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- #include "stdafx.h"
- #include "CPreGameTextHandler.h"
- #include "CGameInfo.h"
- std::string CPreGameTextHandler::getTitle(std::string text)
- {
- std::string ret;
- int i=0;
- while ((text[i++]!='{'));
- while ((text[i]!='}') && (i<text.length()))
- ret+=text[i++];
- return ret;
- }
- std::string CPreGameTextHandler::getDescr(std::string text)
- {
- std::string ret;
- int i=0;
- while ((text[i++]!='}'));
- i+=2;
- while ((text[i]!='"') && (i<text.length()))
- ret+=text[i++];
- return ret;
- }
- void CPreGameTextHandler::loadTexts()
- {
- std::string buf = CGameInfo::mainObj->bitmaph->getTextFile("ZELP.TXT");
- int i=0; //buf iterator
- int hmcr=0;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\r')
- ++hmcr;
- if(hmcr==3)
- break;
- }
- i+=3;
- int befi=i;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\t')
- break;
- }
- mainNewGame = buf.substr(befi, i-befi);
- ++i;
- hmcr = 0;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\r')
- ++hmcr;
- if(hmcr==1)
- break;
- }
- i+=3;
- befi=i;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\t')
- break;
- }
- mainLoadGame = buf.substr(befi, i-befi);
- ++i;
- hmcr = 0;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\r')
- ++hmcr;
- if(hmcr==1)
- break;
- }
- i+=3;
- befi=i;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\t')
- break;
- }
- mainHighScores = buf.substr(befi, i-befi);
- ++i;
- hmcr = 0;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\r')
- ++hmcr;
- if(hmcr==1)
- break;
- }
- i+=3;
- befi=i;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\t')
- break;
- }
- mainCredits = buf.substr(befi, i-befi);
- ++i;
- hmcr = 0;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\r')
- ++hmcr;
- if(hmcr==1)
- break;
- }
- i+=3;
- befi=i;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\t')
- break;
- }
- mainQuit = buf.substr(befi, i-befi);
- ++i;
- hmcr = 0;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\r')
- ++hmcr;
- if(hmcr==3)
- break;
- }
- i+=3;
- befi=i;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\t')
- break;
- }
- ngSingleScenario = buf.substr(befi, i-befi);
- ++i;
- hmcr = 0;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\r')
- ++hmcr;
- if(hmcr==1)
- break;
- }
- i+=3;
- befi=i;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\t')
- break;
- }
- ngCampain = buf.substr(befi, i-befi);
- ++i;
- hmcr = 0;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\r')
- ++hmcr;
- if(hmcr==1)
- break;
- }
- i+=3;
- befi=i;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\t')
- break;
- }
- ngMultiplayer = buf.substr(befi, i-befi);
- ++i;
- hmcr = 0;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\r')
- ++hmcr;
- if(hmcr==1)
- break;
- }
- i+=3;
- befi=i;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\t')
- break;
- }
- ngTutorial = buf.substr(befi, i-befi);
- ++i;
- hmcr = 0;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\r')
- ++hmcr;
- if(hmcr==1)
- break;
- }
- i+=3;
- befi=i;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\t')
- break;
- }
- ngBack = buf.substr(befi, i-befi);
- ++i;
- hmcr = 0;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\r')
- ++hmcr;
- if(hmcr==4)
- break;
- }
- i+=2;
- loadToIt(singleChooseScenario, buf, i);
- loadToIt(singleSetAdvOptions, buf, i);
- loadToIt(singleRandomMap, buf, i);
- loadToIt(singleScenarioName, buf, i);
- loadToIt(singleDescriptionTitle, buf, i);
- loadToIt(singleDescriptionText, buf, i);
- loadToIt(singleEasy, buf, i);
- loadToIt(singleNormal, buf, i);
- loadToIt(singleHard, buf, i);
- loadToIt(singleExpert, buf, i);
- loadToIt(singleImpossible, buf, i);
- loadToIt(singleAllyFlag[0], buf, i);
- loadToIt(singleAllyFlag[1], buf, i);
- loadToIt(singleAllyFlag[2], buf, i);
- loadToIt(singleAllyFlag[3], buf, i, 1);
- loadToIt(singleAllyFlag[4], buf, i, 1);
- loadToIt(singleAllyFlag[5], buf, i, 1);
- loadToIt(singleAllyFlag[6], buf, i, 1);
- loadToIt(singleAllyFlag[7], buf, i, 1);
- loadToIt(singleEnemyFlag[0], buf, i, 1);
- loadToIt(singleEnemyFlag[1], buf, i, 1);
- loadToIt(singleEnemyFlag[2], buf, i, 1);
- loadToIt(singleEnemyFlag[3], buf, i, 1);
- loadToIt(singleEnemyFlag[4], buf, i, 1);
- loadToIt(singleEnemyFlag[5], buf, i, 1);
- loadToIt(singleEnemyFlag[6], buf, i, 1);
- loadToIt(singleEnemyFlag[7], buf, i, 1);
- loadToIt(singleViewHideScenarioList, buf, i, 1);
- loadToIt(singleViewHideAdvOptions, buf, i, 1);
- loadToIt(singlePlayRandom, buf, i, 1);
- loadToIt(singleChatDesc, buf, i, 1);
- loadToIt(singleMapDifficulty, buf, i, 1);
- loadToIt(singleRating, buf, i, 1);
- loadToIt(singleMapPossibleDifficulties, buf, i, 1);
- loadToIt(singleVicCon, buf, i, 1);
- loadToIt(singleLossCon, buf, i, 1);
- loadToIt(singleSFilter, buf, i, 1);
- loadToIt(singleMFilter, buf, i, 1);
- loadToIt(singleLFilter, buf, i, 1);
- loadToIt(singleXLFilter, buf, i, 1);
- loadToIt(singleAllFilter, buf, i, 1);
- for(int vv=0; vv<18; ++vv)
- {
- loadToIt(singleScenarioNameNr[vv], buf, i, 1);
- }
- for(int vv=0; vv<18; ++vv)
- {
- loadToIt(singleEntryScenarioNameNr[vv], buf, i, 1);
- }
- std::string ff = singleEntryScenarioNameNr[4];
- loadToIt(singleTurnDuration, buf, i, 1);
- loadToIt(singleChatText, buf, i, 0);
- loadToIt(singleChatEntry, buf, i, 0);
- loadToIt(singleChatPlug, buf, i, 0);
- loadToIt(singleChatPlayer, buf, i, 0);
- loadToIt(singleChatPlayerSlider, buf, i, 0);
- loadToIt(singleRollover, buf, i, 0);
- loadToIt(singleNext, buf, i, 0);
- loadToIt(singleBegin, buf, i, 0);
- loadToIt(singleBack, buf, i, 0);
- loadToIt(singleSSExit, buf, i, 0);
- loadToIt(singleWhichMap, buf, i, 0);
- loadToIt(singleSortNumber, buf, i, 0);
- loadToIt(singleSortSize, buf, i, 0);
- loadToIt(singleSortVersion, buf, i, 0);
- loadToIt(singleSortAlpha, buf, i, 0);
- loadToIt(singleSortVictory, buf, i, 0);
- loadToIt(singleSortLoss, buf, i, 1);
- loadToIt(singleBriefing, buf, i, 1);
- loadToIt(singleSSHero, buf, i, 1);
- loadToIt(singleGoldpic, buf, i, 1);
- for(int vv=0; vv<8; ++vv)
- {
- loadToIt(singleHumanCPU[vv], buf, i, 1);
- }
- for(int vv=0; vv<8; ++vv)
- {
- loadToIt(singleHandicap[vv], buf, i, 1);
- }
- for(int vv=0; vv<8; ++vv)
- {
- loadToIt(singleTownLeft[vv], buf, i, 1);
- }
- for(int vv=0; vv<8; ++vv)
- {
- loadToIt(singleTownRite[vv], buf, i, 1);
- }
- for(int vv=0; vv<8; ++vv)
- {
- loadToIt(singleHeroLeft[vv], buf, i, 1);
- }
- for(int vv=0; vv<8; ++vv)
- {
- loadToIt(singleHeroRite[vv], buf, i, 1);
- }
- for(int vv=0; vv<8; ++vv)
- {
- loadToIt(singleResLeft[vv], buf, i, 1);
- }
- for(int vv=0; vv<8; ++vv)
- {
- loadToIt(singleResRite[vv], buf, i, 1);
- }
- for(int vv=0; vv<8; ++vv)
- {
- loadToIt(singleHeroSetting[vv], buf, i, 1);
- }
- for(int vv=0; vv<8; ++vv)
- {
- loadToIt(singleTownSetting[vv], buf, i, 1);
- }
- loadToIt(singleConstCreateMap, buf, i, 1);
- loadToIt(singleConstMapSizeLabel, buf, i, 1);
- loadToIt(singleConstSmallMap, buf, i, 1);
- loadToIt(singleConstMediumMap, buf, i, 1);
- loadToIt(singleConstLargeMap, buf, i, 1);
- loadToIt(singleConstHugeMap, buf, i, 1);
- loadToIt(singleConstMapLevels, buf, i, 1);
- loadToIt(singleConstHumanPositionsLabel, buf, i, 1);
- for(int vv=0; vv<8; ++vv)
- {
- loadToIt(singleConstNHumans[vv], buf, i, 1);
- }
- loadToIt(singleConstRandomHumans, buf, i, 1);
- loadToIt(singleConstHumanTeamsLabel, buf, i, 1);
- loadToIt(singleConstNoHumanTeams, buf, i, 1);
- for(int vv=0; vv<7; ++vv)
- {
- loadToIt(singleConstNHumanTeams[vv], buf, i, 1);
- }
- loadToIt(singleConstRandomHumanTeams, buf, i, 1);
- loadToIt(singleConstComputerPositionsLabel, buf, i, 1);
- loadToIt(singleConstNoComputers, buf, i, 1);
- for(int vv=0; vv<7; ++vv)
- {
- loadToIt(singleConstNComputers[vv], buf, i, 1);
- }
- loadToIt(singleConstRandomComputers, buf, i, 1);
- loadToIt(singleConstComputerTeamsLabel, buf, i, 1);
- loadToIt(singleConstNoComputerTeams, buf, i, 1);
- for(int vv=0; vv<6; ++vv)
- {
- loadToIt(singleConstNComputerTeams[vv], buf, i, 1);
- }
- loadToIt(singleConstRandomComputerTeams, buf, i, 1);
- loadToIt(singleConstWaterLabel, buf, i, 1);
- loadToIt(singleConstNoWater, buf, i, 1);
- loadToIt(singleConstNormalWater, buf, i, 1);
- loadToIt(singleConstIslands, buf, i, 1);
- loadToIt(singleConstRandomWater, buf, i, 1);
- loadToIt(singleConstMonsterStrengthLabel, buf, i, 1);
- loadToIt(singleConstWeakMonsters, buf, i, 1);
- loadToIt(singleConstNormalMonsters, buf, i, 1);
- loadToIt(singleConstStrongMonsters, buf, i, 1);
- loadToIt(singleConstRandomMonsters, buf, i, 1);
- loadToIt(singleConstShowSavedRandomMaps, buf, i, 1);
- loadToIt(singleSliderChatWindow, buf, i, 1);
- loadToIt(singleSliderFileMenu, buf, i, 1);
- loadToIt(singleSliderDuration, buf, i, 1);
- loadToIt(singlePlayerHandicapHeaderID, buf, i, 0);
- loadToIt(singleTurnDurationHeaderID, buf, i, 0);
- loadToIt(singleStartingTownHeaderID, buf, i, 0);
- loadToIt(singleStartingTownHeaderWConfluxID, buf, i, 0);
- loadToIt(singleStartingHeroHeaderID, buf, i, 0);
- loadToIt(singleStartingBonusHeaderID, buf, i, 0);
- hmcr = 0;
- for(i; i<buf.length(); ++i)
- {
- if(buf[i]=='\r')
- ++hmcr;
- if(hmcr==3)
- break;
- }
- i+=2;
- loadToIt(multiOnlineService, buf, i, 0);
- loadToIt(multiHotSeat, buf, i, 0);
- loadToIt(multiIPX, buf, i, 0);
- loadToIt(multiTCPIP, buf, i, 0);
- loadToIt(multiModem, buf, i, 0);
- loadToIt(multiDirectConnection, buf, i, 0);
- loadToIt(multiHostGame, buf, i, 0);
- loadToIt(multiJoinGame, buf, i, 1);
- loadToIt(multiSearchGame, buf, i, 1);
- for(int vv=0; vv<12; ++vv)
- {
- loadToIt(multiGameNo[vv], buf, i, 1);
- }
- loadToIt(multiScrollGames, buf, i, 1);
- std::string dump;
- loadToIt(dump, buf, i, 1);
- loadToIt(multiCancel, buf, i, 0);
- loadToIt(dump, buf, i, 0);
- loadToIt(dump, buf, i, 4);
- loadToIt(dump, buf, i, 2);
- loadToIt(advWorldMap.first, buf, i, 4);
- loadToIt(advWorldMap.second, buf, i, 2);
- loadToIt(advStatusWindow1.first, buf, i, 4);
- loadToIt(advStatusWindow1.second, buf, i, 2);
- loadToIt(advKingdomOverview.first, buf, i, 4);
- loadToIt(advKingdomOverview.second, buf, i, 2);
- loadToIt(advSurfaceSwitch.first, buf, i, 4);
- loadToIt(advSurfaceSwitch.second, buf, i, 2);
- loadToIt(advQuestlog.first, buf, i, 4);
- loadToIt(advQuestlog.second, buf, i, 2);
- loadToIt(advSleepWake.first, buf, i, 4);
- loadToIt(advSleepWake.second, buf, i, 2);
- loadToIt(advMoveHero.first, buf, i, 4);
- loadToIt(advMoveHero.second, buf, i, 2);
- loadToIt(advCastSpell.first, buf, i, 4);
- loadToIt(advCastSpell.second, buf, i, 2);
- loadToIt(advAdvOptions.first, buf, i, 4);
- loadToIt(advAdvOptions.second, buf, i, 2);
- loadToIt(advSystemOptions.first, buf, i, 4);
- loadToIt(advSystemOptions.second, buf, i, 2);
- loadToIt(advNextHero.first, buf, i, 4);
- loadToIt(advNextHero.second, buf, i, 2);
- loadToIt(advEndTurn.first, buf, i, 4);
- loadToIt(advEndTurn.second, buf, i, 2);
- loadLossConditions();
- loadVictoryConditions();
- }
- void CPreGameTextHandler::loadToIt(std::string &dest, std::string &src, int &iter, int mode)
- {
- switch(mode)
- {
- case 0:
- {
- int hmcr = 0;
- for(iter; iter<src.size(); ++iter)
- {
- if(src[iter]=='\t')
- ++hmcr;
- if(hmcr==1)
- break;
- }
- ++iter;
- int befi=iter;
- for(iter; iter<src.size(); ++iter)
- {
- if(src[iter]=='\t')
- break;
- }
- dest = src.substr(befi, iter-befi);
- ++iter;
- hmcr = 0;
- for(iter; iter<src.size(); ++iter)
- {
- if(src[iter]=='\r')
- ++hmcr;
- if(hmcr==1)
- break;
- }
- iter+=2;
- break;
- }
- case 1:
- {
- int hmcr = 0;
- for(iter; iter<src.size(); ++iter)
- {
- if(src[iter]=='\t')
- ++hmcr;
- if(hmcr==1)
- break;
- }
- ++iter;
- int befi=iter;
- for(iter; iter<src.size(); ++iter)
- {
- if(src[iter]=='\r')
- break;
- }
- dest = src.substr(befi, iter-befi);
- iter+=2;
- break;
- }
- case 2:
- {
- int befi=iter;
- for(iter; iter<src.size(); ++iter)
- {
- if(src[iter]=='\t')
- break;
- }
- dest = src.substr(befi, iter-befi);
- ++iter;
- int hmcr = 0;
- for(iter; iter<src.size(); ++iter)
- {
- if(src[iter]=='\r')
- ++hmcr;
- if(hmcr==1)
- break;
- }
- iter+=2;
- break;
- }
- case 3:
- {
- int befi=iter;
- for(iter; iter<src.size(); ++iter)
- {
- if(src[iter]=='\r')
- break;
- }
- dest = src.substr(befi, iter-befi);
- iter+=2;
- break;
- }
- case 4:
- {
- int befi=iter;
- for(iter; iter<src.size(); ++iter)
- {
- if(src[iter]=='\t')
- break;
- }
- dest = src.substr(befi, iter-befi);
- iter++;
- break;
- }
- }
- //loadLossConditions();
- //loadVictoryConditions(); //moved to loadTexts
- }
- void CPreGameTextHandler::loadVictoryConditions()
- {
- //std::ifstream inp("H3bitmap.lod\\VCDESC.TXT", std::ios::in|std::ios::binary);
- //inp.seekg(0,std::ios::end); // na koniec
- //int andame = inp.tellg(); // read length
- //inp.seekg(0,std::ios::beg); // wracamy na poczatek
- //char * bufor = new char[andame]; // allocate memory
- //inp.read((char*)bufor, andame); // read map file to buffer
- //inp.close();
- //std::string buf = std::string(bufor);
- //delete [andame] bufor;
- std::string buf = CGameInfo::mainObj->bitmaph->getTextFile("VCDESC.TXT");
- int andame = buf.size();
- int i=0; //buf iterator
- for(int gg=0; gg<14; ++gg)
- {
- int befi=i;
- for(i; i<andame; ++i)
- {
- if(buf[i]=='\r')
- break;
- }
- victoryConditions[gg] = buf.substr(befi, i-befi);
- i+=2;
- }
- }
- void CPreGameTextHandler::loadLossConditions()
- {
- //std::ifstream inp("H3bitmap.lod\\LCDESC.TXT", std::ios::in|std::ios::binary);
- //inp.seekg(0,std::ios::end); // na koniec
- //int andame = inp.tellg(); // read length
- //inp.seekg(0,std::ios::beg); // wracamy na poczatek
- //char * bufor = new char[andame]; // allocate memory
- //inp.read((char*)bufor, andame); // read map file to buffer
- //inp.close();
- //std::string buf = std::string(bufor);
- //delete [andame] bufor;
- std::string buf = CGameInfo::mainObj->bitmaph->getTextFile("LCDESC.TXT");
- int andame = buf.size();
- int i=0; //buf iterator
- for(int gg=0; gg<4; ++gg)
- {
- int befi=i;
- for(i; i<andame; ++i)
- {
- if(buf[i]=='\r')
- break;
- }
- lossCondtions[gg] = buf.substr(befi, i-befi);
- i+=2;
- }
- }
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