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| #define VCMI_DLL#include "../stdafx.h"#include "map.h"#include "../hch/CObjectHandler.h"#include "../hch/CDefObjInfoHandler.h"#include "VCMI_Lib.h"#include <zlib.h>#include <boost/crc.hpp>#include "../hch/CLodHandler.h"#include "../hch/CArtHandler.h"#include "../hch/CCreatureHandler.h"#include <boost/bind.hpp>#include <assert.h>/* * 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 = false;				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;	checkForObjectives();	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<CMapEvent*>::iterator i = events.begin(); i != events.end(); i++)		delete *i;}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){	CGHeroInstance * nhi = new CGHeroInstance();	int identifier = 0;	if(version>RoE)	{		identifier = readNormalNr(bufor,i, 4); i+=4;	}	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;		}	}	heroesToBeat[identifier] = nhi;	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	bool artSet = bufor[i]; ++i; //true if artifact set is not default (hero has some artifacts)	int artmask = version == RoE ? 0xff : 0xffff;	int artidlen = version == RoE ? 1 : 2;	if(artSet)	{		for(int pom=0;pom<16;pom++)		{			int id = readNormalNr(bufor,i, artidlen); i+=artidlen;			if(id != artmask)				VLC->arth->equipArtifact(nhi->artifWorn, pom, VLC->arth->artifacts[id]);		}		//misc5 art //17		if(version>=SoD)		{			int id = readNormalNr(bufor,i, artidlen); i+=artidlen;			if(id!=artmask)				VLC->arth->equipArtifact(nhi->artifWorn, 16, VLC->arth->artifacts[id]);			else				VLC->arth->equipArtifact(nhi->artifWorn, 16, VLC->arth->artifacts[3]); //catapult by default		}		//spellbook		int id = readNormalNr(bufor,i, artidlen); i+=artidlen;		if(id!=artmask)			VLC->arth->equipArtifact(nhi->artifWorn, 17, VLC->arth->artifacts[id]);		//19 //???what is that? gap in file or what? - it's probably fifth slot..		if(version>RoE)		{			id = readNormalNr(bufor,i, artidlen); i+=artidlen;			if(id!=artmask)				VLC->arth->equipArtifact(nhi->artifWorn, 18, VLC->arth->artifacts[id]);		}		else			i+=1;		//bag artifacts //20		int amount = readNormalNr(bufor,i, 2); i+=2; //number of artifacts in hero's bag		if(amount > 0)		{			for(int ss = 0; ss < amount; ++ss)			{				id = readNormalNr(bufor,i, artidlen); i+=artidlen;				if(id != artmask)					nhi->giveArtifact(id);			}		}	} //artifacts	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;	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;					}				}				bool artSet = bufor[i]; ++i; //true if artifact set is not default (hero has some artifacts)				int artmask = version == RoE ? 0xff : 0xffff;				int artidlen = version == RoE ? 1 : 2;				if(artSet)				{					for(int pom=0;pom<16;pom++)					{						int id = readNormalNr(bufor,i, artidlen); i+=artidlen;						if(id!=artmask)							VLC->arth->equipArtifact(cgh->artifWorn, pom, VLC->arth->artifacts[id]);					}					//misc5 art //17					if(version>=SoD)					{						i+=2;						//int id = readNormalNr(bufor,i, artidlen); i+=artidlen;						//if(id!=artmask)						//	spec->artifWorn[16] = id;					}					//spellbook					int id = readNormalNr(bufor,i, artidlen); i+=artidlen;					if(id!=artmask)						VLC->arth->equipArtifact(cgh->artifWorn, 17, VLC->arth->artifacts[id]);					//19 //???what is that? gap in file or what? - it's probably fifth slot..					if(version>RoE)					{						id = readNormalNr(bufor,i, artidlen); i+=artidlen;						if(id!=artmask)							VLC->arth->equipArtifact(cgh->artifWorn, 18, VLC->arth->artifacts[id]);					}					else						i+=1;					//bag artifacts //20					int amount = readNormalNr(bufor,i, 2); i+=2; //number of artifacts in hero's bag					if(amount>0)					{						for(int ss=0; ss<amount; ++ss)						{							id = readNormalNr(bufor,i, artidlen); i+=artidlen;							if(id!=artmask)								cgh->giveArtifact(id);						}					}				} //artifacts				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]);	}}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;		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);				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;					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			{				CGArtifact *art = new CGArtifact();				nobj = art;				bool areSettings = bufor[i]; ++i;				if(areSettings)				{					art->message = readString(bufor,i);					bool areGuards = bufor[i]; ++i;					if(areGuards)					{						readCreatureSet(art, bufor, i, 7, version > RoE);					}					i+=4;				}				if(defInfo->id==93)				{					art->spell = readNormalNr(bufor,i); 					i+=4;				}				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!)				assert(!a);				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 = objects.size();		if(nobj->ID != HEROI_TYPE && nobj->ID != 214 && nobj->ID != 62)			nobj->subID = defInfo->subid;		nobj->defInfo = defInfo;		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(), boost::bind(&CGHeroInstance::subID, _1) < boost::bind(&CGHeroInstance::subID, _2));}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;}void Mapa::checkForObjectives(){	if(isInTheMap(victoryCondition.pos))	{		const std::vector <CGObjectInstance*> &objs = getTile(victoryCondition.pos).visitableObjects;		assert(objs.size());		victoryCondition.obj = objs.front();	}	if(isInTheMap(lossCondition.pos))	{		const std::vector <CGObjectInstance*> &objs = getTile(lossCondition.pos).visitableObjects;		assert(objs.size());		lossCondition.obj = objs.front();	}}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;}
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