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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:
mateuszb 2007-06-13 20:17:48 +00:00
parent cc3d526a79
commit df7ef8115b
10 changed files with 318 additions and 20 deletions

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@ -3,6 +3,7 @@
#include "CSemiDefHandler.h"
#include "CGameInfo.h"
#include "CObjectHandler.h"
#include "CCastleHandler.h"
#include <set>
unsigned int intPow(unsigned int a, unsigned int b)
@ -405,9 +406,10 @@ void CAmbarCendamo::deh3m()
THC std::cout<<"Wczytywanie defow: "<<th.getDif()<<std::endl;
////loading objects
int howManyObjs = readNormalNr(i, 4); i+=4;
for(int ww=0; ww<howManyObjs; ++ww)
/*for(int ww=0; ww<howManyObjs; ++ww)
{
CObjectInstance nobj; //we will read this object
nobj.id = CGameInfo::mainObj->objh->objInstances.size();
nobj.x = bufor[i++];
nobj.y = bufor[i++];
nobj.z = bufor[i++];
@ -415,9 +417,9 @@ void CAmbarCendamo::deh3m()
i+=5;
switch(getDefType(map.defy[nobj.defNumber]))
{
case EDefType::EVENTOBJ_DEF:
case EDefType::EVENTOBJ_DEF: //for event - objects
{
CEventObjInfo spec;
CEventObjInfo * spec = new CEventObjInfo;
bool guardMess;
guardMess = bufor[i]; ++i;
if(guardMess)
@ -425,28 +427,121 @@ void CAmbarCendamo::deh3m()
int messLong = readNormalNr(i, 4); i+=4;
if(messLong>0)
{
spec.isMessage = true;
spec->isMessage = true;
for(int yy=0; yy<messLong; ++yy)
{
spec.message +=bufor[i+yy];
spec->message +=bufor[i+yy];
}
i+=messLong;
}
spec.areGuarders = bufor[i]; ++i;
if(spec.areGuarders)
spec->areGuarders = bufor[i]; ++i;
if(spec->areGuarders)
{
//TODO: czytanie potworów w zapisie standardowym, to jest czêsto wykorzystywane
spec->guarders = readCreatureSet(i); i+=32;
}
}
else
{
spec->isMessage = false;
spec->areGuarders = false;
spec->message = std::string("");
}
spec->gainedExp = readNormalNr(i, 4); i+=4;
spec->manaDiff = readNormalNr(i, 4); i+=4;
spec->moraleDiff = readNormalNr(i, 1, true); ++i;
spec->luckDiff = readNormalNr(i, 1, true); ++i;
spec->wood = readNormalNr(i); i+=4;
spec->mercury = readNormalNr(i); i+=4;
spec->ore = readNormalNr(i); i+=4;
spec->sulfur = readNormalNr(i); i+=4;
spec->crystal = readNormalNr(i); i+=4;
spec->gems = readNormalNr(i); i+=4;
spec->gold = readNormalNr(i); i+=4;
spec->attack = readNormalNr(i, 1); ++i;
spec->defence = readNormalNr(i, 1); ++i;
spec->power = readNormalNr(i, 1); ++i;
spec->knowledge = readNormalNr(i, 1); ++i;
int gabn; //number of gained abilities
gabn = readNormalNr(i, 1); ++i;
for(int oo = 0; oo<gabn; ++oo)
{
spec->abilities.push_back(&((CGameInfo::mainObj->abilh)->abilities[readNormalNr(i, 1)])); ++i;
spec->abilityLevels.push_back(readNormalNr(i, 1)); ++i;
}
int gart = readNormalNr(i, 1); ++i; //number of gained artifacts
for(int oo = 0; oo<gart; ++oo)
{
spec->artifacts.push_back(&(CGameInfo::mainObj->arth->artifacts[readNormalNr(i, 2)])); i+=2;
}
int gspel = readNormalNr(i, 1); ++i; //number of gained spells
for(int oo = 0; oo<gspel; ++oo)
{
spec->spells.push_back(&(CGameInfo::mainObj->spellh->spells[readNormalNr(i, 1)])); ++i;
}
int gcre = readNormalNr(i, 1); ++i; //number of gained creatures
spec->creatures = readCreatureSet(i, gcre); i+=4*gcre;
i+=8;
spec->availableFor = readNormalNr(i, 1); ++i;
spec->computerActivate = readNormalNr(i, 1); ++i;
spec->humanActivate = readNormalNr(i, 1); ++i;
i+=4;
nobj.info = spec;
break;
}
case EDefType::HERO_DEF:
{
CHeroObjInfo * spec = new CHeroObjInfo;
spec->bytes[0] = bufor[i]; ++i;
spec->bytes[1] = bufor[i]; ++i;
spec->bytes[2] = bufor[i]; ++i;
spec->bytes[3] = bufor[i]; ++i;
spec->player = bufor[i]; ++i;
spec->type = &(CGameInfo::mainObj->heroh->heroes[readNormalNr(i, 1)]); ++i;
bool isName = bufor[i]; ++i; //true if hero has nonstandard name
if(isName)
{
int length = readNormalNr(i, 4); i+=4;
for(int gg=0; gg<length; ++gg)
{
spec->name+=bufor[i]; ++i;
}
}
else
spec->name = std::string("");
bool isExp = bufor[i]; ++i; //true if hore's experience is greater than 0
if(isExp)
{
spec->experience = readNormalNr(i); i+=4;
}
else spec->experience = 0;
++i; //TODO - czy tu na pewno nie ma istotnej informacji?
bool nonstandardAbilities = bufor[i]; //true if hero has specified abilities
if(nonstandardAbilities)
{
int howMany = readNormalNr(i); i+=4;
for(int yy=0; yy<howMany; ++yy)
{
spec->abilities.push_back(&(CGameInfo::mainObj->abilh->abilities[readNormalNr(i, 1)])); ++i;
spec->abilityLevels.push_back(readNormalNr(i, 1)); ++i;
}
}
bool standGarrison = bufor[i]; ++i; //true if hero has nonstandard garrison
if(standGarrison)
{
spec->garrison = readCreatureSet(i); i+=7;
}
bool form = bufor[i]; ++i; //formation
spec->garrison.formation = form;
break;
}
}
CGameInfo::mainObj->objh->objInstances.push_back(nobj);
//TODO - dokoñczyæ, du¿o do zrobienia - trzeba patrzeæ, co def niesie
}
}//*/ //end of loading objects; commented to making application work until it will be finished
////objects loaded
//todo: read events
}
int CAmbarCendamo::readNormalNr (int pos, int bytCon)
int CAmbarCendamo::readNormalNr (int pos, int bytCon, bool cyclic)
{
int ret=0;
int amp=1;
@ -455,7 +550,10 @@ int CAmbarCendamo::readNormalNr (int pos, int bytCon)
ret+=bufor[pos+i]*amp;
amp*=256;
}
if(cyclic && bytCon<4 && ret>=amp/2)
{
ret = ret-amp;
}
return ret;
}
@ -507,4 +605,80 @@ EDefType CAmbarCendamo::getDefType(DefInfo &a)
default:
return EDefType::TERRAINOBJ_DEF;
}
}
}
CCreatureSet CAmbarCendamo::readCreatureSet(int pos, int number)
{
CCreatureSet ret;
if(number>0 && readNormalNr(pos, 2)!=0xffff)
{
ret.slot1 = &(CGameInfo::mainObj->creh->creatures[readNormalNr(pos, 2)]);
ret.s1 = readNormalNr(pos+2, 2);
}
else
{
ret.slot1 = NULL;
ret.s1 = 0;
}
if(number>1 && readNormalNr(pos+4, 2)!=0xffff)
{
ret.slot2 = &(CGameInfo::mainObj->creh->creatures[readNormalNr(pos+4, 2)]);
ret.s2 = readNormalNr(pos+6, 2);
}
else
{
ret.slot2 = NULL;
ret.s2 = 0;
}
if(number>2 && readNormalNr(pos+8, 2)!=0xffff)
{
ret.slot3 = &(CGameInfo::mainObj->creh->creatures[readNormalNr(pos+8, 2)]);
ret.s3 = readNormalNr(pos+10, 2);
}
else
{
ret.slot3 = NULL;
ret.s3 = 0;
}
if(number>3 && readNormalNr(pos+12, 2)!=0xffff)
{
ret.slot4 = &(CGameInfo::mainObj->creh->creatures[readNormalNr(pos+12, 2)]);
ret.s4 = readNormalNr(pos+14, 2);
}
else
{
ret.slot4 = NULL;
ret.s4 = 0;
}
if(number>4 && readNormalNr(pos+16, 2)!=0xffff)
{
ret.slot5 = &(CGameInfo::mainObj->creh->creatures[readNormalNr(pos+16, 2)]);
ret.s5 = readNormalNr(pos+18, 2);
}
else
{
ret.slot5 = NULL;
ret.s5 = 0;
}
if(number>5 && readNormalNr(pos+20, 2)!=0xffff)
{
ret.slot6 = &(CGameInfo::mainObj->creh->creatures[readNormalNr(pos+20, 2)]);
ret.s6 = readNormalNr(pos+22, 2);
}
else
{
ret.slot6 = NULL;
ret.s6 = 0;
}
if(number>6 && readNormalNr(pos+24, 2)!=0xffff)
{
ret.slot7 = &(CGameInfo::mainObj->creh->creatures[readNormalNr(pos+24, 2)]);
ret.s7 = readNormalNr(pos+26, 2);
}
else
{
ret.slot7 = NULL;
ret.s7 = 0;
}
return ret;
}

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@ -8,6 +8,7 @@
#include "SDL.h"
#include "map.h"
#include "CSemiDefHandler.h"
#include "CCreatureHandler.h"
enum EDefType {TOWN_DEF, HERO_DEF, CREATURES_DEF, SEERHUT_DEF, RESOURCE_DEF, TERRAINOBJ_DEF, EVENTOBJ_DEF, SIGN_DEF, GARRISON_DEF};
@ -23,10 +24,11 @@ public:
/////////////////funkcje skladowe
CAmbarCendamo (const char * tie); // c-tor; tie is the path of the map file
~CAmbarCendamo (); // d-tor
int readNormalNr (int pos, int bytCon=4); //read number from bytCon bytes starting from pos position in buffer
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
void teceDef (); // create files with info about defs
void deh3m(); // decode file, results are stored in map
void loadDefs();
EDefType getDefType(DefInfo& a); //returns type of object in def
CCreatureSet readCreatureSet(int pos, int number = 7); //reads creature set in most recently encountered format; reades number units (default is 7)
};
#endif //AMBARCENDD

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@ -11,6 +11,7 @@ public:
int x, y, z; //posiotion
std::vector<CBuilding> buildings; //buildings we can build in this castle
std::vector<bool> isBuild; //isBuild[i] is true, when building buildings[i] has been built
std::vector<bool> isLocked; //isLocked[i] is true, when building buildings[i] canot be built
CHero * visitingHero;
CHero * garnisonHero;
//TODO: dokoñczyæ

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@ -253,8 +253,11 @@ void CCreatureHandler::loadCreatures()
}
ncre.abilityRefs = buf.substr(befi, i-befi);
i+=2;
ncre.idNumber = creatures.size();
creatures.push_back(ncre);
if(ncre.nameSing!=std::string("") && ncre.namePl!=std::string(""))
{
ncre.idNumber = creatures.size();
creatures.push_back(ncre);
}
}
}

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@ -18,7 +18,8 @@ public:
class CCreatureSet //seven combined creatures
{
CCreature * slot1, slot2, slot3, slot4, slot5, slot6, slot7; //types of creatures on each slot
public:
CCreature * slot1, * slot2, * slot3, * slot4, * slot5, * slot6, * slot7; //types of creatures on each slot
unsigned int s1, s2, s3, s4, s5, s6, s7; //amounts of units in slots
bool formation; //false - wide, true - tight
};

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@ -258,7 +258,7 @@ int _tmain(int argc, _TCHAR* argv[])
CObjectHandler * objh = new CObjectHandler;
objh->loadObjects();
cgi->objh = objh;
CAmbarCendamo * ac = new CAmbarCendamo("4gryf");
CAmbarCendamo * ac = new CAmbarCendamo("4gryf"); //4gryf
cgi->ac = ac;
THC std::cout<<"Wczytywanie pliku: "<<tmh.getDif()<<std::endl;
ac->deh3m();

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@ -7,6 +7,7 @@
#include "CArtHandler.h"
#include "CAbilityHandler.h"
#include "CSpellHandler.h"
#include "CHeroHandler.h"
class CSpecObjInfo //class with object - specific info (eg. different information for creatures and heroes); use inheritance to make object - specific classes
{
@ -28,16 +29,36 @@ public:
unsigned int defence; //added defence points
unsigned int power; //added power points
unsigned int knowledge; //added knowledge points
std::vector<CAbility> abilities; //gained abilities
std::vector<CAbility *> abilities; //gained abilities
std::vector<int> abilityLevels; //levels of gained abilities
std::vector<CArtifact> artifacts; //gained artifacts
std::vector<CSpell> spells; //gained spells
std::vector<CArtifact *> artifacts; //gained artifacts
std::vector<CSpell *> spells; //gained spells
CCreatureSet creatures; //gained creatures
unsigned char availableFor; //players whom this event is available for
bool computerActivate; //true if computre player can activate this event
bool humanActivate; //true if human player can activate this event
};
class CHeroObjInfo : public CSpecObjInfo
{
public:
char bytes[4]; //mysterius bytes identifying hero in a strange way
int player;
CHero * type;
std::string name; //if nonstandard
CCreatureSet garrison; //hero's army
std::vector<CArtifact *> artifacts; //hero's artifacts
bool isGuarding;
int guardRange; //range of hero's guard
std::string biography; //if nonstandard
bool sex; //if true, reverse hero's sex
std::vector<CSpell *> spells; //hero's spells
int attack, defence, power, knowledge; //main hero's attributes
unsigned int experience; //hero's experience points
std::vector<CAbility *> abilities; //hero's abilities
std::vector<int> abilityLevels; //hero ability levels
};
class CObject //typical object that can be encountered on a map
{
public:

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@ -124,4 +124,99 @@ void CPreGameTextHandler::loadTexts()
}
mainQuit = buf.substr(befi, i-befi);
++i;
hmcr = 0;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
++hmcr;
if(hmcr==3)
break;
}
i+=3;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
ngSingleScenario = 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;
}
ngCampain = 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;
}
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;
}

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@ -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();

BIN
h3m.txt

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