CCampaignHandler.cpp 11 KB

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  1. #include "StdInc.h"
  2. #include "CCampaignHandler.h"
  3. #include "Filesystem/CResourceLoader.h"
  4. #include "Filesystem/CCompressedStream.h"
  5. #include "../lib/VCMI_Lib.h"
  6. #include "../lib/vcmi_endian.h"
  7. #include "CGeneralTextHandler.h"
  8. #include "StartInfo.h"
  9. #include "CArtHandler.h" //for hero crossover
  10. #include "CObjectHandler.h" //for hero crossover
  11. #include "CHeroHandler.h"
  12. namespace fs = boost::filesystem;
  13. /*
  14. * CCampaignHandler.cpp, part of VCMI engine
  15. *
  16. * Authors: listed in file AUTHORS in main folder
  17. *
  18. * License: GNU General Public License v2.0 or later
  19. * Full text of license available in license.txt file, in main folder
  20. *
  21. */
  22. CCampaignHeader CCampaignHandler::getHeader( const std::string & name)
  23. {
  24. std::vector<ui8> cmpgn = getFile(name, true)[0];
  25. int it = 0;//iterator for reading
  26. CCampaignHeader ret = readHeaderFromMemory(cmpgn.data(), it);
  27. ret.filename = name;
  28. return ret;
  29. }
  30. CCampaign * CCampaignHandler::getCampaign( const std::string & name)
  31. {
  32. CCampaign * ret = new CCampaign();
  33. std::vector<std::vector<ui8>> file = getFile(name, false);
  34. int it = 0; //iterator for reading
  35. ret->header = readHeaderFromMemory(file[0].data(), it);
  36. ret->header.filename = name;
  37. int howManyScenarios = VLC->generaltexth->campaignRegionNames[ret->header.mapVersion].size();
  38. for(int g=0; g<howManyScenarios; ++g)
  39. {
  40. CCampaignScenario sc = readScenarioFromMemory(file[0].data(), it, ret->header.version, ret->header.mapVersion);
  41. ret->scenarios.push_back(sc);
  42. }
  43. int scenarioID = 0;
  44. //first entry is campaign header. start loop from 1
  45. for (int g=1; g<file.size() && g<howManyScenarios; ++g)
  46. {
  47. while(!ret->scenarios[scenarioID].isNotVoid()) //skip void scenarios
  48. {
  49. scenarioID++;
  50. }
  51. //set map piece appropriately
  52. ret->mapPieces[scenarioID++] = file[g];
  53. }
  54. return ret;
  55. }
  56. CCampaignHeader CCampaignHandler::readHeaderFromMemory( const ui8 *buffer, int & outIt )
  57. {
  58. CCampaignHeader ret;
  59. ret.version = read_le_u32(buffer + outIt); outIt+=4;
  60. ret.mapVersion = buffer[outIt++]; //1 byte only
  61. ret.mapVersion -= 1; //change range of it from [1, 20] to [0, 19]
  62. ret.name = readString(buffer, outIt);
  63. ret.description = readString(buffer, outIt);
  64. if (ret.version > CampaignVersion::RoE)
  65. ret.difficultyChoosenByPlayer = readChar(buffer, outIt);
  66. else
  67. ret.difficultyChoosenByPlayer = 0;
  68. ret.music = readChar(buffer, outIt);
  69. return ret;
  70. }
  71. CCampaignScenario CCampaignHandler::readScenarioFromMemory( const ui8 *buffer, int & outIt, int version, int mapVersion )
  72. {
  73. struct HLP
  74. {
  75. //reads prolog/epilog info from memory
  76. static CCampaignScenario::SScenarioPrologEpilog prologEpilogReader( const ui8 *buffer, int & outIt )
  77. {
  78. CCampaignScenario::SScenarioPrologEpilog ret;
  79. ret.hasPrologEpilog = buffer[outIt++];
  80. if(ret.hasPrologEpilog)
  81. {
  82. ret.prologVideo = buffer[outIt++];
  83. ret.prologMusic = buffer[outIt++];
  84. ret.prologText = readString(buffer, outIt);
  85. }
  86. return ret;
  87. }
  88. };
  89. CCampaignScenario ret;
  90. ret.conquered = false;
  91. ret.mapName = readString(buffer, outIt);
  92. ret.packedMapSize = read_le_u32(buffer + outIt); outIt += 4;
  93. if(mapVersion == 18)//unholy alliance
  94. {
  95. ret.loadPreconditionRegions(read_le_u16(buffer + outIt)); outIt += 2;
  96. }
  97. else
  98. {
  99. ret.loadPreconditionRegions(buffer[outIt++]);
  100. }
  101. ret.regionColor = buffer[outIt++];
  102. ret.difficulty = buffer[outIt++];
  103. ret.regionText = readString(buffer, outIt);
  104. ret.prolog = HLP::prologEpilogReader(buffer, outIt);
  105. ret.epilog = HLP::prologEpilogReader(buffer, outIt);
  106. ret.travelOptions = readScenarioTravelFromMemory(buffer, outIt, version);
  107. return ret;
  108. }
  109. void CCampaignScenario::loadPreconditionRegions(ui32 regions)
  110. {
  111. for (int i=0; i<32; i++) //for each bit in region. h3c however can only hold up to 16
  112. {
  113. if ( (1 << i) & regions)
  114. preconditionRegions.insert(i);
  115. }
  116. }
  117. CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory( const ui8 * buffer, int & outIt , int version )
  118. {
  119. CScenarioTravel ret;
  120. ret.whatHeroKeeps = buffer[outIt++];
  121. memcpy(ret.monstersKeptByHero, buffer+outIt, ARRAY_COUNT(ret.monstersKeptByHero));
  122. outIt += ARRAY_COUNT(ret.monstersKeptByHero);
  123. int artifBytes;
  124. if (version < CampaignVersion::SoD)
  125. {
  126. artifBytes = 17;
  127. ret.artifsKeptByHero[17] = 0;
  128. }
  129. else
  130. {
  131. artifBytes = 18;
  132. }
  133. memcpy(ret.artifsKeptByHero, buffer+outIt, artifBytes);
  134. outIt += artifBytes;
  135. ret.startOptions = buffer[outIt++];
  136. switch(ret.startOptions)
  137. {
  138. case 0:
  139. //no bonuses. Seems to be OK
  140. break;
  141. case 1: //reading of bonuses player can choose
  142. {
  143. ret.playerColor = buffer[outIt++];
  144. ui8 numOfBonuses = buffer[outIt++];
  145. for (int g=0; g<numOfBonuses; ++g)
  146. {
  147. CScenarioTravel::STravelBonus bonus;
  148. bonus.type = buffer[outIt++];
  149. //hero: FFFD means 'most powerful' and FFFE means 'generated'
  150. switch(bonus.type)
  151. {
  152. case 0: //spell
  153. {
  154. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  155. bonus.info2 = buffer[outIt++]; //spell ID
  156. break;
  157. }
  158. case 1: //monster
  159. {
  160. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  161. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //monster type
  162. bonus.info3 = read_le_u16(buffer + outIt); outIt += 2; //monster count
  163. break;
  164. }
  165. case 2: //building
  166. {
  167. bonus.info1 = buffer[outIt++]; //building ID (0 - town hall, 1 - city hall, 2 - capitol, etc)
  168. break;
  169. }
  170. case 3: //artifact
  171. {
  172. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  173. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //artifact ID
  174. break;
  175. }
  176. case 4: //spell scroll
  177. {
  178. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  179. bonus.info2 = buffer[outIt++]; //spell ID
  180. break;
  181. }
  182. case 5: //prim skill
  183. {
  184. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  185. bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //bonuses (4 bytes for 4 skills)
  186. break;
  187. }
  188. case 6: //sec skills
  189. {
  190. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  191. bonus.info2 = buffer[outIt++]; //skill ID
  192. bonus.info3 = buffer[outIt++]; //skill level
  193. break;
  194. }
  195. case 7: //resources
  196. {
  197. bonus.info1 = buffer[outIt++]; //type
  198. //FD - wood+ore
  199. //FE - mercury+sulfur+crystal+gem
  200. bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //count
  201. break;
  202. }
  203. }
  204. ret.bonusesToChoose.push_back(bonus);
  205. }
  206. break;
  207. }
  208. case 2: //reading of players (colors / scenarios ?) player can choose
  209. {
  210. ui8 numOfBonuses = buffer[outIt++];
  211. for (int g=0; g<numOfBonuses; ++g)
  212. {
  213. CScenarioTravel::STravelBonus bonus;
  214. bonus.type = 8;
  215. bonus.info1 = buffer[outIt++]; //player color
  216. bonus.info2 = buffer[outIt++]; //from what scenario
  217. ret.bonusesToChoose.push_back(bonus);
  218. }
  219. break;
  220. }
  221. case 3: //heroes player can choose between
  222. {
  223. ui8 numOfBonuses = buffer[outIt++];
  224. for (int g=0; g<numOfBonuses; ++g)
  225. {
  226. CScenarioTravel::STravelBonus bonus;
  227. bonus.type = 9;
  228. bonus.info1 = buffer[outIt++]; //player color
  229. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //hero, FF FF - random
  230. ret.bonusesToChoose.push_back(bonus);
  231. }
  232. break;
  233. }
  234. default:
  235. {
  236. tlog1<<"Corrupted h3c file"<<std::endl;
  237. break;
  238. }
  239. }
  240. return ret;
  241. }
  242. std::vector< std::vector<ui8> > CCampaignHandler::getFile(const std::string & name, bool headerOnly)
  243. {
  244. CCompressedStream stream(std::move(CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN))), true);
  245. std::vector< std::vector<ui8> > ret;
  246. do
  247. {
  248. std::vector<ui8> block(stream.getSize());
  249. stream.read(block.data(), block.size());
  250. ret.push_back(block);
  251. }
  252. while (!headerOnly && stream.getNextBlock());
  253. return ret;
  254. }
  255. bool CCampaign::conquerable( int whichScenario ) const
  256. {
  257. //check for void scenraio
  258. if (!scenarios[whichScenario].isNotVoid())
  259. {
  260. return false;
  261. }
  262. if (scenarios[whichScenario].conquered)
  263. {
  264. return false;
  265. }
  266. //check preconditioned regions
  267. for (int g=0; g<scenarios.size(); ++g)
  268. {
  269. if( vstd::contains(scenarios[whichScenario].preconditionRegions, g) && !scenarios[g].conquered)
  270. return false; //prerequisite does not met
  271. }
  272. return true;
  273. }
  274. CCampaign::CCampaign()
  275. {
  276. }
  277. bool CCampaignScenario::isNotVoid() const
  278. {
  279. return mapName.size() > 0;
  280. }
  281. void CCampaignScenario::prepareCrossoverHeroes( std::vector<CGHeroInstance *> heroes )
  282. {
  283. crossoverHeroes = heroes;
  284. if (!(travelOptions.whatHeroKeeps & 1))
  285. {
  286. //trimming experience
  287. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  288. {
  289. cgh->initExp();
  290. }
  291. }
  292. if (!(travelOptions.whatHeroKeeps & 2))
  293. {
  294. //trimming prim skills
  295. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  296. {
  297. #define RESET_PRIM_SKILL(NAME, VALNAME) \
  298. cgh->getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL) && \
  299. Selector::subtype(PrimarySkill::NAME) && \
  300. Selector::sourceType(Bonus::HERO_BASE_SKILL) )->val = cgh->type->heroClass->VALNAME;
  301. RESET_PRIM_SKILL(ATTACK, initialAttack);
  302. RESET_PRIM_SKILL(DEFENSE, initialDefence);
  303. RESET_PRIM_SKILL(SPELL_POWER, initialPower);
  304. RESET_PRIM_SKILL(KNOWLEDGE, initialKnowledge);
  305. #undef RESET_PRIM_SKILL
  306. }
  307. }
  308. if (!(travelOptions.whatHeroKeeps & 4))
  309. {
  310. //trimming sec skills
  311. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  312. {
  313. cgh->secSkills = cgh->type->secSkillsInit;
  314. }
  315. }
  316. if (!(travelOptions.whatHeroKeeps & 8))
  317. {
  318. //trimming spells
  319. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  320. {
  321. cgh->spells.clear();
  322. }
  323. }
  324. if (!(travelOptions.whatHeroKeeps & 16))
  325. {
  326. //trimming artifacts
  327. BOOST_FOREACH(CGHeroInstance * hero, crossoverHeroes)
  328. {
  329. size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
  330. for (size_t i=0; i<totalArts; i++ )
  331. {
  332. const ArtSlotInfo *info = hero->getSlot(i);
  333. if (!info)
  334. continue;
  335. const CArtifactInstance *art = info->artifact;
  336. if (!art)//FIXME: check spellbook and catapult behaviour
  337. continue;
  338. int id = art->artType->id;
  339. assert( 8*18 > id );//number of arts that fits into h3m format
  340. bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
  341. if (takeable)
  342. hero->eraseArtSlot(i);
  343. }
  344. }
  345. }
  346. //trimming creatures
  347. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  348. {
  349. for (TSlots::const_iterator j = cgh->Slots().begin(); j != cgh->Slots().end(); j++)
  350. {
  351. if (!(travelOptions.monstersKeptByHero[j->first / 8] & (1 << (j->first%8)) ))
  352. {
  353. cgh->eraseStack(j->first);
  354. j = cgh->Slots().begin();
  355. }
  356. }
  357. }
  358. }
  359. bool CScenarioTravel::STravelBonus::isBonusForHero() const
  360. {
  361. return type == 0 || type == 1 || type == 3 || type == 4 || type == 5 || type == 6;
  362. }
  363. void CCampaignState::initNewCampaign( const StartInfo &si )
  364. {
  365. assert(si.mode == StartInfo::CAMPAIGN);
  366. campaignName = si.mapname;
  367. currentMap = si.campSt->currentMap;
  368. camp = CCampaignHandler::getCampaign(campaignName);
  369. for (ui8 i = 0; i < camp->mapPieces.size(); i++)
  370. mapsRemaining.push_back(i);
  371. }
  372. void CCampaignState::mapConquered( const std::vector<CGHeroInstance*> & heroes )
  373. {
  374. camp->scenarios[currentMap].prepareCrossoverHeroes(heroes);
  375. mapsConquered.push_back(currentMap);
  376. mapsRemaining -= currentMap;
  377. camp->scenarios[currentMap].conquered = true;
  378. }