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vcmi/map.cpp
2008-06-07 17:16:52 +00:00

252 lines
6.8 KiB
C++

#include "stdafx.h"
#include "map.h"
int readNormalNr (unsigned char * bufor, int pos, int bytCon = 4)
{
int ret=0;
int amp=1;
for (int i=0; i<bytCon; i++)
{
ret+=bufor[pos+i]*amp;
amp<<=8;
}
return ret;
}
CMapHeader::CMapHeader(unsigned char *map)
{
this->version = (Eformat)map[0]; //wersja mapy
this->areAnyPLayers = map[4]; //seems to be invalid
this->height = this->width = map[5]; // wymiary mapy
this->twoLevel = map[9]; //czy sa lochy
int length = map[10]; //name length
int i=14, pom;
while (i-14<length) //read name
this->name+=map[i++];
length = map[i] + map[i+1]*256; //description length
i+=4;
for (pom=0;pom<length;pom++)
this->description+=map[i++];
this->difficulty = map[i++]; // reading map difficulty
if(version!=Eformat::RoE)
{
this->levelLimit = map[i++]; // hero level limit
}
else
{
levelLimit = 0;
}
for (pom=0;pom<8;pom++)
{
this->players[pom].canHumanPlay = map[i++];
this->players[pom].canComputerPlay = map[i++];
if ((!(this->players[pom].canHumanPlay || this->players[pom].canComputerPlay)))
{
switch(version)
{
case Eformat::SoD: case Eformat::WoG:
i+=13;
break;
case Eformat::AB:
i+=12;
break;
case Eformat::RoE:
i+=6;
break;
}
continue;
}
this->players[pom].AITactic = map[i++];
if(version == Eformat::SoD || version == Eformat::WoG)
i++;
this->players[pom].allowedFactions = 0;
this->players[pom].allowedFactions += map[i++];
if(version != Eformat::RoE)
this->players[pom].allowedFactions += (map[i++])*256;
this->players[pom].isFactionRandom = map[i++];
this->players[pom].hasMainTown = map[i++];
if (this->players[pom].hasMainTown)
{
if(version != Eformat::RoE)
{
this->players[pom].generateHeroAtMainTown = map[i++];
this->players[pom].generateHero = map[i++];
}
this->players[pom].posOfMainTown.x = map[i++];
this->players[pom].posOfMainTown.y = map[i++];
this->players[pom].posOfMainTown.z = map[i++];
}
players[pom].p8= map[i++];
players[pom].p9= map[i++];
if(players[pom].p9!=0xff)
{
players[pom].mainHeroPortrait = map[i++];
int nameLength = map[i++];
i+=3;
for (int pp=0;pp<nameLength;pp++)
players[pom].mainHeroName+=map[i++];
}
if(version!=Eformat::RoE)
{
i++; ////heroes placeholders //domostwa
int heroCount = map[i++];
i+=3;
for (int pp=0;pp<heroCount;pp++)
{
SheroName vv;
vv.heroID=map[i++];
int hnl = map[i++];
i+=3;
for (int zz=0;zz<hnl;zz++)
{
vv.heroName+=map[i++];
}
this->players[pom].heroesNames.push_back(vv);
}
}
}
this->victoryCondition = (EvictoryConditions)map[i++];
if (this->victoryCondition != winStandard) //specific victory conditions
{
int nr;
switch (this->victoryCondition) //read victory conditions
{
case artifact:
{
this->vicConDetails = new VicCon0();
((VicCon0*)this->vicConDetails)->ArtifactID = map[i+2];
nr=(version==RoE ? 1 : 2);
break;
}
case gatherTroop:
{
this->vicConDetails = new VicCon1();
int temp1 = map[i+2];
int temp2 = map[i+3];
((VicCon1*)this->vicConDetails)->monsterID = map[i+2];
((VicCon1*)this->vicConDetails)->neededQuantity=readNormalNr(map, i+(version==RoE ? 3 : 4));
nr=(version==RoE ? 5 : 6);
break;
}
case gatherResource:
{
this->vicConDetails = new VicCon2();
((VicCon2*)this->vicConDetails)->resourceID = map[i+2];
((VicCon2*)this->vicConDetails)->neededQuantity=readNormalNr(map, i+3);
nr=5;
break;
}
case buildCity:
{
this->vicConDetails = new VicCon3();
((VicCon3*)this->vicConDetails)->posOfCity.x = map[i+2];
((VicCon3*)this->vicConDetails)->posOfCity.y = map[i+3];
((VicCon3*)this->vicConDetails)->posOfCity.z = map[i+4];
((VicCon3*)this->vicConDetails)->councilNeededLevel = map[i+5];
((VicCon3*)this->vicConDetails)->fortNeededLevel = map[i+6];
nr=5;
break;
}
case buildGrail:
{
this->vicConDetails = new VicCon4();
if (map[i+4]>2)
((VicCon4*)this->vicConDetails)->anyLocation = true;
else
{
((VicCon4*)this->vicConDetails)->whereBuildGrail.x = map[i+2];
((VicCon4*)this->vicConDetails)->whereBuildGrail.y = map[i+3];
((VicCon4*)this->vicConDetails)->whereBuildGrail.z = map[i+4];
}
nr=3;
break;
}
case beatHero:
{
this->vicConDetails = new VicCon5();
((VicCon5*)this->vicConDetails)->locationOfHero.x = map[i+2];
((VicCon5*)this->vicConDetails)->locationOfHero.y = map[i+3];
((VicCon5*)this->vicConDetails)->locationOfHero.z = map[i+4];
nr=3;
break;
}
case captureCity:
{
this->vicConDetails = new VicCon6();
((VicCon6*)this->vicConDetails)->locationOfTown.x = map[i+2];
((VicCon6*)this->vicConDetails)->locationOfTown.y = map[i+3];
((VicCon6*)this->vicConDetails)->locationOfTown.z = map[i+4];
nr=3;
break;
}
case beatMonster:
{
this->vicConDetails = new VicCon7();
((VicCon7*)this->vicConDetails)->locationOfMonster.x = map[i+2];
((VicCon7*)this->vicConDetails)->locationOfMonster.y = map[i+3];
((VicCon7*)this->vicConDetails)->locationOfMonster.z = map[i+4];
nr=3;
break;
}
case takeDwellings:
{
this->vicConDetails = new CspecificVictoryConidtions();
nr=3;
break;
}
case takeMines:
{
this->vicConDetails = new CspecificVictoryConidtions();
nr=3;
break;
}
case transportItem:
{
this->vicConDetails = new VicCona();
((VicCona*)this->vicConDetails)->artifactID = map[i+2];
((VicCona*)this->vicConDetails)->destinationPlace.x = map[i+3];
((VicCona*)this->vicConDetails)->destinationPlace.y = map[i+4];
((VicCona*)this->vicConDetails)->destinationPlace.z = map[i+5];
nr=4;
break;
}
}
this->vicConDetails->allowNormalVictory = map[i++];
this->vicConDetails->appliesToAI = map[i++];
i+=nr;
}
this->lossCondition.typeOfLossCon = (ElossCon)map[i++];
switch (this->lossCondition.typeOfLossCon) //read loss conditions
{
case lossCastle:
{
this->lossCondition.castlePos.x=map[i++];
this->lossCondition.castlePos.y=map[i++];
this->lossCondition.castlePos.z=map[i++];
}
case lossHero:
{
this->lossCondition.heroPos.x=map[i++];
this->lossCondition.heroPos.y=map[i++];
this->lossCondition.heroPos.z=map[i++];
}
case timeExpires:
{
this->lossCondition.timeLimit = readNormalNr(map, i++,2);
i++;
}
}
this->howManyTeams=map[i++]; //read number of teams
if(this->howManyTeams>0) //read team numbers
{
for(int rr=0; rr<8; ++rr)
{
this->players[rr].team=map[i++];
}
}
}