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							- #pragma once
 
- #include "../../lib/GameConstants.h"
 
- /*
 
-  * CCampaignHandler.h, 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
 
-  *
 
-  */
 
- struct StartInfo;
 
- class CGHeroInstance;
 
- class CBinaryReader;
 
- namespace CampaignVersion
 
- {
 
- 	enum Version
 
- 	{
 
- 		RoE = 4,
 
- 		AB = 5,
 
- 		SoD = 6,
 
- 		WoG = 6
 
- 	};
 
- }
 
- class DLL_LINKAGE CCampaignHeader
 
- {
 
- public:
 
- 	si32 version; //4 - RoE, 5 - AB, 6 - SoD and WoG
 
- 	ui8 mapVersion; //CampText.txt's format
 
- 	std::string name, description;
 
- 	ui8 difficultyChoosenByPlayer;
 
- 	ui8 music; //CmpMusic.txt, start from 0
 
- 	std::string filename;
 
- 	ui8 loadFromLod; //if true, this campaign must be loaded fro, .lod file
 
- 	template <typename Handler> void serialize(Handler &h, const int formatVersion)
 
- 	{
 
- 		h & version & mapVersion & name & description & difficultyChoosenByPlayer & music & filename & loadFromLod;
 
- 	}
 
- };
 
- class DLL_LINKAGE CScenarioTravel
 
- {
 
- public:
 
- 	ui8 whatHeroKeeps; //bitfield [0] - experience, [1] - prim skills, [2] - sec skills, [3] - spells, [4] - artifacts
 
- 	std::array<ui8, 19> monstersKeptByHero;
 
- 	std::array<ui8, 18> artifsKeptByHero;
 
- 	ui8 startOptions; //1 - start bonus, 2 - traveling hero, 3 - hero options
 
- 	ui8 playerColor; //only for startOptions == 1
 
- 	struct DLL_LINKAGE STravelBonus
 
- 	{
 
- 		enum EBonusType {SPELL, MONSTER, BUILDING, ARTIFACT, SPELL_SCROLL, PRIMARY_SKILL, SECONDARY_SKILL, RESOURCE,
 
- 			HEROES_FROM_PREVIOUS_SCENARIO, HERO};
 
- 		EBonusType type; //uses EBonusType
 
- 		si32 info1, info2, info3; //purpose depends on type
 
- 		bool isBonusForHero() const;
 
- 		template <typename Handler> void serialize(Handler &h, const int formatVersion)
 
- 		{
 
- 			h & type & info1 & info2 & info3;
 
- 		}
 
- 	};
 
- 	std::vector<STravelBonus> bonusesToChoose;
 
- 	template <typename Handler> void serialize(Handler &h, const int formatVersion)
 
- 	{
 
- 		h & whatHeroKeeps & monstersKeptByHero & artifsKeptByHero & startOptions & playerColor & bonusesToChoose;
 
- 	}
 
- };
 
- class DLL_LINKAGE CCampaignScenario
 
- {
 
- public:
 
- 	struct DLL_LINKAGE SScenarioPrologEpilog
 
- 	{
 
- 		bool hasPrologEpilog;
 
- 		ui8 prologVideo; // from CmpMovie.txt
 
- 		ui8 prologMusic; // from CmpMusic.txt
 
- 		std::string prologText;
 
- 		template <typename Handler> void serialize(Handler &h, const int formatVersion)
 
- 		{
 
- 			h & hasPrologEpilog & prologVideo & prologMusic & prologText;
 
- 		}
 
- 	};
 
- 	std::string mapName; //*.h3m
 
- 	std::string scenarioName; //from header. human-readble
 
- 	ui32 packedMapSize; //generally not used
 
- 	std::set<ui8> preconditionRegions; //what we need to conquer to conquer this one (stored as bitfield in h3c)
 
- 	ui8 regionColor;
 
- 	ui8 difficulty;
 
- 	bool conquered;
 
- 	std::string regionText;
 
- 	SScenarioPrologEpilog prolog, epilog;
 
- 	CScenarioTravel travelOptions;
 
- 	std::vector<HeroTypeID> keepHeroes; // contains list of heroes which should be kept for next scenario (doesn't matter if they lost)
 
- 	std::vector<CGHeroInstance *> crossoverHeroes; // contains all heroes with the same state when the campaign scenario was finished
 
- 	std::vector<CGHeroInstance *> placedCrossoverHeroes; // contains all placed crossover heroes defined by hero placeholders when the scenario was started
 
- 	const CGHeroInstance * strongestHero(PlayerColor owner) const;
 
- 	void loadPreconditionRegions(ui32 regions);
 
- 	bool isNotVoid() const;
 
- 	std::vector<CGHeroInstance *> getLostCrossoverHeroes() const; /// returns a list of crossover heroes which started the scenario, but didn't complete it
 
- 	template <typename Handler> void serialize(Handler &h, const int formatVersion)
 
- 	{
 
- 		h & mapName & scenarioName & packedMapSize & preconditionRegions & regionColor & difficulty & conquered & regionText & 
 
- 			prolog & epilog & travelOptions & crossoverHeroes & placedCrossoverHeroes & keepHeroes;
 
- 	}
 
- };
 
- class DLL_LINKAGE CCampaign
 
- {
 
- public:
 
- 	CCampaignHeader header;
 
- 	std::vector<CCampaignScenario> scenarios;
 
- 	std::map<int, std::string > mapPieces; //binary h3ms, scenario number -> map data
 
- 	template <typename Handler> void serialize(Handler &h, const int formatVersion)
 
- 	{
 
- 		h & header & scenarios & mapPieces;
 
- 	}
 
- 	bool conquerable(int whichScenario) const;
 
- 	CCampaign();
 
- };
 
- class DLL_LINKAGE CCampaignState
 
- {
 
- public:
 
- 	unique_ptr<CCampaign> camp;
 
- 	std::string campaignName; 
 
- 	std::vector<ui8> mapsConquered, mapsRemaining;
 
- 	boost::optional<si32> currentMap;
 
- 	std::map<ui8, ui8> chosenCampaignBonuses;
 
- 	//void initNewCampaign(const StartInfo &si);
 
- 	void setCurrentMapAsConquered(const std::vector<CGHeroInstance*> & heroes);
 
- 	boost::optional<CScenarioTravel::STravelBonus> getBonusForCurrentMap() const;
 
- 	const CCampaignScenario & getCurrentScenario() const;
 
- 	CCampaignScenario & getCurrentScenario();
 
- 	ui8 currentBonusID() const;
 
- 	CCampaignState();
 
- 	CCampaignState(unique_ptr<CCampaign> _camp);
 
- 	~CCampaignState(){};
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & camp & campaignName & mapsRemaining & mapsConquered & currentMap;
 
- 		h & chosenCampaignBonuses;
 
- 	}
 
- };
 
- class DLL_LINKAGE CCampaignHandler
 
- {
 
- 	static CCampaignHeader readHeaderFromMemory(CBinaryReader & reader);
 
- 	static CCampaignScenario readScenarioFromMemory(CBinaryReader & reader, int version, int mapVersion );
 
- 	static CScenarioTravel readScenarioTravelFromMemory(CBinaryReader & reader, int version);
 
- 	/// returns h3c split in parts. 0 = h3c header, 1-end - maps (binary h3m)
 
- 	/// headerOnly - only header will be decompressed, returned vector wont have any maps
 
- 	static std::vector< std::vector<ui8> > getFile(const std::string & name, bool headerOnly);
 
- public:
 
- 	static std::string prologVideoName(ui8 index);
 
- 	static std::string prologMusicName(ui8 index);
 
- 	static std::string prologVoiceName(ui8 index);
 
- 	static CCampaignHeader getHeader( const std::string & name); //name - name of appropriate file
 
- 	static unique_ptr<CCampaign> getCampaign(const std::string & name); //name - name of appropriate file
 
- };
 
 
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