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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-26 08:41:13 +02:00
vcmi/hch/CBuildingHandler.cpp
2008-01-09 17:21:31 +00:00

652 lines
12 KiB
C++

#include "../stdafx.h"
#include "../CGameInfo.h"
#include "CBuildingHandler.h"
#include "CLodHandler.h"
void CBuildingHandler::loadBuildings()
{
std::string buf = CGameInfo::mainObj->bitmaph->getTextFile("BUILDING.TXT");
int andame = buf.size();
int i=0; //buf iterator
int hmcr=0;
for(i; i<andame; ++i) //omitting rubbish
{
if(buf[i]=='\r')
++hmcr;
if(hmcr==3)
break;
}
i+=2;
EbuildingType currType; //current type of building
bool currDwel = false; //true, if we are reading dwellings
while(true)
{
CBuilding nbu; //currently read building
if(buildings.size()>200 && buf.substr(i, buf.size()-i).find('\r')==std::string::npos)
break;
std::string firstStr;
int befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
firstStr = buf.substr(befi, i-befi);
++i;
if(firstStr == std::string(""))
{
for(i; i<andame; ++i) //omitting rubbish
{
if(buf[i]=='\r')
break;
}
i+=2;
continue;
}
if(firstStr == std::string("Castle"))
{
currType = CASTLE;
for(i; i<andame; ++i) //omitting rubbish
{
if(buf[i]=='\r')
break;
}
i+=2;
continue;
}
else if(firstStr == std::string("Rampart"))
{
currType = RAMPART;
for(i; i<andame; ++i) //omitting rubbish
{
if(buf[i]=='\r')
break;
}
i+=2;
continue;
}
else if(firstStr == std::string("Tower"))
{
currType = TOWER;
for(i; i<andame; ++i) //omitting rubbish
{
if(buf[i]=='\r')
break;
}
i+=2;
continue;
}
else if(firstStr == std::string("Inferno"))
{
currType = INFERNO;
for(i; i<andame; ++i) //omitting rubbish
{
if(buf[i]=='\r')
break;
}
i+=2;
continue;
}
else if(firstStr == std::string("Necropolis"))
{
currType = NECROPOLIS;
for(i; i<andame; ++i) //omitting rubbish
{
if(buf[i]=='\r')
break;
}
i+=2;
continue;
}
else if(firstStr == std::string("Dungeon"))
{
currType = DUNGEON;
for(i; i<andame; ++i) //omitting rubbish
{
if(buf[i]=='\r')
break;
}
i+=2;
continue;
}
else if(firstStr == std::string("Stronghold"))
{
currType = STRONGHOLD;
for(i; i<andame; ++i) //omitting rubbish
{
if(buf[i]=='\r')
break;
}
i+=2;
continue;
}
else if(firstStr == std::string("Fortress"))
{
currType = FORTRESS;
for(i; i<andame; ++i) //omitting rubbish
{
if(buf[i]=='\r')
break;
}
i+=2;
continue;
}
else if(firstStr == std::string("Conflux"))
{
currType = CONFLUX;
for(i; i<andame; ++i) //omitting rubbish
{
if(buf[i]=='\r')
break;
}
i+=2;
continue;
}
else if(firstStr == std::string("Neutral Buildings"))
{
currType = NEUTRAL;
for(i; i<andame; ++i) //omitting rubbish
{
if(buf[i]=='\r')
break;
}
i+=2;
continue;
}
else if(firstStr == std::string("Dwellings"))
{
currDwel = true;
for(i; i<andame; ++i) //omitting rubbish
{
if(buf[i]=='\r')
break;
}
i+=2;
continue;
}
else
{
nbu.wood = atoi(firstStr.c_str());
}
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
nbu.mercury = atoi(buf.substr(befi, i-befi).c_str());
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
nbu.ore = atoi(buf.substr(befi, i-befi).c_str());
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
nbu.sulfur = atoi(buf.substr(befi, i-befi).c_str());
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
nbu.crystal = atoi(buf.substr(befi, i-befi).c_str());
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
nbu.gems = atoi(buf.substr(befi, i-befi).c_str());
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
nbu.gold = atoi(buf.substr(befi, i-befi).c_str());
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r' || buf[i]=='\t')
break;
}
nbu.refName = buf.substr(befi, i-befi);
i+=2;
nbu.type = currType;
nbu.isDwelling = currDwel;
if(nbu.refName[0]==' ')
nbu.refName = nbu.refName.substr(1, nbu.name.size()-1);
buildings.push_back(nbu);
}
loadNames();
loadNeutNames();
loadDwellingNames();
}
void CBuildingHandler::loadNames()
{
std::string buf = CGameInfo::mainObj->bitmaph->getTextFile("BLDGSPEC.TXT");
int andame = buf.size();
int i=0; //buf iterator
for(int ii=0; ii<9; ++ii)
{
for(int q=0; q<11; ++q)
{
if (q<9) //normal building names and descriptions
{
int befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
buildings[ii*9+q].name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
buildings[ii*9+q].description = buf.substr(befi, i-befi);
i+=2;
}
else if (q==9) //for graal buildings
{
CBuilding graal;
int befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
graal.name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
graal.description = buf.substr(befi, i-befi);
i+=2;
graal.type = EbuildingType(ii+1);
graal.wood = graal.mercury = graal.ore = graal.sulfur = graal.crystal = graal.gems = graal.gold = 0;
graal.isDwelling = false;
grails.push_back(graal);
}
else //for resource silos
{
CBuilding graal;
int befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
graal.name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
graal.description = buf.substr(befi, i-befi);
i+=2;
graal.type = EbuildingType(ii+1);
graal.wood = graal.mercury = graal.ore = graal.sulfur = graal.crystal = graal.gems = graal.gold = 0;
graal.isDwelling = false;
resourceSilos.push_back(graal);
}
}
}
///////////////reading artifact merchant
int befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
artMerchant.name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
artMerchant.description = buf.substr(befi, i-befi);
i+=2;
//////////////////////reading level1 creature horde
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
l1horde.name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
l1horde.description = buf.substr(befi, i-befi);
i+=2;
//////////////////////reading level2 creature horde
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
l2horde.name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
l2horde.description = buf.substr(befi, i-befi);
i+=2;
//////////////////////reading shipyard
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
shipyard.name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
shipyard.description = buf.substr(befi, i-befi);
i+=2;
//////////////////////omitting rubbish
int hmcr = 0;
for(i; i<andame; ++i) //omitting rubbish
{
if(buf[i]=='\r')
++hmcr;
if(hmcr==2)
break;
}
i+=2;
//////////////////////reading level3 creature horde
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
l3horde.name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
l3horde.description = buf.substr(befi, i-befi);
i+=2;
//////////////////////reading level4 creature horde
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
l4horde.name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
l4horde.description = buf.substr(befi, i-befi);
i+=2;
//////////////////////reading level5 creature horde
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
l5horde.name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
l5horde.description = buf.substr(befi, i-befi);
i+=2;
//////////////////////reading grail
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
grail.name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
grail.description = buf.substr(befi, i-befi);
i+=2;
//////////////////////reading resource silo
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
resSilo.name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
resSilo.description = buf.substr(befi, i-befi);
i+=2;
}
void CBuildingHandler::loadNeutNames()
{
std::string buf = CGameInfo::mainObj->bitmaph->getTextFile("BLDGNEUT.TXT");
int andame = buf.size();
int i=0; //buf iterator
for(int q=0; q<15; ++q)
{
int befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
buildings[81+q].name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
buildings[81+q].description = buf.substr(befi, i-befi);
i+=2;
}
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
i+=2;
////////////////////////////reading blacksmith
int befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
CBuilding b1;
b1.type = EbuildingType(0);
b1.name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
b1.description = buf.substr(befi, i-befi);
i+=2;
blacksmith = b1;
//////////////////////////////reading moat
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
b1.name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
b1.description = buf.substr(befi, i-befi);
i+=2;
moat = b1;
/////////////////////////reading shipyard with ship
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
b1.name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
b1.description = buf.substr(befi, i-befi);
i+=2;
shipyardWithShip = b1;
/////////////////////////reading blacksmiths
for(int q=0; q<9; ++q)
{
CBuilding black; //
int befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
black.name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
black.description = buf.substr(befi, i-befi);
i+=2;
black.type = EbuildingType(q+1);
blacksmiths.push_back(black);
}
}
void CBuildingHandler::loadDwellingNames()
{
std::string buf = CGameInfo::mainObj->bitmaph->getTextFile("DWELLING.TXT");
int andame = buf.size();
int i = 0; //buf iterator
int whdw = 98; //wchich dwelling we are currently reading
for(whdw; whdw<224; ++whdw)
{
int befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
buildings[whdw].name = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
buildings[whdw].description = buf.substr(befi, i-befi);
i+=2;
}
}