CAmbarCendamo.cpp 9.8 KB

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  1. #include "stdafx.h"
  2. #include "CAmbarCendamo.h"
  3. #include "CSemiDefHandler.h"
  4. #include <fstream>
  5. #include <set>
  6. CAmbarCendamo::CAmbarCendamo (const char * tie)
  7. {
  8. is = new std::ifstream();
  9. is -> open(tie,std::ios::binary);
  10. is->seekg(0,std::ios::end); // na koniec
  11. andame = is->tellg(); // read length
  12. is->seekg(0,std::ios::beg); // wracamy na poczatek
  13. bufor = new unsigned char[andame]; // allocate memory
  14. is->read((char*)bufor, andame); // read map file to buffer
  15. }
  16. CAmbarCendamo::~CAmbarCendamo ()
  17. {// free memory
  18. for (int ii=0;ii<map.width;ii++)
  19. delete map.terrain[ii] ;
  20. delete map.terrain;
  21. delete bufor;
  22. }
  23. void CAmbarCendamo::teceDef()
  24. {
  25. for (int i=0; i<map.defy.size(); i++)
  26. {
  27. std::ofstream * of = new std::ofstream(map.defy[i].name.c_str());
  28. for (int j=0;j<46;j++)
  29. {
  30. (*of) << map.defy[i].bytes[j]<<std::endl;
  31. }
  32. delete of;
  33. }
  34. }
  35. void CAmbarCendamo::deh3m()
  36. {
  37. map.version = (Eformat)bufor[0]; //wersja mapy
  38. map.areAnyPLayers = bufor[4];
  39. map.height = map.width = bufor[5]; // wymiary mapy
  40. map.twoLevel = bufor[9]; //czy sa lochy
  41. map.terrain = new TerrainTile*[map.width]; // allocate memory
  42. for (int ii=0;ii<map.width;ii++)
  43. map.terrain[ii] = new TerrainTile[map.height]; // allocate memory
  44. if (map.twoLevel)
  45. {
  46. map.undergroungTerrain = new TerrainTile*[map.width]; // allocate memory
  47. for (int ii=0;ii<map.width;ii++)
  48. map.undergroungTerrain[ii] = new TerrainTile[map.height]; // allocate memory
  49. }
  50. int length = bufor[10]; //name length
  51. int i=14, pom;
  52. while (i-14<length) //read name
  53. map.name+=bufor[i++];
  54. length = bufor[i] + bufor[i+1]*256; //description length
  55. i+=4;
  56. for (pom=0;pom<length;pom++)
  57. map.description+=bufor[i++];
  58. map.difficulty = bufor[i++]; // reading map difficulty
  59. map.levelLimit = bufor[i++]; // hero level limit
  60. for (pom=0;pom<8;pom++)
  61. {
  62. map.players[pom].canHumanPlay = bufor[i++];
  63. map.players[pom].canComputerPlay = bufor[i++];
  64. if ((!(map.players[pom].canHumanPlay || map.players[pom].canComputerPlay)) || (!map.areAnyPLayers))
  65. {
  66. i+=13;
  67. continue;
  68. }
  69. map.players[pom].AITactic = bufor[i++];
  70. if (bufor[i++])
  71. {
  72. map.players[pom].allowedFactions = 0;
  73. map.players[pom].allowedFactions += bufor[i++];
  74. map.players[pom].allowedFactions += (bufor[i++])*256;
  75. }
  76. else
  77. {
  78. map.players[pom].allowedFactions = 511;
  79. i+=2;
  80. }
  81. map.players[pom].isFactionRandom = bufor[i++];
  82. map.players[pom].hasMainTown = bufor[i++];
  83. if (map.players[pom].hasMainTown)
  84. {
  85. map.players[pom].generateHeroAtMainTown = bufor[i++];
  86. i++; //unknown byte
  87. map.players[pom].posOfMainTown.x = bufor[i++];
  88. map.players[pom].posOfMainTown.y = bufor[i++];
  89. map.players[pom].posOfMainTown.z = bufor[i++];
  90. }
  91. i++; //unknown byte
  92. int unknown = bufor[i++];
  93. if (unknown == 255)
  94. {
  95. map.players[pom].mainHeroPortrait = 255;
  96. i+=5;
  97. continue;
  98. }
  99. map.players[pom].mainHeroPortrait = bufor[i++];
  100. int nameLength = bufor[i++];
  101. i+=3;
  102. for (int pp=0;pp<nameLength;pp++)
  103. map.players[pom].mainHeroName+=bufor[i++];
  104. i++; ////unknown byte
  105. int heroCount = bufor[i++];
  106. i+=3;
  107. for (int pp=0;pp<heroCount;pp++)
  108. {
  109. SheroName vv;
  110. vv.heroID=bufor[i++];
  111. int hnl = bufor[i++];
  112. i+=3;
  113. for (int zz=0;zz<hnl;zz++)
  114. {
  115. vv.heroName+=bufor[i++];
  116. }
  117. map.players[pom].heroesNames.push_back(vv);
  118. }
  119. }
  120. map.victoryCondition = (EvictoryConditions)bufor[i++];
  121. if (map.victoryCondition != winStandard) //specific victory conditions
  122. {
  123. int nr;
  124. switch (map.victoryCondition) //read victory conditions
  125. {
  126. case artifact:
  127. {
  128. map.vicConDetails = new VicCon0();
  129. ((VicCon0*)map.vicConDetails)->ArtifactID = bufor[i+2];
  130. nr=2;
  131. break;
  132. }
  133. case gatherTroop:
  134. {
  135. map.vicConDetails = new VicCon1();
  136. int temp1 = bufor[i+2];
  137. int temp2 = bufor[i+3];
  138. ((VicCon1*)map.vicConDetails)->monsterID = bufor[i+2];
  139. ((VicCon1*)map.vicConDetails)->neededQuantity=readNormalNr(i+4);
  140. nr=6;
  141. break;
  142. }
  143. case gatherResource:
  144. {
  145. map.vicConDetails = new VicCon2();
  146. ((VicCon2*)map.vicConDetails)->resourceID = bufor[i+2];
  147. ((VicCon2*)map.vicConDetails)->neededQuantity=readNormalNr(i+3);
  148. nr=5;
  149. break;
  150. }
  151. case buildCity:
  152. {
  153. map.vicConDetails = new VicCon3();
  154. ((VicCon3*)map.vicConDetails)->posOfCity.x = bufor[i+2];
  155. ((VicCon3*)map.vicConDetails)->posOfCity.y = bufor[i+3];
  156. ((VicCon3*)map.vicConDetails)->posOfCity.z = bufor[i+4];
  157. ((VicCon3*)map.vicConDetails)->councilNeededLevel = bufor[i+5];
  158. ((VicCon3*)map.vicConDetails)->fortNeededLevel = bufor[i+6];
  159. nr=5;
  160. break;
  161. }
  162. case buildGrail:
  163. {
  164. map.vicConDetails = new VicCon4();
  165. if (bufor[i+4]>2)
  166. ((VicCon4*)map.vicConDetails)->anyLocation = true;
  167. else
  168. {
  169. ((VicCon4*)map.vicConDetails)->whereBuildGrail.x = bufor[i+2];
  170. ((VicCon4*)map.vicConDetails)->whereBuildGrail.y = bufor[i+3];
  171. ((VicCon4*)map.vicConDetails)->whereBuildGrail.z = bufor[i+4];
  172. }
  173. nr=3;
  174. break;
  175. }
  176. case beatHero:
  177. {
  178. map.vicConDetails = new VicCon5();
  179. ((VicCon5*)map.vicConDetails)->locationOfHero.x = bufor[i+2];
  180. ((VicCon5*)map.vicConDetails)->locationOfHero.y = bufor[i+3];
  181. ((VicCon5*)map.vicConDetails)->locationOfHero.z = bufor[i+4];
  182. nr=3;
  183. break;
  184. }
  185. case captureCity:
  186. {
  187. map.vicConDetails = new VicCon6();
  188. ((VicCon6*)map.vicConDetails)->locationOfTown.x = bufor[i+2];
  189. ((VicCon6*)map.vicConDetails)->locationOfTown.y = bufor[i+3];
  190. ((VicCon6*)map.vicConDetails)->locationOfTown.z = bufor[i+4];
  191. nr=3;
  192. break;
  193. }
  194. case beatMonster:
  195. {
  196. map.vicConDetails = new VicCon7();
  197. ((VicCon7*)map.vicConDetails)->locationOfMonster.x = bufor[i+2];
  198. ((VicCon7*)map.vicConDetails)->locationOfMonster.y = bufor[i+3];
  199. ((VicCon7*)map.vicConDetails)->locationOfMonster.z = bufor[i+4];
  200. nr=3;
  201. break;
  202. }
  203. case takeDwellings:
  204. {
  205. map.vicConDetails = new CspecificVictoryConidtions();
  206. nr=3;
  207. break;
  208. }
  209. case takeMines:
  210. {
  211. map.vicConDetails = new CspecificVictoryConidtions();
  212. nr=3;
  213. break;
  214. }
  215. case transportItem:
  216. {
  217. map.vicConDetails = new VicCona();
  218. ((VicCona*)map.vicConDetails)->artifactID = bufor[i+2];
  219. ((VicCona*)map.vicConDetails)->destinationPlace.x = bufor[i+3];
  220. ((VicCona*)map.vicConDetails)->destinationPlace.y = bufor[i+4];
  221. ((VicCona*)map.vicConDetails)->destinationPlace.z = bufor[i+5];
  222. nr=3;
  223. break;
  224. }
  225. }
  226. map.vicConDetails->allowNormalVictory = bufor[i++];
  227. map.vicConDetails->appliesToAI = bufor[i++];
  228. i+=nr;
  229. }
  230. map.lossCondition.typeOfLossCon = (ElossCon)bufor[i++];
  231. switch (map.lossCondition.typeOfLossCon) //read loss conditions
  232. {
  233. case lossCastle:
  234. {
  235. map.lossCondition.castlePos.x=bufor[i++];
  236. map.lossCondition.castlePos.y=bufor[i++];
  237. map.lossCondition.castlePos.z=bufor[i++];
  238. }
  239. case lossHero:
  240. {
  241. map.lossCondition.heroPos.x=bufor[i++];
  242. map.lossCondition.heroPos.y=bufor[i++];
  243. map.lossCondition.heroPos.z=bufor[i++];
  244. }
  245. case timeExpires:
  246. {
  247. map.lossCondition.timeLimit = readNormalNr(i++,2);
  248. }
  249. }
  250. i+=88;
  251. int rumNr = readNormalNr(i,4);i+=4;
  252. for (int it=0;it<rumNr;it++)
  253. {
  254. Rumor ourRumor;
  255. int nameL = readNormalNr(i,4);i+=4; //read length of name of rumor
  256. for (int zz=0; zz<nameL; zz++)
  257. ourRumor.name+=bufor[i++];
  258. nameL = readNormalNr(i,4);i+=4; //read length of rumor
  259. for (int zz=0; zz<nameL; zz++)
  260. ourRumor.text+=bufor[i++];
  261. map.rumors.push_back(ourRumor); //add to our list
  262. }
  263. i+=156;
  264. for (int c=0; c<map.width; c++) // reading terrain
  265. {
  266. for (int z=0; z<map.height; z++)
  267. {
  268. map.terrain[z][c].tertype = (EterrainType)(bufor[i++]);
  269. map.terrain[z][c].terview = bufor[i++];
  270. map.terrain[z][c].nuine = (Eriver)bufor[i++];
  271. map.terrain[z][c].rivDir = bufor[i++];
  272. map.terrain[z][c].malle = (Eroad)bufor[i++];
  273. map.terrain[z][c].roadDir = bufor[i++];
  274. map.terrain[z][c].siodmyTajemniczyBajt = bufor[i++];
  275. }
  276. }
  277. if (map.twoLevel) // read underground terrain
  278. {
  279. for (int z=0; z<map.width; z++) // reading terrain
  280. {
  281. for (int c=0; c<map.height; c++)
  282. {
  283. map.undergroungTerrain[z][c].tertype = (EterrainType)(bufor[i++]);
  284. map.undergroungTerrain[z][c].terview = bufor[i++];
  285. map.undergroungTerrain[z][c].nuine = (Eriver)bufor[i++];
  286. map.undergroungTerrain[z][c].rivDir = bufor[i++];
  287. map.undergroungTerrain[z][c].malle = (Eroad)bufor[i++];
  288. map.undergroungTerrain[z][c].roadDir = bufor[i++];
  289. map.undergroungTerrain[z][c].siodmyTajemniczyBajt = bufor[i++];
  290. }
  291. }
  292. }
  293. int defAmount = bufor[i]; // liczba defow
  294. i+=8;
  295. for (int idd = 0 ; idd<defAmount; idd++) // reading defs
  296. {
  297. DefInfo vinya; // info about new def
  298. while (1) // read name
  299. {
  300. if (bufor[i] == '.' && bufor[i+1] == 'd' && bufor[i+2] == 'e' && bufor[i+3] == 'f')
  301. {
  302. vinya.name += ".def";
  303. i+=4;
  304. break;
  305. }
  306. vinya.name += bufor[i++];
  307. }
  308. for (int v=0; v<46; v++) // read info
  309. {
  310. vinya.bytes[v] = bufor[i++];
  311. }
  312. map.defy.push_back(vinya); // add this def to the vector
  313. teceDef();
  314. }
  315. //todo: read events
  316. }
  317. int CAmbarCendamo::readNormalNr (int pos, int bytCon)
  318. {
  319. int ret=0;
  320. int amp=1;
  321. for (int i=0; i<bytCon; i++)
  322. {
  323. ret+=bufor[pos+i]*amp;
  324. amp*=256;
  325. }
  326. return ret;
  327. }
  328. void CAmbarCendamo::loadDefs()
  329. {
  330. std::set<int> loadedTypes;
  331. for (int i=0; i<map.width; i++)
  332. {
  333. for (int j=0; j<map.width; j++)
  334. {
  335. if (loadedTypes.find(map.terrain[i][j].tertype)==loadedTypes.end())
  336. {
  337. CSemiDefHandler *sdh = new CSemiDefHandler();
  338. sdh->openDef(("H3sprite.lod\\"+sdh->nameFromType(map.terrain[i][j].tertype)).c_str());
  339. loadedTypes.insert(map.terrain[i][j].tertype);
  340. defs.push_back(sdh);
  341. }
  342. }
  343. }
  344. };