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- /*
 
-  * 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();
 
- 	/**
 
- 	 * Loads the VCMI/H3 map header.
 
- 	 *
 
- 	 * @return a unique ptr of the loaded map header class
 
- 	 */
 
- 	std::unique_ptr<CMapHeader> loadMapHeader();
 
- 	/** 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);
 
- 	/**
 
- 	 * Creates an artifact instance.
 
- 	 *
 
- 	 * @param aid the id of the artifact
 
- 	 * @param spellID optional. the id of a spell if a spell scroll object should be created
 
- 	 * @return the created artifact instance
 
- 	 */
 
- 	CArtifactInstance * createArtifact(int aid, int spellID = -1);
 
- 	/**
 
- 	 * 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);
 
- 	/**
 
- 	 * 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;
 
- 	}
 
- 	/** 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;
 
- };
 
 
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