CCampaignHandler.cpp 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460
  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. unique_ptr<CCampaign> CCampaignHandler::getCampaign( const std::string & name )
  31. {
  32. auto ret = make_unique<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].resize(file[g].size());
  53. for(int i = 0; i < file[g].size(); i++)
  54. ret->mapPieces[scenarioID][i] = file[g][i];
  55. scenarioID++;
  56. }
  57. return ret;
  58. }
  59. CCampaignHeader CCampaignHandler::readHeaderFromMemory( const ui8 *buffer, int & outIt )
  60. {
  61. CCampaignHeader ret;
  62. ret.version = read_le_u32(buffer + outIt); outIt+=4;
  63. ret.mapVersion = buffer[outIt++]; //1 byte only
  64. ret.mapVersion -= 1; //change range of it from [1, 20] to [0, 19]
  65. ret.name = readString(buffer, outIt);
  66. ret.description = readString(buffer, outIt);
  67. if (ret.version > CampaignVersion::RoE)
  68. ret.difficultyChoosenByPlayer = readChar(buffer, outIt);
  69. else
  70. ret.difficultyChoosenByPlayer = 0;
  71. ret.music = readChar(buffer, outIt);
  72. return ret;
  73. }
  74. CCampaignScenario CCampaignHandler::readScenarioFromMemory( const ui8 *buffer, int & outIt, int version, int mapVersion )
  75. {
  76. struct HLP
  77. {
  78. //reads prolog/epilog info from memory
  79. static CCampaignScenario::SScenarioPrologEpilog prologEpilogReader( const ui8 *buffer, int & outIt )
  80. {
  81. CCampaignScenario::SScenarioPrologEpilog ret;
  82. ret.hasPrologEpilog = buffer[outIt++];
  83. if(ret.hasPrologEpilog)
  84. {
  85. ret.prologVideo = buffer[outIt++];
  86. ret.prologMusic = buffer[outIt++];
  87. ret.prologText = readString(buffer, outIt);
  88. }
  89. return ret;
  90. }
  91. };
  92. CCampaignScenario ret;
  93. ret.conquered = false;
  94. ret.mapName = readString(buffer, outIt);
  95. ret.packedMapSize = read_le_u32(buffer + outIt); outIt += 4;
  96. if(mapVersion == 18)//unholy alliance
  97. {
  98. ret.loadPreconditionRegions(read_le_u16(buffer + outIt)); outIt += 2;
  99. }
  100. else
  101. {
  102. ret.loadPreconditionRegions(buffer[outIt++]);
  103. }
  104. ret.regionColor = buffer[outIt++];
  105. ret.difficulty = buffer[outIt++];
  106. ret.regionText = readString(buffer, outIt);
  107. ret.prolog = HLP::prologEpilogReader(buffer, outIt);
  108. ret.epilog = HLP::prologEpilogReader(buffer, outIt);
  109. ret.travelOptions = readScenarioTravelFromMemory(buffer, outIt, version);
  110. return ret;
  111. }
  112. void CCampaignScenario::loadPreconditionRegions(ui32 regions)
  113. {
  114. for (int i=0; i<32; i++) //for each bit in region. h3c however can only hold up to 16
  115. {
  116. if ( (1 << i) & regions)
  117. preconditionRegions.insert(i);
  118. }
  119. }
  120. CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory( const ui8 * buffer, int & outIt , int version )
  121. {
  122. CScenarioTravel ret;
  123. ret.whatHeroKeeps = buffer[outIt++];
  124. memcpy(ret.monstersKeptByHero, buffer+outIt, ARRAY_COUNT(ret.monstersKeptByHero));
  125. outIt += ARRAY_COUNT(ret.monstersKeptByHero);
  126. int artifBytes;
  127. if (version < CampaignVersion::SoD)
  128. {
  129. artifBytes = 17;
  130. ret.artifsKeptByHero[17] = 0;
  131. }
  132. else
  133. {
  134. artifBytes = 18;
  135. }
  136. memcpy(ret.artifsKeptByHero, buffer+outIt, artifBytes);
  137. outIt += artifBytes;
  138. ret.startOptions = buffer[outIt++];
  139. switch(ret.startOptions)
  140. {
  141. case 0:
  142. //no bonuses. Seems to be OK
  143. break;
  144. case 1: //reading of bonuses player can choose
  145. {
  146. ret.playerColor = buffer[outIt++];
  147. ui8 numOfBonuses = buffer[outIt++];
  148. for (int g=0; g<numOfBonuses; ++g)
  149. {
  150. CScenarioTravel::STravelBonus bonus;
  151. bonus.type = buffer[outIt++];
  152. //hero: FFFD means 'most powerful' and FFFE means 'generated'
  153. switch(bonus.type)
  154. {
  155. case CScenarioTravel::STravelBonus::SPELL:
  156. {
  157. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  158. bonus.info2 = buffer[outIt++]; //spell ID
  159. break;
  160. }
  161. case CScenarioTravel::STravelBonus::MONSTER:
  162. {
  163. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  164. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //monster type
  165. bonus.info3 = read_le_u16(buffer + outIt); outIt += 2; //monster count
  166. break;
  167. }
  168. case CScenarioTravel::STravelBonus::BUILDING:
  169. {
  170. bonus.info1 = buffer[outIt++]; //building ID (0 - town hall, 1 - city hall, 2 - capitol, etc)
  171. break;
  172. }
  173. case CScenarioTravel::STravelBonus::ARTIFACT:
  174. {
  175. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  176. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //artifact ID
  177. break;
  178. }
  179. case CScenarioTravel::STravelBonus::SPELL_SCROLL:
  180. {
  181. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  182. bonus.info2 = buffer[outIt++]; //spell ID
  183. break;
  184. }
  185. case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
  186. {
  187. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  188. bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //bonuses (4 bytes for 4 skills)
  189. break;
  190. }
  191. case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
  192. {
  193. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  194. bonus.info2 = buffer[outIt++]; //skill ID
  195. bonus.info3 = buffer[outIt++]; //skill level
  196. break;
  197. }
  198. case CScenarioTravel::STravelBonus::RESOURCE:
  199. {
  200. bonus.info1 = buffer[outIt++]; //type
  201. //FD - wood+ore
  202. //FE - mercury+sulfur+crystal+gem
  203. bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //count
  204. break;
  205. }
  206. }
  207. ret.bonusesToChoose.push_back(bonus);
  208. }
  209. break;
  210. }
  211. case 2: //reading of players (colors / scenarios ?) player can choose
  212. {
  213. ui8 numOfBonuses = buffer[outIt++];
  214. for (int g=0; g<numOfBonuses; ++g)
  215. {
  216. CScenarioTravel::STravelBonus bonus;
  217. bonus.type = CScenarioTravel::STravelBonus::PLAYER_PREV_SCENARIO;
  218. bonus.info1 = buffer[outIt++]; //player color
  219. bonus.info2 = buffer[outIt++]; //from what scenario
  220. ret.bonusesToChoose.push_back(bonus);
  221. }
  222. break;
  223. }
  224. case 3: //heroes player can choose between
  225. {
  226. ui8 numOfBonuses = buffer[outIt++];
  227. for (int g=0; g<numOfBonuses; ++g)
  228. {
  229. CScenarioTravel::STravelBonus bonus;
  230. bonus.type = CScenarioTravel::STravelBonus::HERO;
  231. bonus.info1 = buffer[outIt++]; //player color
  232. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //hero, FF FF - random
  233. ret.bonusesToChoose.push_back(bonus);
  234. }
  235. break;
  236. }
  237. default:
  238. {
  239. tlog1<<"Corrupted h3c file"<<std::endl;
  240. break;
  241. }
  242. }
  243. return ret;
  244. }
  245. std::vector< std::vector<ui8> > CCampaignHandler::getFile(const std::string & name, bool headerOnly)
  246. {
  247. CCompressedStream stream(std::move(CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN))), true);
  248. std::vector< std::vector<ui8> > ret;
  249. do
  250. {
  251. std::vector<ui8> block(stream.getSize());
  252. stream.read(block.data(), block.size());
  253. ret.push_back(block);
  254. }
  255. while (!headerOnly && stream.getNextBlock());
  256. return ret;
  257. }
  258. bool CCampaign::conquerable( int whichScenario ) const
  259. {
  260. //check for void scenraio
  261. if (!scenarios[whichScenario].isNotVoid())
  262. {
  263. return false;
  264. }
  265. if (scenarios[whichScenario].conquered)
  266. {
  267. return false;
  268. }
  269. //check preconditioned regions
  270. for (int g=0; g<scenarios.size(); ++g)
  271. {
  272. if( vstd::contains(scenarios[whichScenario].preconditionRegions, g) && !scenarios[g].conquered)
  273. return false; //prerequisite does not met
  274. }
  275. return true;
  276. }
  277. CCampaign::CCampaign()
  278. {
  279. }
  280. bool CCampaignScenario::isNotVoid() const
  281. {
  282. return mapName.size() > 0;
  283. }
  284. void CCampaignScenario::prepareCrossoverHeroes( std::vector<CGHeroInstance *> heroes )
  285. {
  286. crossoverHeroes = heroes;
  287. if (!(travelOptions.whatHeroKeeps & 1))
  288. {
  289. //trimming experience
  290. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  291. {
  292. cgh->initExp();
  293. }
  294. }
  295. if (!(travelOptions.whatHeroKeeps & 2))
  296. {
  297. //trimming prim skills
  298. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  299. {
  300. #define RESET_PRIM_SKILL(NAME, VALNAME) \
  301. cgh->getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL) && \
  302. Selector::subtype(PrimarySkill::NAME) && \
  303. Selector::sourceType(Bonus::HERO_BASE_SKILL) )->val = cgh->type->heroClass->VALNAME;
  304. RESET_PRIM_SKILL(ATTACK, initialAttack);
  305. RESET_PRIM_SKILL(DEFENSE, initialDefence);
  306. RESET_PRIM_SKILL(SPELL_POWER, initialPower);
  307. RESET_PRIM_SKILL(KNOWLEDGE, initialKnowledge);
  308. #undef RESET_PRIM_SKILL
  309. }
  310. }
  311. if (!(travelOptions.whatHeroKeeps & 4))
  312. {
  313. //trimming sec skills
  314. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  315. {
  316. cgh->secSkills = cgh->type->secSkillsInit;
  317. }
  318. }
  319. if (!(travelOptions.whatHeroKeeps & 8))
  320. {
  321. //trimming spells
  322. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  323. {
  324. cgh->spells.clear();
  325. }
  326. }
  327. if (!(travelOptions.whatHeroKeeps & 16))
  328. {
  329. //trimming artifacts
  330. BOOST_FOREACH(CGHeroInstance * hero, crossoverHeroes)
  331. {
  332. size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
  333. for (size_t i=0; i<totalArts; i++ )
  334. {
  335. const ArtSlotInfo *info = hero->getSlot(i);
  336. if (!info)
  337. continue;
  338. const CArtifactInstance *art = info->artifact;
  339. if (!art)//FIXME: check spellbook and catapult behaviour
  340. continue;
  341. int id = art->artType->id;
  342. assert( 8*18 > id );//number of arts that fits into h3m format
  343. bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
  344. if (takeable)
  345. hero->eraseArtSlot(i);
  346. }
  347. }
  348. }
  349. //trimming creatures
  350. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  351. {
  352. for (TSlots::const_iterator j = cgh->Slots().begin(); j != cgh->Slots().end(); j++)
  353. {
  354. if (!(travelOptions.monstersKeptByHero[j->first / 8] & (1 << (j->first%8)) ))
  355. {
  356. cgh->eraseStack(j->first);
  357. j = cgh->Slots().begin();
  358. }
  359. }
  360. }
  361. }
  362. bool CScenarioTravel::STravelBonus::isBonusForHero() const
  363. {
  364. return type == SPELL || type == MONSTER || type == ARTIFACT || type == SPELL_SCROLL || type == PRIMARY_SKILL
  365. || type == SECONDARY_SKILL;
  366. }
  367. // void CCampaignState::initNewCampaign( const StartInfo &si )
  368. // {
  369. // assert(si.mode == StartInfo::CAMPAIGN);
  370. // campaignName = si.mapname;
  371. // currentMap = si.campState->currentMap;
  372. //
  373. // camp = CCampaignHandler::getCampaign(campaignName);
  374. // for (ui8 i = 0; i < camp->mapPieces.size(); i++)
  375. // mapsRemaining.push_back(i);
  376. // }
  377. void CCampaignState::mapConquered( const std::vector<CGHeroInstance*> & heroes )
  378. {
  379. camp->scenarios[currentMap].prepareCrossoverHeroes(heroes);
  380. mapsConquered.push_back(currentMap);
  381. mapsRemaining -= currentMap;
  382. camp->scenarios[currentMap].conquered = true;
  383. }
  384. CScenarioTravel::STravelBonus CCampaignState::getBonusForCurrentMap() const
  385. {
  386. assert(chosenCampaignBonuses.count(currentMap));
  387. return getCurrentScenario().travelOptions.bonusesToChoose[currentBonusID()];
  388. }
  389. const CCampaignScenario & CCampaignState::getCurrentScenario() const
  390. {
  391. return camp->scenarios[currentMap];
  392. }
  393. ui8 CCampaignState::currentBonusID() const
  394. {
  395. return chosenCampaignBonuses[currentMap];
  396. }
  397. CCampaignState::CCampaignState()
  398. {}
  399. CCampaignState::CCampaignState( unique_ptr<CCampaign> _camp ) : camp(std::move(_camp))
  400. {
  401. for(int i = 0; i < camp->scenarios.size(); i++)
  402. {
  403. mapsRemaining.push_back(i);
  404. }
  405. }