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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/lib/map.cpp
Michał W. Urbańczyk 2d61fab7e9 * Probably fixed #655.
* Fixed #736, #737.
* Fixed crash on loss/victory.
* Fixed crash on loading some AB maps.
* Fixed crash on loading map where victory/loss condition objective hero was placed inside the town.
* Fixed crash on loading map when neutral Dungeon has built Portal of Summoning.
* Mutex protecting GS will be used to prevent changes in GS when GUI might read it.
* Little more securities around moving hero and ending turn, still needed more.
2011-05-29 23:49:25 +00:00

2150 lines
51 KiB
C++

#define VCMI_DLL
#include "../stdafx.h"
#include "map.h"
#include "CObjectHandler.h"
#include "CDefObjInfoHandler.h"
#include "VCMI_Lib.h"
#include <zlib.h>
#include <boost/crc.hpp>
#include "CLodHandler.h"
#include "CArtHandler.h"
#include "CCreatureHandler.h"
#include <boost/bind.hpp>
#include <assert.h>
#include "CSpellHandler.h"
#include <boost/foreach.hpp>
/*
* map.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
*
*/
static std::set<si32> convertBuildings(const std::set<si32> h3m, int castleID)
{
std::map<int,int> mapa;
std::set<si32> ret;
std::ifstream b5(DATA_DIR "/config/buildings5.txt");
while(!b5.eof())
{
int h3, VCMI, town;
b5 >> town >> h3 >> VCMI;
if ( town == castleID || town == -1 )
mapa[h3]=VCMI;
}
for(std::set<si32>::const_iterator i=h3m.begin();i!=h3m.end();i++)
{
if(mapa[*i]>=0)
ret.insert(mapa[*i]);
else if(mapa[*i] >= (-CREATURES_PER_TOWN)) // horde buildings
{
int level = (mapa[*i]);
ret.insert(level-30);//(-30)..(-36) - horde buildings (for game loading only), don't see other way to handle hordes in random towns
}
else
{
tlog3<<"Conversion warning: unknown building "<<*i<<" in castle "<<castleID<<std::endl;
}
}
ret.insert(10); //village hall is always present
ret.insert(-1); //houses near v.hall / eyecandies
ret.insert(-2); //terrain eyecandy, if -1 is used
if(ret.find(11)!=ret.end())
ret.insert(27);
if(ret.find(12)!=ret.end())
ret.insert(28);
if(ret.find(13)!=ret.end())
ret.insert(29);
return ret;
}
static unsigned int intPow(unsigned int a, unsigned int b)
{
unsigned int ret=1;
for(unsigned int i=0; i<b; ++i)
ret*=a;
return ret;
}
static unsigned char reverse(unsigned char arg)
{
unsigned char ret = 0;
for (int i=0; i<8;i++)
{
if(((arg)&(1<<i))>>i)
{
ret |= (128>>i);
}
}
return ret;
}
void readCreatureSet(CCreatureSet *out, const unsigned char * bufor, int &i, int number, bool version) //version==true for >RoE maps
{
const int bytesPerCre = version ? 4 : 3,
idBytes = version ? 2 : 1,
maxID = version ? 0xffff : 0xff;
for(int ir=0;ir < number; ir++)
{
int creID = readNormalNr(bufor,i+ir*bytesPerCre, idBytes);
int count = readNormalNr(bufor,i+ir*bytesPerCre+idBytes, 2);
if(creID == maxID) //empty slot
continue;
CStackInstance *hlp = new CStackInstance();
hlp->count = count;
if(creID > maxID - 0xf)
{
creID = maxID + 1 - creID + VLC->creh->creatures.size();//this will happen when random object has random army
hlp->idRand = creID;
}
else
hlp->setType(creID);
out->putStack(ir, hlp);
}
i+=number*bytesPerCre;
out->validTypes(true);
}
CMapHeader::CMapHeader(const unsigned char *map)
{
int i=0;
initFromMemory(map,i);
}
CMapHeader::CMapHeader()
{
areAnyPLayers = difficulty = levelLimit = howManyTeams = 0;
height = width = twoLevel = -1;
}
void CMapHeader::initFromMemory( const unsigned char *bufor, int &i )
{
version = (Eformat)(readNormalNr(bufor,i)); i+=4; //map version
if(version != RoE && version != AB && version != SoD && version != WoG)
{
throw std::string("Invalid map format!");
}
areAnyPLayers = readChar(bufor,i); //invalid on some maps
height = width = (readNormalNr(bufor,i)); i+=4; // dimensions of map
twoLevel = readChar(bufor,i); //if there is underground
int pom;
name = readString(bufor,i);
description= readString(bufor,i);
difficulty = readChar(bufor,i); // reading map difficulty
if(version != RoE)
levelLimit = readChar(bufor,i); // hero level limit
else
levelLimit = 0;
loadPlayerInfo(pom, bufor, i);
loadViCLossConditions(bufor, i);
howManyTeams=bufor[i++]; //read number of teams
if(howManyTeams>0) //read team numbers
{
for(int rr=0; rr<8; ++rr)
{
players[rr].team = bufor[i++];
}
}
else//no alliances
{
for(int i=0;i<PLAYER_LIMIT;i++)
if(players[i].canComputerPlay || players[i].canHumanPlay)
players[i].team = howManyTeams++;
}
pom = i;
allowedHeroes.resize(HEROES_QUANTITY,false);
for(; i<pom+ (version == RoE ? 16 : 20) ; ++i)
{
unsigned char c = bufor[i];
for(int yy=0; yy<8; ++yy)
if((i-pom)*8+yy < HEROES_QUANTITY)
if(c == (c|((unsigned char)intPow(2, yy))))
allowedHeroes[(i-pom)*8+yy] = true;
}
if(version>RoE) //probably reserved for further heroes
{
int placeholdersQty = readNormalNr(bufor, i); i+=4;
for(int p = 0; p < placeholdersQty; p++)
placeholdedHeroes.push_back(bufor[i++]);
}
}
void CMapHeader::loadPlayerInfo( int &pom, const unsigned char * bufor, int &i )
{
players.resize(8);
for (pom=0;pom<8;pom++)
{
players[pom].canHumanPlay = bufor[i++];
players[pom].canComputerPlay = bufor[i++];
if ((!(players[pom].canHumanPlay || players[pom].canComputerPlay))) //if nobody can play with this player
{
switch(version)
{
case SoD: case WoG:
i+=13;
break;
case AB:
i+=12;
break;
case RoE:
i+=6;
break;
}
continue;
}
players[pom].AITactic = bufor[i++];
if(version == SoD || version == WoG)
players[pom].p7= bufor[i++];
else
players[pom].p7= -1;
//factions this player can choose
players[pom].allowedFactions = 0;
players[pom].allowedFactions += bufor[i++];
if(version != RoE)
players[pom].allowedFactions += (bufor[i++])*256;
players[pom].isFactionRandom = bufor[i++];
players[pom].hasMainTown = bufor[i++];
if (players[pom].hasMainTown)
{
if(version != RoE)
{
players[pom].generateHeroAtMainTown = bufor[i++];
players[pom].generateHero = bufor[i++];
}
else
{
players[pom].generateHeroAtMainTown = true;
players[pom].generateHero = false;
}
players[pom].posOfMainTown.x = bufor[i++];
players[pom].posOfMainTown.y = bufor[i++];
players[pom].posOfMainTown.z = bufor[i++];
}
players[pom].p8= bufor[i++];
players[pom].p9= bufor[i++];
if(players[pom].p9!=0xff)
{
players[pom].mainHeroPortrait = bufor[i++];
players[pom].mainHeroName = readString(bufor,i);
}
if(version != RoE)
{
players[pom].powerPlacehodlers = bufor[i++];//unknown byte
int heroCount = bufor[i++];
i+=3;
for (int pp=0;pp<heroCount;pp++)
{
SheroName vv;
vv.heroID=bufor[i++];
int hnl = bufor[i++];
i+=3;
for (int zz=0;zz<hnl;zz++)
{
vv.heroName+=bufor[i++];
}
players[pom].heroesNames.push_back(vv);
}
}
}
}
void CMapHeader::loadViCLossConditions( const unsigned char * bufor, int &i)
{
victoryCondition.obj = NULL;
victoryCondition.condition = (EvictoryConditions)bufor[i++];
if (victoryCondition.condition != winStandard) //specific victory conditions
{
int nr;
switch (victoryCondition.condition) //read victory conditions
{
case artifact:
{
victoryCondition.ID = bufor[i+2];
nr=(version==RoE ? 1 : 2);
break;
}
case gatherTroop:
{
// int temp1 = bufor[i+2];
// int temp2 = bufor[i+3];
victoryCondition.ID = bufor[i+2];
victoryCondition.count = readNormalNr(bufor, i+(version==RoE ? 3 : 4));
nr=(version==RoE ? 5 : 6);
break;
}
case gatherResource:
{
victoryCondition.ID = bufor[i+2];
victoryCondition.count = readNormalNr(bufor, i+3);
nr = 5;
break;
}
case buildCity:
{
victoryCondition.pos.x = bufor[i+2];
victoryCondition.pos.y = bufor[i+3];
victoryCondition.pos.z = bufor[i+4];
victoryCondition.count = bufor[i+5];
victoryCondition.ID = bufor[i+6];
nr = 5;
break;
}
case buildGrail:
{
if (bufor[i+4]>2)
victoryCondition.pos = int3(-1,-1,-1);
else
{
victoryCondition.pos.x = bufor[i+2];
victoryCondition.pos.y = bufor[i+3];
victoryCondition.pos.z = bufor[i+4];
}
nr = 3;
break;
}
case beatHero:
case captureCity:
case beatMonster:
{
victoryCondition.pos.x = bufor[i+2];
victoryCondition.pos.y = bufor[i+3];
victoryCondition.pos.z = bufor[i+4];
nr = 3;
break;
}
case takeDwellings:
case takeMines:
{
nr = 0;
break;
}
case transportItem:
{
victoryCondition.ID = bufor[i+2];
victoryCondition.pos.x = bufor[i+3];
victoryCondition.pos.y = bufor[i+4];
victoryCondition.pos.z = bufor[i+5];
nr = 4;
break;
}
}
victoryCondition.allowNormalVictory = bufor[i++];
victoryCondition.appliesToAI = bufor[i++];
i+=nr;
}
lossCondition.typeOfLossCon = (ElossCon)bufor[i++];
switch (lossCondition.typeOfLossCon) //read loss conditions
{
case lossCastle:
case lossHero:
{
lossCondition.pos.x=bufor[i++];
lossCondition.pos.y=bufor[i++];
lossCondition.pos.z=bufor[i++];
break;
}
case timeExpires:
{
lossCondition.timeLimit = readNormalNr(bufor,i++,2);
i++;
break;
}
}
}
CMapHeader::~CMapHeader()
{
}
void Mapa::initFromBytes(const unsigned char * bufor)
{
int i=0;
initFromMemory(bufor,i);
timeHandler th;
th.getDif();
readHeader(bufor, i);
tlog0<<"\tReading header: "<<th.getDif()<<std::endl;
if (victoryCondition.condition == artifact || victoryCondition.condition == transportItem)
{ //messy, but needed
allowedArtifact[victoryCondition.ID] = false;
}
readRumors(bufor, i);
tlog0<<"\tReading rumors: "<<th.getDif()<<std::endl;
readPredefinedHeroes(bufor, i);
tlog0<<"\tReading predefined heroes: "<<th.getDif()<<std::endl;
readTerrain(bufor, i);
tlog0<<"\tReading terrain: "<<th.getDif()<<std::endl;
readDefInfo(bufor, i);
tlog0<<"\tReading defs info: "<<th.getDif()<<std::endl;
readObjects(bufor, i);
tlog0<<"\tReading objects: "<<th.getDif()<<std::endl;
readEvents(bufor, i);
tlog0<<"\tReading events: "<<th.getDif()<<std::endl;
//map readed, bufor no longer needed
for(unsigned int f=0; f<objects.size(); ++f) //calculationg blocked / visitable positions
{
if(!objects[f]->defInfo)
continue;
addBlockVisTiles(objects[f]);
}
tlog0<<"\tCalculating blocked/visitable tiles: "<<th.getDif()<<std::endl;
tlog0 << "\tMap initialization done!" << std::endl;
}
void Mapa::removeBlockVisTiles(CGObjectInstance * obj, bool total)
{
for(int fx=0; fx<8; ++fx)
{
for(int fy=0; fy<6; ++fy)
{
int xVal = obj->pos.x + fx - 7;
int yVal = obj->pos.y + fy - 5;
int zVal = obj->pos.z;
if(xVal>=0 && xVal<width && yVal>=0 && yVal<height)
{
TerrainTile & curt = terrain[xVal][yVal][zVal];
if(total || ((obj->defInfo->visitMap[fy] >> (7 - fx)) & 1))
{
curt.visitableObjects -= obj;
curt.visitable = curt.visitableObjects.size();
}
if(total || !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1))
{
curt.blockingObjects -= obj;
curt.blocked = curt.blockingObjects.size();
}
}
}
}
}
void Mapa::addBlockVisTiles(CGObjectInstance * obj)
{
for(int fx=0; fx<8; ++fx)
{
for(int fy=0; fy<6; ++fy)
{
int xVal = obj->pos.x + fx - 7;
int yVal = obj->pos.y + fy - 5;
int zVal = obj->pos.z;
if(xVal>=0 && xVal<width && yVal>=0 && yVal<height)
{
TerrainTile & curt = terrain[xVal][yVal][zVal];
if(((obj->defInfo->visitMap[fy] >> (7 - fx)) & 1))
{
curt.visitableObjects.push_back(obj);
curt.visitable = true;
}
if(!((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1))
{
curt.blockingObjects.push_back(obj);
curt.blocked = true;
}
}
}
}
}
Mapa::Mapa(std::string filename)
:grailPos(-1, -1, -1), grailRadious(0)
{
int mapsize = 0;
tlog0<<"Opening map file: "<<filename<<"\t "<<std::flush;
//load file and decompress
unsigned char * initTable = CLodHandler::getUnpackedFile(filename, &mapsize);
tlog0<<"done."<<std::endl;
// Compute checksum
boost::crc_32_type result;
result.process_bytes(initTable, mapsize);
checksum = result.checksum();
tlog0 << "\tOur map checksum: "<<result.checksum() << std::endl;
initFromBytes(initTable);
delete [] initTable;
}
Mapa::Mapa()
{
terrain = NULL;
}
Mapa::~Mapa()
{
//for(int i=0; i < defy.size(); i++)
// if(defy[i]->serial < 0) //def not present in the main vector in defobjinfo
// delete defy[i];
if(terrain)
{
for (int ii=0;ii<width;ii++)
{
for(int jj=0;jj<height;jj++)
delete [] terrain[ii][jj];
delete [] terrain[ii];
}
delete [] terrain;
}
for(std::list<ConstTransitivePtr<CMapEvent> >::iterator i = events.begin(); i != events.end(); i++)
i->dellNull();
}
CGHeroInstance * Mapa::getHero(int ID, int mode)
{
if (mode != 0)
#ifndef __GNUC__
throw new std::exception("gs->getHero: This mode is not supported!");
#else
throw new std::exception();
#endif
for(unsigned int i=0; i<heroes.size();i++)
if(heroes[i]->subID == ID)
return heroes[i];
return NULL;
}
int Mapa::loadSeerHut( const unsigned char * bufor, int i, CGObjectInstance *& nobj )
{
CGSeerHut *hut = new CGSeerHut();
nobj = hut;
if(version>RoE)
{
loadQuest(hut,bufor,i);
}
else //RoE
{
int artID = bufor[i]; ++i;
if(artID!=255) //not none quest
{
hut->m5arts.push_back(artID);
hut->missionType = 5;
}
else
{
hut->missionType = 0; //no mission
}
hut->isCustom = false;
}
if(hut->missionType)
{
unsigned char rewardType = bufor[i]; ++i;
hut->rewardType = rewardType;
switch(rewardType)
{
case 1:
{
hut->rVal = readNormalNr(bufor,i); i+=4;
break;
}
case 2:
{
hut->rVal = readNormalNr(bufor,i); i+=4;
break;
}
case 3:
{
hut->rVal = bufor[i]; ++i;
break;
}
case 4:
{
hut->rVal = bufor[i]; ++i;
break;
}
case 5:
{
hut->rID = bufor[i]; ++i;
hut->rVal = readNormalNr(bufor,i, 3); i+=3;
i+=1;
break;
}
case 6:
{
hut->rID = bufor[i]; ++i;
hut->rVal = bufor[i]; ++i;
break;
}
case 7:
{
hut->rID = bufor[i]; ++i;
hut->rVal = bufor[i]; ++i;
break;
}
case 8:
{
hut->rID = readNormalNr(bufor,i, (version == RoE ? 1 : 2)); i+=(version == RoE ? 1 : 2);
break;
}
case 9:
{
hut->rID = bufor[i]; ++i;
break;
}
case 10:
{
if(version>RoE)
{
hut->rID = readNormalNr(bufor,i, 2); i+=2;
hut->rVal = readNormalNr(bufor,i, 2); i+=2;
}
else
{
hut->rID = bufor[i]; ++i;
hut->rVal = readNormalNr(bufor,i, 2); i+=2;
}
break;
}
}// end of internal switch
i+=2;
}
else //missionType==255
{
i+=3;
}
return i;
}
void Mapa::loadTown( CGObjectInstance * &nobj, const unsigned char * bufor, int &i, int subid)
{
CGTownInstance * nt = new CGTownInstance();
//(*(static_cast<CGObjectInstance*>(nt))) = *nobj;
//delete nobj;
nobj = nt;
nt->identifier = 0;
if(version>RoE)
{
nt->identifier = readNormalNr(bufor,i); i+=4;
}
nt->tempOwner = bufor[i]; ++i;
if(readChar(bufor,i)) //has name
nt->name = readString(bufor,i);
if(readChar(bufor,i))//true if garrison isn't empty
readCreatureSet(nt, bufor, i, 7, version > RoE);
nt->formation = bufor[i]; ++i;
if(readChar(bufor,i)) //custom buildings info
{
//built buildings
for(int byte=0;byte<6;byte++)
{
for(int bit=0;bit<8;bit++)
if(bufor[i] & (1<<bit))
nt->builtBuildings.insert(byte*8+bit);
i++;
}
//forbidden buildings
for(int byte=6;byte<12;byte++)
{
for(int bit=0;bit<8;bit++)
if(bufor[i] & (1<<bit))
nt->forbiddenBuildings.insert((byte-6)*8+bit);
i++;
}
nt->builtBuildings = convertBuildings(nt->builtBuildings,subid);
nt->forbiddenBuildings = convertBuildings(nt->forbiddenBuildings,subid);
}
else //standard buildings
{
if(readChar(bufor,i)) //has fort
nt->builtBuildings.insert(7);
nt->builtBuildings.insert(-50); //means that set of standard building should be included
}
int ist = i;
if(version>RoE)
{
for(; i<ist+9; ++i)
{
unsigned char c = bufor[i];
for(int yy=0; yy<8; ++yy)
{
if((i-ist)*8+yy < SPELLS_QUANTITY)
{
if(c == (c|((unsigned char)intPow(2, yy))))
nt->obligatorySpells.push_back((i-ist)*8+yy);
}
}
}
}
ist = i;
for(; i<ist+9; ++i)
{
unsigned char c = bufor[i];
for(int yy=0; yy<8; ++yy)
{
if((i-ist)*8+yy < SPELLS_QUANTITY)
{
if(c != (c|((unsigned char)intPow(2, yy))))
nt->possibleSpells.push_back((i-ist)*8+yy);
}
}
}
/////// reading castle events //////////////////////////////////
int numberOfEvent = readNormalNr(bufor,i); i+=4;
for(int gh = 0; gh<numberOfEvent; ++gh)
{
CCastleEvent *nce = new CCastleEvent();
nce->town = nt;
nce->name = readString(bufor,i);
nce->message = readString(bufor,i);
nce->resources.resize(RESOURCE_QUANTITY);
for(int x=0; x < 7; x++)
{
nce->resources[x] = readNormalNr(bufor,i);
i+=4;
}
nce->players = bufor[i]; ++i;
if(version > AB)
{
nce->humanAffected = bufor[i]; ++i;
}
else
nce->humanAffected = true;
nce->computerAffected = bufor[i]; ++i;
nce->firstOccurence = readNormalNr(bufor,i, 2); i+=2;
nce->nextOccurence = bufor[i]; ++i;
i+=17;
//new buildings
for(int byte=0;byte<6;byte++)
{
for(int bit=0;bit<8;bit++)
if(bufor[i] & (1<<bit))
nce->buildings.insert(byte*8+bit);
i++;
}
nce->buildings = convertBuildings(nce->buildings,subid);
nce->creatures.resize(7);
for(int vv=0; vv<7; ++vv)
{
nce->creatures[vv] = readNormalNr(bufor,i, 2);i+=2;
}
i+=4;
nt->events.push_back(nce);
}//castle events have been read
if(version > AB)
{
nt->alignment = bufor[i]; ++i;
}
else
nt->alignment = 0xff;
i+=3;
nt->builded = 0;
nt->destroyed = 0;
nt->garrisonHero = NULL;
}
CGObjectInstance * Mapa::loadHero(const unsigned char * bufor, int &i, int idToBeGiven)
{
CGHeroInstance * nhi = new CGHeroInstance();
int identifier = 0;
if(version > RoE)
{
identifier = readNormalNr(bufor,i, 4); i+=4;
questIdentifierToId[identifier] = idToBeGiven;
}
ui8 owner = bufor[i++];
nhi->subID = readNormalNr(bufor,i, 1); ++i;
for(unsigned int j=0; j<predefinedHeroes.size(); j++)
{
if(predefinedHeroes[j]->subID == nhi->subID)
{
tlog0 << "Hero " << nhi->subID << " will be taken from the predefined heroes list.\n";
delete nhi;
nhi = predefinedHeroes[j];
break;
}
}
nhi->setOwner(owner);
nhi->portrait = nhi->subID;
for(unsigned int j=0; j<disposedHeroes.size(); j++)
{
if(disposedHeroes[j].ID == nhi->subID)
{
nhi->name = disposedHeroes[j].name;
nhi->portrait = disposedHeroes[j].portrait;
break;
}
}
if(readChar(bufor,i))//true if hero has nonstandard name
nhi->name = readString(bufor,i);
if(version>AB)
{
if(readChar(bufor,i))//true if hero's experience is greater than 0
{ nhi->exp = readNormalNr(bufor,i); i+=4; }
else
nhi->exp = 0xffffffff;
}
else
{
nhi->exp = readNormalNr(bufor,i); i+=4;
if(!nhi->exp) //0 means "not set" in <=AB maps
nhi->exp = 0xffffffff;
}
bool portrait=bufor[i]; ++i;
if (portrait)
nhi->portrait = bufor[i++];
if(readChar(bufor,i))//true if hero has specified abilities
{
int howMany = readNormalNr(bufor,i); i+=4;
nhi->secSkills.resize(howMany);
for(int yy=0; yy<howMany; ++yy)
{
nhi->secSkills[yy].first = readNormalNr(bufor,i, 1); ++i;
nhi->secSkills[yy].second = readNormalNr(bufor,i, 1); ++i;
}
}
if(readChar(bufor,i))//true if hero has nonstandard garrison
readCreatureSet(nhi, bufor, i, 7, version > RoE);
nhi->formation =bufor[i]; ++i; //formation
loadArtifactsOfHero(bufor, i, nhi);
nhi->patrol.patrolRadious = readNormalNr(bufor,i, 1); ++i;
if(nhi->patrol.patrolRadious == 0xff)
nhi->patrol.patrolling = false;
else
nhi->patrol.patrolling = true;
if(version>RoE)
{
if(readChar(bufor,i))//true if hero has nonstandard (mapmaker defined) biography
nhi->biography = readString(bufor,i);
nhi->sex = bufor[i]; ++i;
if (nhi->sex != 0xFF)//remove trash
nhi->sex &=1;
}
else
nhi->sex = 0xFF;
//spells
if(version>AB)
{
bool areSpells = bufor[i]; ++i;
if(areSpells) //TODO: sprawdziæ //seems to be ok - tow
{
nhi->spells.insert(0xffffffff); //placeholder "preset spells"
int ist = i;
for(; i<ist+9; ++i)
{
unsigned char c = bufor[i];
for(int yy=0; yy<8; ++yy)
{
if((i-ist)*8+yy < SPELLS_QUANTITY)
{
if(c == (c|((unsigned char)intPow(2, yy))))
nhi->spells.insert((i-ist)*8+yy);
}
}
}
}
}
else if(version==AB) //we can read one spell
{
unsigned char buff = bufor[i]; ++i;
if(buff != 254)
{
nhi->spells.insert(0xffffffff); //placeholder "preset spells"
if(buff < 254) //255 means no spells
nhi->spells.insert(buff);
}
}
//spells loaded
if(version>AB)
{
if(readChar(bufor,i))//customPrimSkills
{
for(int xx=0;xx<4;xx++)
nhi->pushPrimSkill(xx, bufor[i++]);
}
}
i+=16;
return nhi;
}
void Mapa::readRumors( const unsigned char * bufor, int &i)
{
int rumNr = readNormalNr(bufor,i,4);i+=4;
for (int it=0;it<rumNr;it++)
{
Rumor ourRumor;
int nameL = readNormalNr(bufor,i,4);i+=4; //read length of name of rumor
for (int zz=0; zz<nameL; zz++)
ourRumor.name+=bufor[i++];
nameL = readNormalNr(bufor,i,4);i+=4; //read length of rumor
for (int zz=0; zz<nameL; zz++)
ourRumor.text+=bufor[i++];
rumors.push_back(ourRumor); //add to our list
}
}
void Mapa::readHeader( const unsigned char * bufor, int &i)
{
//reading allowed heroes (20 bytes)
int ist = i; //starting i for loop
unsigned char disp = 0;
if(version>=SoD)
{
disp = bufor[i++];
disposedHeroes.resize(disp);
for(int g=0; g<disp; ++g)
{
disposedHeroes[g].ID = bufor[i++];
disposedHeroes[g].portrait = bufor[i++];
int lenbuf = readNormalNr(bufor,i); i+=4;
for (int zz=0; zz<lenbuf; zz++)
disposedHeroes[g].name+=bufor[i++];
disposedHeroes[g].players = bufor[i++];
}
}
i+=31; //omitting NULLS
allowedArtifact.resize(ARTIFACTS_QUANTITY);
for (unsigned int x=0; x<allowedArtifact.size(); x++)
allowedArtifact[x] = true;
//reading allowed artifacts: 17 or 18 bytes
if (version!=RoE)
{
ist=i; //starting i for loop
for (; i<ist+(version==AB ? 17 : 18); ++i)
{
unsigned char c = bufor[i];
for (int yy=0; yy<8; ++yy)
{
if ((i-ist)*8+yy < ARTIFACTS_QUANTITY)
{
if (c == (c|((unsigned char)intPow(2, yy))))
allowedArtifact[(i-ist)*8+yy] = false;
}
}
}//allowed artifacts have been read
}
allowedSpell.resize(SPELLS_QUANTITY);
for(unsigned int x=0;x<allowedSpell.size();x++)
allowedSpell[x] = true;
allowedAbilities.resize(SKILL_QUANTITY);
for(unsigned int x=0;x<allowedAbilities.size();x++)
allowedAbilities[x] = true;
if(version>=SoD)
{
//reading allowed spells (9 bytes)
ist=i; //starting i for loop
for(; i<ist+9; ++i)
{
unsigned char c = bufor[i];
for(int yy=0; yy<8; ++yy)
if((i-ist)*8+yy < SPELLS_QUANTITY)
if(c == (c|((unsigned char)intPow(2, yy))))
allowedSpell[(i-ist)*8+yy] = false;
}
//allowed hero's abilities (4 bytes)
ist=i; //starting i for loop
for(; i<ist+4; ++i)
{
unsigned char c = bufor[i];
for(int yy=0; yy<8; ++yy)
{
if((i-ist)*8+yy < SKILL_QUANTITY)
{
if(c == (c|((unsigned char)intPow(2, yy))))
allowedAbilities[(i-ist)*8+yy] = false;
}
}
}
}
}
void Mapa::readPredefinedHeroes( const unsigned char * bufor, int &i)
{
switch(version)
{
case WoG: case SoD:
{
for(int z=0;z<HEROES_QUANTITY;z++) //disposed heroes
{
int custom = bufor[i++];
if(!custom)
continue;
CGHeroInstance * cgh = new CGHeroInstance;
cgh->ID = HEROI_TYPE;
cgh->subID = z;
if(readChar(bufor,i))//true if hore's experience is greater than 0
{ cgh->exp = readNormalNr(bufor,i); i+=4; }
else
cgh->exp = 0;
if(readChar(bufor,i))//true if hero has specified abilities
{
int howMany = readNormalNr(bufor,i); i+=4;
cgh->secSkills.resize(howMany);
for(int yy=0; yy<howMany; ++yy)
{
cgh->secSkills[yy].first = readNormalNr(bufor,i, 1); ++i;
cgh->secSkills[yy].second = readNormalNr(bufor,i, 1); ++i;
}
}
loadArtifactsOfHero(bufor, i, cgh);
if(readChar(bufor,i))//customBio
cgh->biography = readString(bufor,i);
int sex = bufor[i++]; // 0xFF is default, 00 male, 01 female //FIXME:unused?
if(readChar(bufor,i))//are spells
{
int ist = i;
for(; i<ist+9; ++i)
{
unsigned char c = bufor[i];
for(int yy=0; yy<8; ++yy)
{
if((i-ist)*8+yy < SPELLS_QUANTITY)
{
if(c == (c|((unsigned char)intPow(2, yy))))
cgh->spells.insert((i-ist)*8+yy);
}
}
}
}
if(readChar(bufor,i))//customPrimSkills
{
for(int xx=0;xx<4;xx++)
cgh->pushPrimSkill(xx, bufor[i++]);
}
predefinedHeroes.push_back(cgh);
}
break;
}
case RoE:
i+=0;
break;
}
}
void Mapa::readTerrain( const unsigned char * bufor, int &i)
{
terrain = new TerrainTile**[width]; // allocate memory
for (int ii=0;ii<width;ii++)
{
terrain[ii] = new TerrainTile*[height]; // allocate memory
for(int jj=0;jj<height;jj++)
terrain[ii][jj] = new TerrainTile[twoLevel+1];
}
for (int c=0; c<width; c++) // reading terrain
{
for (int z=0; z<height; z++)
{
terrain[z][c][0].tertype = static_cast<TerrainTile::EterrainType>(bufor[i++]);
terrain[z][c][0].terview = bufor[i++];
terrain[z][c][0].nuine = static_cast<TerrainTile::Eriver>(bufor[i++]);
terrain[z][c][0].rivDir = bufor[i++];
terrain[z][c][0].malle = static_cast<TerrainTile::Eroad>(bufor[i++]);
terrain[z][c][0].roadDir = bufor[i++];
terrain[z][c][0].siodmyTajemniczyBajt = bufor[i++];
terrain[z][c][0].blocked = 0;
terrain[z][c][0].visitable = 0;
}
}
if (twoLevel) // read underground terrain
{
for (int c=0; c<width; c++) // reading terrain
{
for (int z=0; z<height; z++)
{
terrain[z][c][1].tertype = static_cast<TerrainTile::EterrainType>(bufor[i++]);
terrain[z][c][1].terview = bufor[i++];
terrain[z][c][1].nuine = static_cast<TerrainTile::Eriver>(bufor[i++]);
terrain[z][c][1].rivDir = bufor[i++];
terrain[z][c][1].malle = static_cast<TerrainTile::Eroad>(bufor[i++]);
terrain[z][c][1].roadDir = bufor[i++];
terrain[z][c][1].siodmyTajemniczyBajt = bufor[i++];
terrain[z][c][1].blocked = 0;
terrain[z][c][1].visitable = 0;
}
}
}
}
void Mapa::readDefInfo( const unsigned char * bufor, int &i)
{
int defAmount = readNormalNr(bufor,i); i+=4;
defy.reserve(defAmount+8);
for (int idd = 0 ; idd<defAmount; idd++) // reading defs
{
CGDefInfo * vinya = new CGDefInfo(); // info about new def
//reading name
int nameLength = readNormalNr(bufor,i,4);i+=4;
vinya->name.reserve(nameLength);
for (int cd=0;cd<nameLength;cd++)
{
vinya->name += bufor[i++];
}
std::transform(vinya->name.begin(),vinya->name.end(),vinya->name.begin(),(int(*)(int))toupper);
unsigned char bytes[12];
for (int v=0; v<12; v++) // read info
{
bytes[v] = bufor[i++];
}
vinya->terrainAllowed = readNormalNr(bufor,i,2);i+=2;
vinya->terrainMenu = readNormalNr(bufor,i,2);i+=2;
vinya->id = readNormalNr(bufor,i,4);i+=4;
vinya->subid = readNormalNr(bufor,i,4);i+=4;
vinya->type = bufor[i++];
vinya->printPriority = bufor[i++];
for (int zi=0; zi<6; zi++)
{
vinya->blockMap[zi] = reverse(bytes[zi]);
}
for (int zi=0; zi<6; zi++)
{
vinya->visitMap[zi] = reverse(bytes[6+zi]);
}
i+=16;
if(vinya->id!=HEROI_TYPE && vinya->id!=70)
{
CGDefInfo *h = VLC->dobjinfo->gobjs[vinya->id][vinya->subid];
if(!h)
{
//remove fake entry
VLC->dobjinfo->gobjs[vinya->id].erase(vinya->subid);
if(VLC->dobjinfo->gobjs[vinya->id].size())
VLC->dobjinfo->gobjs.erase(vinya->id);
tlog2<<"\t\tWarning: no defobjinfo entry for object ID="<<vinya->id<<" subID=" << vinya->subid<<std::endl;
}
else
{
vinya->visitDir = VLC->dobjinfo->gobjs[vinya->id][vinya->subid]->visitDir;
}
}
else
{
vinya->visitDir = 0xff;
}
if(vinya->id == EVENTI_TYPE)
std::memset(vinya->blockMap,255,6);
//calculating coverageMap
vinya->fetchInfoFromMSK();
defy.push_back(vinya); // add this def to the vector
}
//add holes - they always can appear
for (int i = 0; i < 8 ; i++)
{
defy.push_back(VLC->dobjinfo->gobjs[124][i]);
}
}
class _HERO_SORTER
{
public:
bool operator()(const ConstTransitivePtr<CGHeroInstance> & a, const ConstTransitivePtr<CGHeroInstance> & b)
{
return a->subID < b->subID;
}
};
void Mapa::readObjects( const unsigned char * bufor, int &i)
{
int howManyObjs = readNormalNr(bufor,i, 4); i+=4;
for(int ww=0; ww<howManyObjs; ++ww) //comment this line to turn loading objects off
{
CGObjectInstance * nobj = 0;
int3 pos;
pos.x = bufor[i++];
pos.y = bufor[i++];
pos.z = bufor[i++];
int defnum = readNormalNr(bufor,i, 4); i+=4;
int idToBeGiven = objects.size();
CGDefInfo * defInfo = defy[defnum];
i+=5;
switch(defInfo->id)
{
case EVENTI_TYPE: //for event objects
{
CGEvent *evnt = new CGEvent();
nobj = evnt;
bool guardMess = bufor[i]; ++i;
if(guardMess)
{
int messLong = readNormalNr(bufor,i, 4); i+=4;
if(messLong>0)
{
for(int yy=0; yy<messLong; ++yy)
{
evnt->message +=bufor[i+yy];
}
i+=messLong;
}
if(bufor[i++])
{
readCreatureSet(evnt, bufor, i, 7, version > RoE);
}
i+=4;
}
evnt->gainedExp = readNormalNr(bufor,i, 4); i+=4;
evnt->manaDiff = readNormalNr(bufor,i, 4); i+=4;
evnt->moraleDiff = readNormalNr(bufor,i, 1, true); ++i;
evnt->luckDiff = readNormalNr(bufor,i, 1, true); ++i;
evnt->resources.resize(RESOURCE_QUANTITY);
for(int x=0; x<7; x++)
{
evnt->resources[x] = readNormalNr(bufor,i);
i+=4;
}
evnt->primskills.resize(PRIMARY_SKILLS);
for(int x=0; x<4; x++)
{
evnt->primskills[x] = readNormalNr(bufor,i, 1);
i++;
}
int gabn; //number of gained abilities
gabn = readNormalNr(bufor,i, 1); ++i;
for(int oo = 0; oo<gabn; ++oo)
{
evnt->abilities.push_back(readNormalNr(bufor,i, 1)); ++i;
evnt->abilityLevels.push_back(readNormalNr(bufor,i, 1)); ++i;
}
int gart = readNormalNr(bufor,i, 1); ++i; //number of gained artifacts
for(int oo = 0; oo<gart; ++oo)
{
evnt->artifacts.push_back(readNormalNr(bufor,i, (version == RoE ? 1 : 2))); i+=(version == RoE ? 1 : 2);
}
int gspel = readNormalNr(bufor,i, 1); ++i; //number of gained spells
for(int oo = 0; oo<gspel; ++oo)
{
evnt->spells.push_back(readNormalNr(bufor,i, 1)); ++i;
}
int gcre = readNormalNr(bufor,i, 1); ++i; //number of gained creatures
readCreatureSet(&evnt->creatures, bufor,i,gcre,(version>RoE));
i+=8;
evnt->availableFor = readNormalNr(bufor,i, 1); ++i;
evnt->computerActivate = readNormalNr(bufor,i, 1); ++i;
evnt->removeAfterVisit = readNormalNr(bufor,i, 1); ++i;
evnt->humanActivate = true;
i+=4;
break;
}
case 34: case 70: case 62: //34 - hero; 70 - random hero; 62 - prison
{
nobj = loadHero(bufor, i, idToBeGiven);
break;
}
case 4: //Arena
case 51: //Mercenary Camp
case 23: //Marletto Tower
case 61: // Star Axis
case 32: // Garden of Revelation
case 100: //Learning Stone
case 102: //Tree of Knowledge
case 41: //Library of Enlightenment
case 47: //School of Magic
case 107: //School of War
{
nobj = new CGVisitableOPH();
break;
}
case 55: //mystical garden
case 112://windmill
case 109://water wheel
{
nobj = new CGVisitableOPW();
break;
}
case 43: //teleport
case 44: //teleport
case 45: //teleport
case 103://subterranean gate
case 111://Whirlpool
{
nobj = new CGTeleport();
break;
}
case 12: //campfire
case 29: //Flotsam
case 82: //Sea Chest
case 86: //Shipwreck Survivor
case 101://treasure chest
{
nobj = new CGPickable();
break;
}
case 54: //Monster
case 71: case 72: case 73: case 74: case 75: // Random Monster 1 - 4
case 162: case 163: case 164: // Random Monster 5 - 7
{
CGCreature *cre = new CGCreature();
nobj = cre;
if(version>RoE)
{
cre->identifier = readNormalNr(bufor,i); i+=4;
questIdentifierToId[cre->identifier] = idToBeGiven;
//monsters[cre->identifier] = cre;
}
CStackInstance *hlp = new CStackInstance();
hlp->count = readNormalNr(bufor,i, 2); i+=2;
//type will be set during initialization
cre->putStack(0, hlp);
cre->character = bufor[i]; ++i;
bool isMesTre = bufor[i]; ++i; //true if there is message or treasury
if(isMesTre)
{
cre->message = readString(bufor,i);
cre->resources.resize(RESOURCE_QUANTITY);
for(int j=0; j<7; j++)
{
cre->resources[j] = readNormalNr(bufor,i); i+=4;
}
int artID = readNormalNr(bufor,i, (version == RoE ? 1 : 2)); i+=(version == RoE ? 1 : 2);
if(version==RoE)
{
if(artID!=0xff)
cre->gainedArtifact = artID;
else
cre->gainedArtifact = -1;
}
else
{
if(artID!=0xffff)
cre->gainedArtifact = artID;
else
cre->gainedArtifact = -1;
}
}
cre->neverFlees = bufor[i]; ++i;
cre->notGrowingTeam = bufor[i]; ++i;
i+=2;;
break;
}
case 59: case 91: //ocean bottle and sign
{
CGSignBottle *sb = new CGSignBottle();
nobj = sb;
sb->message = readString(bufor,i);
i+=4;
break;
}
case 83: //seer's hut
{
i = loadSeerHut(bufor, i, nobj);
break;
}
case 113: //witch hut
{
CGWitchHut *wh = new CGWitchHut();
nobj = wh;
if(version>RoE) //in reo we cannot specify it - all are allowed (I hope)
{
int ist=i; //starting i for loop
for(; i<ist+4; ++i)
{
unsigned char c = bufor[i];
for(int yy=0; yy<8; ++yy)
{
if((i-ist)*8+yy < SKILL_QUANTITY)
{
if(c == (c|((unsigned char)intPow(2, yy))))
wh->allowedAbilities.push_back((i-ist)*8+yy);
}
}
}
}
else //(RoE map)
{
for(int gg=0; gg<SKILL_QUANTITY; ++gg)
{
wh->allowedAbilities.push_back(gg);
}
}
break;
}
case 81: //scholar
{
CGScholar *sch = new CGScholar();
nobj = sch;
sch->bonusType = bufor[i++];
sch->bonusID = bufor[i++];
i+=6;
break;
}
case 33: case 219: //garrison
{
CGGarrison *gar = new CGGarrison();
nobj = gar;
nobj->setOwner(bufor[i++]);
i+=3;
readCreatureSet(gar, bufor, i, 7, version > RoE);
if(version > RoE)
{
gar->removableUnits = bufor[i]; ++i;
}
else
gar->removableUnits = true;
i+=8;
break;
}
case 5: //artifact
case 65: case 66: case 67: case 68: case 69: //random artifact
case 93: //spell scroll
{
int artID = -1;
int spellID = -1;
CGArtifact *art = new CGArtifact();
nobj = art;
bool areSettings = bufor[i++];
if(areSettings)
{
art->message = readString(bufor,i);
bool areGuards = bufor[i++];
if(areGuards)
{
readCreatureSet(art, bufor, i, 7, version > RoE);
}
i+=4;
}
if(defInfo->id==93)
{
spellID = readNormalNr(bufor,i); i+=4;
artID = 1;
}
else if(defInfo->id == 5) //specific artifact
{
artID = defInfo->subid;
}
art->storedArtifact = createArt(artID, spellID);
break;
}
case 76: case 79: //random resource; resource
{
CGResource *res = new CGResource();
nobj = res;
bool isMessGuard = bufor[i]; ++i;
if(isMessGuard)
{
res->message = readString(bufor,i);
if(bufor[i++])
{
readCreatureSet(res, bufor, i, 7, version > RoE);
}
i+=4;
}
res->amount = readNormalNr(bufor,i); i+=4;
if (defInfo->subid == 6) // Gold is multiplied by 100.
res->amount *= 100;
i+=4;
break;
}
case 77: case 98: //random town; town
{
loadTown(nobj, bufor, i, defInfo->subid);
break;
}
case 53:
case 220://mine (?)
{
nobj = new CGMine();
nobj->setOwner(bufor[i++]);
i+=3;
break;
}
case 17: case 18: case 19: case 20: //dwellings
{
nobj = new CGDwelling();
nobj->setOwner(bufor[i++]);
i+=3;
break;
}
case 78: //Refugee Camp
case 106: //War Machine Factory
{
nobj = new CGDwelling();
break;
}
case 88: case 89: case 90: //spell shrine
{
CGShrine * shr = new CGShrine();
nobj = shr;
shr->spell = bufor[i]; i+=4;
break;
}
case 6: //pandora's box
{
CGPandoraBox *box = new CGPandoraBox();
nobj = box;
bool messg = bufor[i]; ++i;
if(messg)
{
box->message = readString(bufor,i);
if(bufor[i++])
{
readCreatureSet(box, bufor, i, 7, version > RoE);
}
i+=4;
}
box->gainedExp = readNormalNr(bufor,i, 4); i+=4;
box->manaDiff = readNormalNr(bufor,i, 4); i+=4;
box->moraleDiff = readNormalNr(bufor,i, 1, true); ++i;
box->luckDiff = readNormalNr(bufor,i, 1, true); ++i;
box->resources.resize(RESOURCE_QUANTITY);
for(int x=0; x<7; x++)
{
box->resources[x] = readNormalNr(bufor,i);
i+=4;
}
box->primskills.resize(PRIMARY_SKILLS);
for(int x=0; x<4; x++)
{
box->primskills[x] = readNormalNr(bufor,i, 1);
i++;
}
int gabn; //number of gained abilities
gabn = readNormalNr(bufor,i, 1); ++i;
for(int oo = 0; oo<gabn; ++oo)
{
box->abilities.push_back(readNormalNr(bufor,i, 1)); ++i;
box->abilityLevels.push_back(readNormalNr(bufor,i, 1)); ++i;
}
int gart = readNormalNr(bufor,i, 1); ++i; //number of gained artifacts
for(int oo = 0; oo<gart; ++oo)
{
if(version > RoE)
{
box->artifacts.push_back(readNormalNr(bufor,i, 2)); i+=2;
}
else
{
box->artifacts.push_back(readNormalNr(bufor,i, 1)); i+=1;
}
}
int gspel = readNormalNr(bufor,i, 1); ++i; //number of gained spells
for(int oo = 0; oo<gspel; ++oo)
{
box->spells.push_back(readNormalNr(bufor,i, 1)); ++i;
}
int gcre = readNormalNr(bufor,i, 1); ++i; //number of gained creatures
readCreatureSet(&box->creatures, bufor,i,gcre,(version>RoE));
i+=8;
break;
}
case 36: //grail
{
grailPos = pos;
grailRadious = readNormalNr(bufor,i); i+=4;
continue;
}
case 217:
{
nobj = new CGDwelling();
CCreGenObjInfo * spec = new CCreGenObjInfo;
spec->player = readNormalNr(bufor,i); i+=4;
spec->identifier = readNormalNr(bufor,i); i+=4;
if(!spec->identifier)
{
spec->asCastle = false;
spec->castles[0] = bufor[i]; ++i;
spec->castles[1] = bufor[i]; ++i;
}
else
{
spec->asCastle = true;
}
nobj->setOwner(spec->player);
static_cast<CGDwelling*>(nobj)->info = spec;
break;
}
case 216:
{
nobj = new CGDwelling();
CCreGen2ObjInfo * spec = new CCreGen2ObjInfo;
spec->player = readNormalNr(bufor,i); i+=4;
spec->identifier = readNormalNr(bufor,i); i+=4;
if(!spec->identifier)
{
spec->asCastle = false;
spec->castles[0] = bufor[i]; ++i;
spec->castles[1] = bufor[i]; ++i;
}
else
{
spec->asCastle = true;
}
spec->minLevel = bufor[i]; ++i;
spec->maxLevel = bufor[i]; ++i;
nobj->setOwner(spec->player);
static_cast<CGDwelling*>(nobj)->info = spec;
break;
}
case 218:
{
nobj = new CGDwelling();
CCreGen3ObjInfo * spec = new CCreGen3ObjInfo;
spec->player = bufor[i]; ++i;
i+=3;
spec->minLevel = bufor[i]; ++i;
spec->maxLevel = bufor[i]; ++i;
if(spec->maxLevel>7)
spec->maxLevel = 7;
if(spec->minLevel<1)
spec->minLevel = 1;
nobj->setOwner(spec->player);
static_cast<CGDwelling*>(nobj)->info = spec;
break;
}
case 215:
{
CGQuestGuard *guard = new CGQuestGuard();
nobj = guard;
loadQuest(guard, bufor, i);
break;
}
case 28: //faerie ring
case 14: //Swan pond
case 38: //idol of fortune
case 30: //Fountain of Fortune
case 64: //Rally Flag
case 56: //oasis
case 96: //temple
case 110://Watering Hole
case 31: //Fountain of Youth
case 11: //Buoy
case 52: //Mermaid
case 94: //Stables
{
nobj = new CGBonusingObject();
break;
}
case 49: //Magic Well
{
nobj = new CGMagicWell();
break;
}
case 15: //Cover of darkness
case 58: //Redwood Observatory
case 60: //Pillar of Fire
{
nobj = new CGObservatory();
break;
}
case 22: //Corpse
case 39: //Lean To
case 105://Wagon
case 108://Warrior's Tomb
{
nobj = new CGOnceVisitable();
break;
}
case 8: //Boat
{
nobj = new CGBoat();
break;
}
case 92: //Sirens
{
nobj = new CGSirens();
break;
}
case 87: //Shipyard
{
nobj = new CGShipyard();
nobj->setOwner(readNormalNr(bufor,i)); i+=4;
break;
}
case 214: //hero placeholder
{
CGHeroPlaceholder *hp = new CGHeroPlaceholder();;
nobj = hp;
int a = bufor[i++]; //unkown byte, seems to be always 0 (if not - scream!)
tlog2 << "Unhandled Hero Placeholder detected\n";
int htid = bufor[i++]; //hero type id
nobj->subID = htid;
if(htid == 0xff)
hp->power = bufor[i++];
else
hp->power = 0;
break;
}
case 10: //Keymaster
{
nobj = new CGKeymasterTent();
break;
}
case 9: //Border Guard
{
nobj = new CGBorderGuard();
break;
}
case 212: //Border Gate
{
nobj = new CGBorderGate();
break;
}
case 27: case 37: //Eye and Hut of Magi
{
nobj = new CGMagi();
break;
}
case 16: case 24: case 25: case 84: case 85: //treasure bank
{
nobj = new CBank();
break;
}
case 63: //Pyramid
{
nobj = new CGPyramid();
break;
}
case 13: //Cartographer
{
nobj = new CCartographer();
break;
}
case 48: //Magic Spring
{
nobj = new CGMagicSpring();
break;
}
case 97: //den of thieves
{
nobj = new CGDenOfthieves();
break;
}
case 57: //Obelisk
{
nobj = new CGObelisk();
break;
}
case 42: //Lighthouse
{
nobj = new CGLighthouse();
nobj->tempOwner = readNormalNr(bufor,i); i+=4;
break;
}
case 2: //Altar of Sacrifice
case 99: //Trading Post
case 213: //Freelancer's Guild
case 221: //Trading Post (snow)
{
nobj = new CGMarket();
break;
}
case 104: //University
{
nobj = new CGUniversity();
break;
}
case 7: //Black Market
{
nobj = new CGBlackMarket();
break;
}
default: //any other object
{
nobj = new CGObjectInstance();
break;
}
} //end of main switch
nobj->pos = pos;
nobj->ID = defInfo->id;
nobj->id = idToBeGiven;
if(nobj->ID != HEROI_TYPE && nobj->ID != 214 && nobj->ID != 62)
nobj->subID = defInfo->subid;
nobj->defInfo = defInfo;
assert(idToBeGiven == objects.size());
objects.push_back(nobj);
if(nobj->ID==TOWNI_TYPE)
towns.push_back(static_cast<CGTownInstance*>(nobj));
if(nobj->ID==HEROI_TYPE)
heroes.push_back(static_cast<CGHeroInstance*>(nobj));
}
std::sort(heroes.begin(), heroes.end(), _HERO_SORTER());
}
void Mapa::readEvents( const unsigned char * bufor, int &i )
{
int numberOfEvents = readNormalNr(bufor,i); i+=4;
for(int yyoo=0; yyoo<numberOfEvents; ++yyoo)
{
CMapEvent *ne = new CMapEvent();
ne->name = std::string();
ne->message = std::string();
int nameLen = readNormalNr(bufor,i); i+=4;
for(int qq=0; qq<nameLen; ++qq)
{
ne->name += bufor[i]; ++i;
}
int messLen = readNormalNr(bufor,i); i+=4;
for(int qq=0; qq<messLen; ++qq)
{
ne->message +=bufor[i]; ++i;
}
ne->resources.resize(RESOURCE_QUANTITY);
for(int k=0; k < 7; k++)
{
ne->resources[k] = readNormalNr(bufor,i); i+=4;
}
ne->players = bufor[i]; ++i;
if(version>AB)
{
ne->humanAffected = bufor[i]; ++i;
}
else
ne->humanAffected = true;
ne->computerAffected = bufor[i]; ++i;
ne->firstOccurence = readNormalNr(bufor,i, 2); i+=2;
ne->nextOccurence = bufor[i]; ++i;
char unknown[17];
memcpy(unknown, bufor+i, 17);
i+=17;
events.push_back(ne);
}
}
bool Mapa::isInTheMap(const int3 &pos) const
{
if(pos.x<0 || pos.y<0 || pos.z<0 || pos.x >= width || pos.y >= height || pos.z > twoLevel)
return false;
else return true;
}
void Mapa::loadQuest(CQuest * guard, const unsigned char * bufor, int & i)
{
guard->missionType = bufor[i]; ++i;
//int len1, len2, len3;
switch(guard->missionType)
{
case 0:
return;
case 2:
{
guard->m2stats.resize(4);
for(int x=0; x<4; x++)
{
guard->m2stats[x] = bufor[i++];
}
}
break;
case 1:
case 3:
case 4:
{
guard->m13489val = readNormalNr(bufor,i); i+=4;
break;
}
case 5:
{
int artNumber = bufor[i]; ++i;
for(int yy=0; yy<artNumber; ++yy)
{
int artid = readNormalNr(bufor,i, 2); i+=2;
guard->m5arts.push_back(artid);
allowedArtifact[artid] = false; //these are unavaliable for random generation
}
break;
}
case 6:
{
int typeNumber = bufor[i]; ++i;
guard->m6creatures.resize(typeNumber);
for(int hh=0; hh<typeNumber; ++hh)
{
guard->m6creatures[hh].type = VLC->creh->creatures[readNormalNr(bufor,i, 2)]; i+=2;
guard->m6creatures[hh].count = readNormalNr(bufor,i, 2); i+=2;
}
break;
}
case 7:
{
guard->m7resources.resize(7);
for(int x=0; x<7; x++)
{
guard->m7resources[x] = readNormalNr(bufor,i);
i+=4;
}
break;
}
case 8:
case 9:
{
guard->m13489val = bufor[i]; ++i;
break;
}
}
int limit = readNormalNr(bufor,i); i+=4;
if(limit == ((int)0xffffffff))
{
guard->lastDay = -1;
}
else
{
guard->lastDay = limit;
}
guard->firstVisitText = readString(bufor,i);
guard->nextVisitText = readString(bufor,i);
guard->completedText = readString(bufor,i);
if (guard->firstVisitText.size() && guard->nextVisitText.size() && guard->completedText.size())
guard->isCustom = true;
else
guard->isCustom = false; //randomize all if any text is missing
}
TerrainTile & Mapa::getTile( const int3 & tile )
{
return terrain[tile.x][tile.y][tile.z];
}
const TerrainTile & Mapa::getTile( const int3 & tile ) const
{
return terrain[tile.x][tile.y][tile.z];
}
bool Mapa::isWaterTile(const int3 &pos) const
{
return isInTheMap(pos) && getTile(pos).tertype == TerrainTile::water;
}
const CGObjectInstance *Mapa::getObjectiveObjectFrom(int3 pos, bool lookForHero)
{
const std::vector <CGObjectInstance*> &objs = getTile(pos).visitableObjects;
assert(objs.size());
if(objs.size() > 1 && lookForHero && objs.front()->ID != HEROI_TYPE)
{
assert(objs.back()->ID == HEROI_TYPE);
return objs.back();
}
else
return objs.front();
}
void Mapa::checkForObjectives()
{
if(isInTheMap(victoryCondition.pos))
victoryCondition.obj = getObjectiveObjectFrom(victoryCondition.pos, victoryCondition.condition == beatHero);
if(isInTheMap(lossCondition.pos))
lossCondition.obj = getObjectiveObjectFrom(lossCondition.pos, lossCondition.typeOfLossCon == lossHero);
}
void Mapa::addNewArtifactInstance( CArtifactInstance *art )
{
art->id = artInstances.size();
artInstances.push_back(art);
}
bool Mapa::loadArtifactToSlot(CGHeroInstance *h, int slot, const unsigned char * bufor, int &i)
{
const int artmask = version == RoE ? 0xff : 0xffff;
const int artidlen = version == RoE ? 1 : 2;
int aid = readNormalNr(bufor,i, artidlen); i+=artidlen;
bool isArt = aid != artmask;
if(isArt)
{
if(vstd::contains(VLC->arth->bigArtifacts, aid) && slot >= Arts::BACKPACK_START)
{
tlog3 << "Warning: A big artifact (war machine) in hero's backpack, ignoring...\n";
return false;
}
if(aid == 0 && slot == Arts::MISC5)
{
//TODO: check how H3 handles it -> art 0 in slot 18 in AB map
tlog3 << "Spellbook to MISC5 slot? Putting it spellbook place. AB format peculiarity ? (format " << (int)version << ")\n";
slot = Arts::SPELLBOOK;
}
h->putArtifact(slot, createArt(aid));
}
return isArt;
}
void Mapa::loadArtifactsOfHero(const unsigned char * bufor, int & i, CGHeroInstance * nhi)
{
bool artSet = bufor[i]; ++i; //true if artifact set is not default (hero has some artifacts)
if(artSet)
{
for(int pom=0;pom<16;pom++)
loadArtifactToSlot(nhi, pom, bufor, i);
//misc5 art //17
if(version >= SoD)
{
if(!loadArtifactToSlot(nhi, Arts::MACH4, bufor, i))
nhi->putArtifact(Arts::MACH4, createArt(Arts::ID_CATAPULT)); //catapult by default
}
loadArtifactToSlot(nhi, Arts::SPELLBOOK, bufor, i);
//19 //???what is that? gap in file or what? - it's probably fifth slot..
if(version > RoE)
loadArtifactToSlot(nhi, Arts::MISC5, bufor, i);
else
i+=1;
//bag artifacts //20
int amount = readNormalNr(bufor,i, 2); i+=2; //number of artifacts in hero's bag
for(int ss = 0; ss < amount; ++ss)
loadArtifactToSlot(nhi, Arts::BACKPACK_START + nhi->artifactsInBackpack.size(), bufor, i);
} //artifacts
}
CArtifactInstance * Mapa::createArt(int aid, int spellID /*= -1*/)
{
CArtifactInstance *a = NULL;
if(aid >= 0)
{
if(spellID < 0)
a = CArtifactInstance::createNewArtifactInstance(aid);
else
a = CArtifactInstance::createScroll(VLC->spellh->spells[spellID]);
}
else
a = new CArtifactInstance();
addNewArtifactInstance(a);
if(a->artType && a->artType->constituents) //TODO make it nicer
{
CCombinedArtifactInstance *comb = dynamic_cast<CCombinedArtifactInstance*>(a);
BOOST_FOREACH(CCombinedArtifactInstance::ConstituentInfo &ci, comb->constituentsInfo)
{
addNewArtifactInstance(ci.art);
}
}
return a;
}
void Mapa::eraseArtifactInstance(CArtifactInstance *art)
{
assert(artInstances[art->id] == art);
artInstances[art->id].dellNull();
}
LossCondition::LossCondition()
{
obj = NULL;
timeLimit = -1;
pos = int3(-1,-1,-1);
}
CVictoryCondition::CVictoryCondition()
{
pos = int3(-1,-1,-1);
obj = NULL;
ID = allowNormalVictory = appliesToAI = count = 0;
}
bool TerrainTile::entrableTerrain(const TerrainTile *from /*= NULL*/) const
{
return entrableTerrain(from ? from->tertype != water : true, from ? from->tertype == water : true);
}
bool TerrainTile::entrableTerrain(bool allowLand, bool allowSea) const
{
return tertype != rock
&& ((allowSea && tertype == water) || (allowLand && tertype != water));
}
bool TerrainTile::isClear(const TerrainTile *from /*= NULL*/) const
{
return entrableTerrain(from) && !blocked;
}