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vcmi/CAmbarCendamo.cpp
Michał W. Urbańczyk 9da4a74991 * [new] timeHandler - drobna tymczasowa klasa do pomiarów czasu
* [new] Wypisuje do konsolki czas trwania poszczególnych czynności
* [new] Wykorzystuje twoje odkrycie z długością nazwy defa
* [deleted] Nie tworzy łze-plików .def
* [improvement] Na średniej zwykłej heroesowej mapie działa szybciej ok. 1800 razy
2007-06-07 13:43:30 +00:00

346 lines
10 KiB
C++

#include "stdafx.h"
#include "CAmbarCendamo.h"
#include "CSemiDefHandler.h"
#include <fstream>
#include <set>
CAmbarCendamo::CAmbarCendamo (const char * tie)
{
is = new std::ifstream();
is -> open(tie,std::ios::binary);
is->seekg(0,std::ios::end); // na koniec
andame = is->tellg(); // read length
is->seekg(0,std::ios::beg); // wracamy na poczatek
bufor = new unsigned char[andame]; // allocate memory
is->read((char*)bufor, andame); // read map file to buffer
}
CAmbarCendamo::~CAmbarCendamo ()
{// free memory
for (int ii=0;ii<map.width;ii++)
delete map.terrain[ii] ;
delete map.terrain;
delete bufor;
}
void CAmbarCendamo::teceDef()
{
for (int i=0; i<map.defy.size(); i++)
{
std::ofstream * of = new std::ofstream(map.defy[i].name.c_str());
for (int j=0;j<46;j++)
{
(*of) << map.defy[i].bytes[j]<<std::endl;
}
delete of;
}
}
void CAmbarCendamo::deh3m()
{
THC timeHandler th;
map.version = (Eformat)bufor[0]; //wersja mapy
map.areAnyPLayers = bufor[4];
map.height = map.width = bufor[5]; // wymiary mapy
map.twoLevel = bufor[9]; //czy sa lochy
map.terrain = new TerrainTile*[map.width]; // allocate memory
for (int ii=0;ii<map.width;ii++)
map.terrain[ii] = new TerrainTile[map.height]; // allocate memory
if (map.twoLevel)
{
map.undergroungTerrain = new TerrainTile*[map.width]; // allocate memory
for (int ii=0;ii<map.width;ii++)
map.undergroungTerrain[ii] = new TerrainTile[map.height]; // allocate memory
}
int length = bufor[10]; //name length
int i=14, pom;
while (i-14<length) //read name
map.name+=bufor[i++];
length = bufor[i] + bufor[i+1]*256; //description length
i+=4;
for (pom=0;pom<length;pom++)
map.description+=bufor[i++];
map.difficulty = bufor[i++]; // reading map difficulty
map.levelLimit = bufor[i++]; // hero level limit
for (pom=0;pom<8;pom++)
{
map.players[pom].canHumanPlay = bufor[i++];
map.players[pom].canComputerPlay = bufor[i++];
if ((!(map.players[pom].canHumanPlay || map.players[pom].canComputerPlay)) || (!map.areAnyPLayers))
{
i+=13;
continue;
}
map.players[pom].AITactic = bufor[i++];
if (bufor[i++])
{
map.players[pom].allowedFactions = 0;
map.players[pom].allowedFactions += bufor[i++];
map.players[pom].allowedFactions += (bufor[i++])*256;
}
else
{
map.players[pom].allowedFactions = 511;
i+=2;
}
map.players[pom].isFactionRandom = bufor[i++];
map.players[pom].hasMainTown = bufor[i++];
if (map.players[pom].hasMainTown)
{
map.players[pom].generateHeroAtMainTown = bufor[i++];
i++; //unknown byte
map.players[pom].posOfMainTown.x = bufor[i++];
map.players[pom].posOfMainTown.y = bufor[i++];
map.players[pom].posOfMainTown.z = bufor[i++];
}
i++; //unknown byte
int unknown = bufor[i++];
if (unknown == 255)
{
map.players[pom].mainHeroPortrait = 255;
i+=5;
continue;
}
map.players[pom].mainHeroPortrait = bufor[i++];
int nameLength = bufor[i++];
i+=3;
for (int pp=0;pp<nameLength;pp++)
map.players[pom].mainHeroName+=bufor[i++];
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++];
}
map.players[pom].heroesNames.push_back(vv);
}
}
map.victoryCondition = (EvictoryConditions)bufor[i++];
if (map.victoryCondition != winStandard) //specific victory conditions
{
int nr;
switch (map.victoryCondition) //read victory conditions
{
case artifact:
{
map.vicConDetails = new VicCon0();
((VicCon0*)map.vicConDetails)->ArtifactID = bufor[i+2];
nr=2;
break;
}
case gatherTroop:
{
map.vicConDetails = new VicCon1();
int temp1 = bufor[i+2];
int temp2 = bufor[i+3];
((VicCon1*)map.vicConDetails)->monsterID = bufor[i+2];
((VicCon1*)map.vicConDetails)->neededQuantity=readNormalNr(i+4);
nr=6;
break;
}
case gatherResource:
{
map.vicConDetails = new VicCon2();
((VicCon2*)map.vicConDetails)->resourceID = bufor[i+2];
((VicCon2*)map.vicConDetails)->neededQuantity=readNormalNr(i+3);
nr=5;
break;
}
case buildCity:
{
map.vicConDetails = new VicCon3();
((VicCon3*)map.vicConDetails)->posOfCity.x = bufor[i+2];
((VicCon3*)map.vicConDetails)->posOfCity.y = bufor[i+3];
((VicCon3*)map.vicConDetails)->posOfCity.z = bufor[i+4];
((VicCon3*)map.vicConDetails)->councilNeededLevel = bufor[i+5];
((VicCon3*)map.vicConDetails)->fortNeededLevel = bufor[i+6];
nr=5;
break;
}
case buildGrail:
{
map.vicConDetails = new VicCon4();
if (bufor[i+4]>2)
((VicCon4*)map.vicConDetails)->anyLocation = true;
else
{
((VicCon4*)map.vicConDetails)->whereBuildGrail.x = bufor[i+2];
((VicCon4*)map.vicConDetails)->whereBuildGrail.y = bufor[i+3];
((VicCon4*)map.vicConDetails)->whereBuildGrail.z = bufor[i+4];
}
nr=3;
break;
}
case beatHero:
{
map.vicConDetails = new VicCon5();
((VicCon5*)map.vicConDetails)->locationOfHero.x = bufor[i+2];
((VicCon5*)map.vicConDetails)->locationOfHero.y = bufor[i+3];
((VicCon5*)map.vicConDetails)->locationOfHero.z = bufor[i+4];
nr=3;
break;
}
case captureCity:
{
map.vicConDetails = new VicCon6();
((VicCon6*)map.vicConDetails)->locationOfTown.x = bufor[i+2];
((VicCon6*)map.vicConDetails)->locationOfTown.y = bufor[i+3];
((VicCon6*)map.vicConDetails)->locationOfTown.z = bufor[i+4];
nr=3;
break;
}
case beatMonster:
{
map.vicConDetails = new VicCon7();
((VicCon7*)map.vicConDetails)->locationOfMonster.x = bufor[i+2];
((VicCon7*)map.vicConDetails)->locationOfMonster.y = bufor[i+3];
((VicCon7*)map.vicConDetails)->locationOfMonster.z = bufor[i+4];
nr=3;
break;
}
case takeDwellings:
{
map.vicConDetails = new CspecificVictoryConidtions();
nr=3;
break;
}
case takeMines:
{
map.vicConDetails = new CspecificVictoryConidtions();
nr=3;
break;
}
case transportItem:
{
map.vicConDetails = new VicCona();
((VicCona*)map.vicConDetails)->artifactID = bufor[i+2];
((VicCona*)map.vicConDetails)->destinationPlace.x = bufor[i+3];
((VicCona*)map.vicConDetails)->destinationPlace.y = bufor[i+4];
((VicCona*)map.vicConDetails)->destinationPlace.z = bufor[i+5];
nr=3;
break;
}
}
map.vicConDetails->allowNormalVictory = bufor[i++];
map.vicConDetails->appliesToAI = bufor[i++];
i+=nr;
}
map.lossCondition.typeOfLossCon = (ElossCon)bufor[i++];
switch (map.lossCondition.typeOfLossCon) //read loss conditions
{
case lossCastle:
{
map.lossCondition.castlePos.x=bufor[i++];
map.lossCondition.castlePos.y=bufor[i++];
map.lossCondition.castlePos.z=bufor[i++];
}
case lossHero:
{
map.lossCondition.heroPos.x=bufor[i++];
map.lossCondition.heroPos.y=bufor[i++];
map.lossCondition.heroPos.z=bufor[i++];
}
case timeExpires:
{
map.lossCondition.timeLimit = readNormalNr(i++,2);
}
}
i+=88;
THC std::cout<<"Wczytywanie naglowka: "<<th.getDif()<<std::endl;
int rumNr = readNormalNr(i,4);i+=4;
for (int it=0;it<rumNr;it++)
{
Rumor ourRumor;
int nameL = readNormalNr(i,4);i+=4; //read length of name of rumor
for (int zz=0; zz<nameL; zz++)
ourRumor.name+=bufor[i++];
nameL = readNormalNr(i,4);i+=4; //read length of rumor
for (int zz=0; zz<nameL; zz++)
ourRumor.text+=bufor[i++];
map.rumors.push_back(ourRumor); //add to our list
}
THC std::cout<<"Wczytywanie plotek: "<<th.getDif()<<std::endl;
i+=156;
for (int c=0; c<map.width; c++) // reading terrain
{
for (int z=0; z<map.height; z++)
{
map.terrain[z][c].tertype = (EterrainType)(bufor[i++]);
map.terrain[z][c].terview = bufor[i++];
map.terrain[z][c].nuine = (Eriver)bufor[i++];
map.terrain[z][c].rivDir = bufor[i++];
map.terrain[z][c].malle = (Eroad)bufor[i++];
map.terrain[z][c].roadDir = bufor[i++];
map.terrain[z][c].siodmyTajemniczyBajt = bufor[i++];
}
}
if (map.twoLevel) // read underground terrain
{
for (int z=0; z<map.width; z++) // reading terrain
{
for (int c=0; c<map.height; c++)
{
map.undergroungTerrain[z][c].tertype = (EterrainType)(bufor[i++]);
map.undergroungTerrain[z][c].terview = bufor[i++];
map.undergroungTerrain[z][c].nuine = (Eriver)bufor[i++];
map.undergroungTerrain[z][c].rivDir = bufor[i++];
map.undergroungTerrain[z][c].malle = (Eroad)bufor[i++];
map.undergroungTerrain[z][c].roadDir = bufor[i++];
map.undergroungTerrain[z][c].siodmyTajemniczyBajt = bufor[i++];
}
}
}
THC std::cout<<"Wczytywanie terenu: "<<th.getDif()<<std::endl;
int defAmount = bufor[i]; // liczba defow
i+=4;
for (int idd = 0 ; idd<defAmount; idd++) // reading defs
{
int nameLength = readNormalNr(i,4);i+=4;
DefInfo vinya; // info about new def
for (int cd=0;cd<nameLength;cd++)
{
vinya.name += bufor[i++];
}
for (int v=0; v<42; v++) // read info
{
vinya.bytes[v] = bufor[i++];
}
map.defy.push_back(vinya); // add this def to the vector
//teceDef();
}
THC std::cout<<"Wczytywanie defow: "<<th.getDif()<<std::endl;
//todo: read events
}
int CAmbarCendamo::readNormalNr (int pos, int bytCon)
{
int ret=0;
int amp=1;
for (int i=0; i<bytCon; i++)
{
ret+=bufor[pos+i]*amp;
amp*=256;
}
return ret;
}
void CAmbarCendamo::loadDefs()
{
std::set<int> loadedTypes;
for (int i=0; i<map.width; i++)
{
for (int j=0; j<map.width; j++)
{
if (loadedTypes.find(map.terrain[i][j].tertype)==loadedTypes.end())
{
CSemiDefHandler *sdh = new CSemiDefHandler();
sdh->openDef(("H3sprite.lod\\"+sdh->nameFromType(map.terrain[i][j].tertype)).c_str());
loadedTypes.insert(map.terrain[i][j].tertype);
defs.push_back(sdh);
}
}
}
};