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							- #ifndef __CCAMPAIGNHANDLER_H__
 
- #define __CCAMPAIGNHANDLER_H__
 
- #include "../global.h"
 
- #include <string>
 
- #include <vector>
 
- /*
 
-  * 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 DLL_EXPORT CCampaignHeader
 
- {
 
- public:
 
- 	si32 version; //5 - AB, 6 - SoD, 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_EXPORT CScenarioTravel
 
- {
 
- public:
 
- 	ui8 whatHeroKeeps; //bitfield [0] - experience, [1] - prim skills, [2] - sec skills, [3] - spells, [4] - artifacts
 
- 	ui8 monstersKeptByHero[19];
 
- 	ui8 artifsKeptByHero[18];
 
- 	ui8 startOptions; //1 - start bonus, 2 - traveling hero, 3 - hero options
 
- 	ui8 playerColor; //only for startOptions == 1
 
- 	struct DLL_EXPORT STravelBonus
 
- 	{
 
- 		ui8 type;	//0 - spell, 1 - monster, 2 - building, 3 - artifact, 4 - spell scroll, 5 - prim skill, 6 - sec skill, 7 - resource,
 
- 					//8 - player from previous scenario, 9 - hero [???]
 
- 		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_EXPORT CCampaignScenario
 
- {
 
- public:
 
- 	std::string mapName;
 
- 	ui32 packedMapSize; //generally not used
 
- 	ui16 preconditionRegion; //what we need to conquer to conquer this one (bitfield!)
 
- 	ui8 regionColor;
 
- 	ui8 difficulty;
 
- 	ui8 conquered;
 
- 	std::string regionText;
 
- 	struct DLL_EXPORT SScenarioPrologEpilog
 
- 	{
 
- 		ui8 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;
 
- 		}
 
- 	};
 
- 	SScenarioPrologEpilog prolog, epilog;
 
- 	CScenarioTravel travelOptions;
 
- 	std::vector<CGHeroInstance*> crossoverHeroes;
 
- 	void prepareCrossoverHeroes(std::vector<CGHeroInstance *> heroes);
 
- 	bool isNotVoid() const;
 
- 	template <typename Handler> void serialize(Handler &h, const int formatVersion)
 
- 	{
 
- 		h & mapName & packedMapSize & preconditionRegion & regionColor & difficulty & conquered & regionText & 
 
- 			prolog & epilog & travelOptions & crossoverHeroes;
 
- 	}
 
- };
 
- class DLL_EXPORT 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_EXPORT CCampaignState
 
- {
 
- public:
 
- 	CCampaign *camp;
 
- 	std::string campaignName; 
 
- 	std::vector<ui8> mapsConquered, mapsRemaining;
 
- 	ui8 currentMap; 
 
- 	void initNewCampaign(const StartInfo &si);
 
- 	void mapConquered(const std::vector<CGHeroInstance*> & heroes);
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & camp & campaignName & mapsRemaining & mapsConquered & currentMap;
 
- 	}
 
- };
 
- class DLL_EXPORT CCampaignHandler
 
- {
 
- 	static CCampaignHeader readHeaderFromMemory( const unsigned char *buffer, int & outIt );
 
- 	static CCampaignScenario readScenarioFromMemory( const unsigned char *buffer, int & outIt, int version, int mapVersion );
 
- 	static CScenarioTravel readScenarioTravelFromMemory( const unsigned char * buffer, int & outIt , int version);
 
- 	static std::vector<ui32> locateH3mStarts(const unsigned char * buffer, int start, int size);
 
- 	static bool startsAt( const unsigned char * buffer, int size, int pos ); //a simple heuristic that checks if a h3m starts at given pos
 
- 	static unsigned char * getFile(const std::string & name, bool fromLod, int & outSize);
 
- public:
 
- 	enum GetMode {RoE, AB, SoD, WoG, Custom, ALL};
 
- 	static std::vector<CCampaignHeader> getCampaignHeaders(GetMode mode);
 
- 	static CCampaignHeader getHeader( const std::string & name, bool fromLod ); //name - name of appropriate file
 
- 	static CCampaign * getCampaign(const std::string & name, bool fromLod); //name - name of appropriate file
 
- };
 
- #endif /* __CCAMPAIGNHANDLER_H__ */
 
 
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