.z = reader.readUInt8();
return p;
}
void afterRead();
/** List of templates loaded from the map, used on later stage to create
* objects but not needed for fully functional CMap */
std::vector<ObjectTemplate> templates;
/** ptr to the map object which gets filled by data from the buffer */
CMap * map;
/**
* ptr to the map header object which gets filled by data from the buffer.
* (when loading a map then the mapHeader ptr points to the same object)
*/
std::unique_ptr<CMapHeader> mapHeader;
CBinaryReader reader;
CInputStream * inputStream;
};
|