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* poprawione zaczytywanie potworów
* częściowe czytanie bohaterów (zakomentowane, coby się nie sypało) * wczytywanie tekstów wyświetlających się po wciśnięciu ppm w menu new game * drobne poprawki w opisie bohaterów w specyfikacji
This commit is contained in:
parent
cc3d526a79
commit
df7ef8115b
@ -3,6 +3,7 @@
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#include "CSemiDefHandler.h"
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#include "CGameInfo.h"
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#include "CObjectHandler.h"
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#include "CCastleHandler.h"
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#include <set>
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unsigned int intPow(unsigned int a, unsigned int b)
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@ -405,9 +406,10 @@ void CAmbarCendamo::deh3m()
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THC std::cout<<"Wczytywanie defow: "<<th.getDif()<<std::endl;
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////loading objects
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int howManyObjs = readNormalNr(i, 4); i+=4;
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for(int ww=0; ww<howManyObjs; ++ww)
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/*for(int ww=0; ww<howManyObjs; ++ww)
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{
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CObjectInstance nobj; //we will read this object
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nobj.id = CGameInfo::mainObj->objh->objInstances.size();
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nobj.x = bufor[i++];
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nobj.y = bufor[i++];
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nobj.z = bufor[i++];
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@ -415,9 +417,9 @@ void CAmbarCendamo::deh3m()
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i+=5;
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switch(getDefType(map.defy[nobj.defNumber]))
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{
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case EDefType::EVENTOBJ_DEF:
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case EDefType::EVENTOBJ_DEF: //for event - objects
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{
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CEventObjInfo spec;
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CEventObjInfo * spec = new CEventObjInfo;
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bool guardMess;
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guardMess = bufor[i]; ++i;
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if(guardMess)
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@ -425,28 +427,121 @@ void CAmbarCendamo::deh3m()
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int messLong = readNormalNr(i, 4); i+=4;
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if(messLong>0)
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{
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spec.isMessage = true;
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spec->isMessage = true;
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for(int yy=0; yy<messLong; ++yy)
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{
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spec.message +=bufor[i+yy];
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spec->message +=bufor[i+yy];
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}
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i+=messLong;
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}
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spec.areGuarders = bufor[i]; ++i;
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if(spec.areGuarders)
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spec->areGuarders = bufor[i]; ++i;
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if(spec->areGuarders)
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{
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//TODO: czytanie potworów w zapisie standardowym, to jest czêsto wykorzystywane
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spec->guarders = readCreatureSet(i); i+=32;
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}
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}
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else
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{
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spec->isMessage = false;
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spec->areGuarders = false;
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spec->message = std::string("");
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}
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spec->gainedExp = readNormalNr(i, 4); i+=4;
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spec->manaDiff = readNormalNr(i, 4); i+=4;
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spec->moraleDiff = readNormalNr(i, 1, true); ++i;
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spec->luckDiff = readNormalNr(i, 1, true); ++i;
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spec->wood = readNormalNr(i); i+=4;
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spec->mercury = readNormalNr(i); i+=4;
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spec->ore = readNormalNr(i); i+=4;
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spec->sulfur = readNormalNr(i); i+=4;
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spec->crystal = readNormalNr(i); i+=4;
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spec->gems = readNormalNr(i); i+=4;
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spec->gold = readNormalNr(i); i+=4;
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spec->attack = readNormalNr(i, 1); ++i;
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spec->defence = readNormalNr(i, 1); ++i;
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spec->power = readNormalNr(i, 1); ++i;
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spec->knowledge = readNormalNr(i, 1); ++i;
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int gabn; //number of gained abilities
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gabn = readNormalNr(i, 1); ++i;
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for(int oo = 0; oo<gabn; ++oo)
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{
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spec->abilities.push_back(&((CGameInfo::mainObj->abilh)->abilities[readNormalNr(i, 1)])); ++i;
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spec->abilityLevels.push_back(readNormalNr(i, 1)); ++i;
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}
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int gart = readNormalNr(i, 1); ++i; //number of gained artifacts
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for(int oo = 0; oo<gart; ++oo)
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{
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spec->artifacts.push_back(&(CGameInfo::mainObj->arth->artifacts[readNormalNr(i, 2)])); i+=2;
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}
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int gspel = readNormalNr(i, 1); ++i; //number of gained spells
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for(int oo = 0; oo<gspel; ++oo)
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{
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spec->spells.push_back(&(CGameInfo::mainObj->spellh->spells[readNormalNr(i, 1)])); ++i;
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}
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int gcre = readNormalNr(i, 1); ++i; //number of gained creatures
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spec->creatures = readCreatureSet(i, gcre); i+=4*gcre;
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i+=8;
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spec->availableFor = readNormalNr(i, 1); ++i;
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spec->computerActivate = readNormalNr(i, 1); ++i;
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spec->humanActivate = readNormalNr(i, 1); ++i;
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i+=4;
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nobj.info = spec;
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break;
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}
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case EDefType::HERO_DEF:
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{
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CHeroObjInfo * spec = new CHeroObjInfo;
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spec->bytes[0] = bufor[i]; ++i;
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spec->bytes[1] = bufor[i]; ++i;
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spec->bytes[2] = bufor[i]; ++i;
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spec->bytes[3] = bufor[i]; ++i;
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spec->player = bufor[i]; ++i;
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spec->type = &(CGameInfo::mainObj->heroh->heroes[readNormalNr(i, 1)]); ++i;
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bool isName = bufor[i]; ++i; //true if hero has nonstandard name
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if(isName)
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{
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int length = readNormalNr(i, 4); i+=4;
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for(int gg=0; gg<length; ++gg)
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{
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spec->name+=bufor[i]; ++i;
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}
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}
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else
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spec->name = std::string("");
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bool isExp = bufor[i]; ++i; //true if hore's experience is greater than 0
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if(isExp)
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{
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spec->experience = readNormalNr(i); i+=4;
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}
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else spec->experience = 0;
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++i; //TODO - czy tu na pewno nie ma istotnej informacji?
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bool nonstandardAbilities = bufor[i]; //true if hero has specified abilities
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if(nonstandardAbilities)
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{
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int howMany = readNormalNr(i); i+=4;
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for(int yy=0; yy<howMany; ++yy)
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{
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spec->abilities.push_back(&(CGameInfo::mainObj->abilh->abilities[readNormalNr(i, 1)])); ++i;
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spec->abilityLevels.push_back(readNormalNr(i, 1)); ++i;
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}
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}
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bool standGarrison = bufor[i]; ++i; //true if hero has nonstandard garrison
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if(standGarrison)
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{
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spec->garrison = readCreatureSet(i); i+=7;
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}
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bool form = bufor[i]; ++i; //formation
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spec->garrison.formation = form;
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break;
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}
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}
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CGameInfo::mainObj->objh->objInstances.push_back(nobj);
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//TODO - dokoñczyæ, du¿o do zrobienia - trzeba patrzeæ, co def niesie
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}
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}//*/ //end of loading objects; commented to making application work until it will be finished
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////objects loaded
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//todo: read events
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}
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int CAmbarCendamo::readNormalNr (int pos, int bytCon)
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int CAmbarCendamo::readNormalNr (int pos, int bytCon, bool cyclic)
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{
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int ret=0;
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int amp=1;
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@ -455,7 +550,10 @@ int CAmbarCendamo::readNormalNr (int pos, int bytCon)
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ret+=bufor[pos+i]*amp;
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amp*=256;
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}
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if(cyclic && bytCon<4 && ret>=amp/2)
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{
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ret = ret-amp;
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}
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return ret;
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}
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@ -507,4 +605,80 @@ EDefType CAmbarCendamo::getDefType(DefInfo &a)
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default:
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return EDefType::TERRAINOBJ_DEF;
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}
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}
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}
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CCreatureSet CAmbarCendamo::readCreatureSet(int pos, int number)
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{
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CCreatureSet ret;
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if(number>0 && readNormalNr(pos, 2)!=0xffff)
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{
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ret.slot1 = &(CGameInfo::mainObj->creh->creatures[readNormalNr(pos, 2)]);
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ret.s1 = readNormalNr(pos+2, 2);
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}
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else
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{
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ret.slot1 = NULL;
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ret.s1 = 0;
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}
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if(number>1 && readNormalNr(pos+4, 2)!=0xffff)
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{
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ret.slot2 = &(CGameInfo::mainObj->creh->creatures[readNormalNr(pos+4, 2)]);
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ret.s2 = readNormalNr(pos+6, 2);
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}
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else
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{
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ret.slot2 = NULL;
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ret.s2 = 0;
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}
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if(number>2 && readNormalNr(pos+8, 2)!=0xffff)
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{
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ret.slot3 = &(CGameInfo::mainObj->creh->creatures[readNormalNr(pos+8, 2)]);
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ret.s3 = readNormalNr(pos+10, 2);
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}
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else
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{
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ret.slot3 = NULL;
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ret.s3 = 0;
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}
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if(number>3 && readNormalNr(pos+12, 2)!=0xffff)
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{
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ret.slot4 = &(CGameInfo::mainObj->creh->creatures[readNormalNr(pos+12, 2)]);
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ret.s4 = readNormalNr(pos+14, 2);
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}
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else
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{
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ret.slot4 = NULL;
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ret.s4 = 0;
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}
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if(number>4 && readNormalNr(pos+16, 2)!=0xffff)
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{
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ret.slot5 = &(CGameInfo::mainObj->creh->creatures[readNormalNr(pos+16, 2)]);
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ret.s5 = readNormalNr(pos+18, 2);
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}
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else
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{
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ret.slot5 = NULL;
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ret.s5 = 0;
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}
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if(number>5 && readNormalNr(pos+20, 2)!=0xffff)
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{
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ret.slot6 = &(CGameInfo::mainObj->creh->creatures[readNormalNr(pos+20, 2)]);
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ret.s6 = readNormalNr(pos+22, 2);
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}
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else
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{
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ret.slot6 = NULL;
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ret.s6 = 0;
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}
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if(number>6 && readNormalNr(pos+24, 2)!=0xffff)
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{
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ret.slot7 = &(CGameInfo::mainObj->creh->creatures[readNormalNr(pos+24, 2)]);
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ret.s7 = readNormalNr(pos+26, 2);
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}
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else
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{
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ret.slot7 = NULL;
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ret.s7 = 0;
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}
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return ret;
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}
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@ -8,6 +8,7 @@
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#include "SDL.h"
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#include "map.h"
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#include "CSemiDefHandler.h"
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#include "CCreatureHandler.h"
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enum EDefType {TOWN_DEF, HERO_DEF, CREATURES_DEF, SEERHUT_DEF, RESOURCE_DEF, TERRAINOBJ_DEF, EVENTOBJ_DEF, SIGN_DEF, GARRISON_DEF};
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@ -23,10 +24,11 @@ public:
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/////////////////funkcje skladowe
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CAmbarCendamo (const char * tie); // c-tor; tie is the path of the map file
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~CAmbarCendamo (); // d-tor
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int readNormalNr (int pos, int bytCon=4); //read number from bytCon bytes starting from pos position in buffer
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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
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void teceDef (); // create files with info about defs
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void deh3m(); // decode file, results are stored in map
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void loadDefs();
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EDefType getDefType(DefInfo& a); //returns type of object in def
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CCreatureSet readCreatureSet(int pos, int number = 7); //reads creature set in most recently encountered format; reades number units (default is 7)
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};
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#endif //AMBARCENDD
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@ -11,6 +11,7 @@ public:
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int x, y, z; //posiotion
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std::vector<CBuilding> buildings; //buildings we can build in this castle
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std::vector<bool> isBuild; //isBuild[i] is true, when building buildings[i] has been built
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std::vector<bool> isLocked; //isLocked[i] is true, when building buildings[i] canot be built
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CHero * visitingHero;
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CHero * garnisonHero;
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//TODO: dokoñczyæ
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@ -253,8 +253,11 @@ void CCreatureHandler::loadCreatures()
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}
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ncre.abilityRefs = buf.substr(befi, i-befi);
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i+=2;
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ncre.idNumber = creatures.size();
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creatures.push_back(ncre);
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if(ncre.nameSing!=std::string("") && ncre.namePl!=std::string(""))
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{
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ncre.idNumber = creatures.size();
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creatures.push_back(ncre);
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}
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}
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}
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@ -18,7 +18,8 @@ public:
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class CCreatureSet //seven combined creatures
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{
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CCreature * slot1, slot2, slot3, slot4, slot5, slot6, slot7; //types of creatures on each slot
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public:
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CCreature * slot1, * slot2, * slot3, * slot4, * slot5, * slot6, * slot7; //types of creatures on each slot
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unsigned int s1, s2, s3, s4, s5, s6, s7; //amounts of units in slots
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bool formation; //false - wide, true - tight
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};
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2
CMT.cpp
2
CMT.cpp
@ -258,7 +258,7 @@ int _tmain(int argc, _TCHAR* argv[])
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CObjectHandler * objh = new CObjectHandler;
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objh->loadObjects();
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cgi->objh = objh;
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CAmbarCendamo * ac = new CAmbarCendamo("4gryf");
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CAmbarCendamo * ac = new CAmbarCendamo("4gryf"); //4gryf
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cgi->ac = ac;
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THC std::cout<<"Wczytywanie pliku: "<<tmh.getDif()<<std::endl;
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ac->deh3m();
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@ -7,6 +7,7 @@
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#include "CArtHandler.h"
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#include "CAbilityHandler.h"
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#include "CSpellHandler.h"
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#include "CHeroHandler.h"
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class CSpecObjInfo //class with object - specific info (eg. different information for creatures and heroes); use inheritance to make object - specific classes
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{
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@ -28,16 +29,36 @@ public:
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unsigned int defence; //added defence points
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unsigned int power; //added power points
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unsigned int knowledge; //added knowledge points
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std::vector<CAbility> abilities; //gained abilities
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std::vector<CAbility *> abilities; //gained abilities
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std::vector<int> abilityLevels; //levels of gained abilities
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std::vector<CArtifact> artifacts; //gained artifacts
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std::vector<CSpell> spells; //gained spells
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std::vector<CArtifact *> artifacts; //gained artifacts
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std::vector<CSpell *> spells; //gained spells
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CCreatureSet creatures; //gained creatures
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unsigned char availableFor; //players whom this event is available for
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bool computerActivate; //true if computre player can activate this event
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bool humanActivate; //true if human player can activate this event
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};
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class CHeroObjInfo : public CSpecObjInfo
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{
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public:
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char bytes[4]; //mysterius bytes identifying hero in a strange way
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int player;
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CHero * type;
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std::string name; //if nonstandard
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CCreatureSet garrison; //hero's army
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std::vector<CArtifact *> artifacts; //hero's artifacts
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bool isGuarding;
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int guardRange; //range of hero's guard
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std::string biography; //if nonstandard
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bool sex; //if true, reverse hero's sex
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std::vector<CSpell *> spells; //hero's spells
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int attack, defence, power, knowledge; //main hero's attributes
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unsigned int experience; //hero's experience points
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std::vector<CAbility *> abilities; //hero's abilities
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std::vector<int> abilityLevels; //hero ability levels
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};
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class CObject //typical object that can be encountered on a map
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{
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public:
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@ -124,4 +124,99 @@ void CPreGameTextHandler::loadTexts()
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}
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mainQuit = buf.substr(befi, i-befi);
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++i;
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hmcr = 0;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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++hmcr;
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if(hmcr==3)
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break;
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}
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i+=3;
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befi=i;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\t')
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break;
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}
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ngSingleScenario = buf.substr(befi, i-befi);
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++i;
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hmcr = 0;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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++hmcr;
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if(hmcr==1)
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break;
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}
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i+=3;
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befi=i;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\t')
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break;
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}
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ngCampain = buf.substr(befi, i-befi);
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++i;
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hmcr = 0;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\r')
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++hmcr;
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if(hmcr==1)
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break;
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}
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i+=3;
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befi=i;
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for(i; i<andame; ++i)
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{
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if(buf[i]=='\t')
|
||||
break;
|
||||
}
|
||||
ngMultiplayer = buf.substr(befi, i-befi);
|
||||
++i;
|
||||
|
||||
hmcr = 0;
|
||||
for(i; i<andame; ++i)
|
||||
{
|
||||
if(buf[i]=='\r')
|
||||
++hmcr;
|
||||
if(hmcr==1)
|
||||
break;
|
||||
}
|
||||
i+=3;
|
||||
|
||||
befi=i;
|
||||
for(i; i<andame; ++i)
|
||||
{
|
||||
if(buf[i]=='\t')
|
||||
break;
|
||||
}
|
||||
ngTutorial = buf.substr(befi, i-befi);
|
||||
++i;
|
||||
|
||||
hmcr = 0;
|
||||
for(i; i<andame; ++i)
|
||||
{
|
||||
if(buf[i]=='\r')
|
||||
++hmcr;
|
||||
if(hmcr==1)
|
||||
break;
|
||||
}
|
||||
i+=3;
|
||||
|
||||
befi=i;
|
||||
for(i; i<andame; ++i)
|
||||
{
|
||||
if(buf[i]=='\t')
|
||||
break;
|
||||
}
|
||||
ngBack = buf.substr(befi, i-befi);
|
||||
++i;
|
||||
}
|
@ -7,6 +7,7 @@ class CPreGameTextHandler //handles pre - game texts
|
||||
{
|
||||
public:
|
||||
std::string mainNewGame, mainLoadGame, mainHighScores, mainCredits, mainQuit; //right - click texts in main menu
|
||||
std::string ngSingleScenario, ngCampain, ngMultiplayer, ngTutorial, ngBack; //right - click texts in new game menu
|
||||
std::string getTitle(std::string text);
|
||||
std::string getDescr(std::string text);
|
||||
void loadTexts();
|
||||
|
Loading…
Reference in New Issue
Block a user