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							- #include "StdInc.h"
 
- #include "CCampaignHandler.h"
 
- #include "Filesystem/CResourceLoader.h"
 
- #include "Filesystem/CCompressedStream.h"
 
- #include "../lib/VCMI_Lib.h"
 
- #include "../lib/vcmi_endian.h"
 
- #include "CGeneralTextHandler.h"
 
- #include "StartInfo.h"
 
- #include "CArtHandler.h" //for hero crossover
 
- #include "CObjectHandler.h" //for hero crossover
 
- #include "CHeroHandler.h"
 
- namespace fs = boost::filesystem;
 
- /*
 
-  * CCampaignHandler.cpp, 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
 
-  *
 
-  */
 
- CCampaignHeader CCampaignHandler::getHeader( const std::string & name)
 
- {
 
- 	std::vector<ui8> cmpgn = getFile(name, true)[0];
 
- 	int it = 0;//iterator for reading
 
- 	CCampaignHeader ret = readHeaderFromMemory(cmpgn.data(), it);
 
- 	ret.filename = name;
 
- 	return ret;
 
- }
 
- CCampaign * CCampaignHandler::getCampaign( const std::string & name)
 
- {
 
- 	CCampaign * ret = new CCampaign();
 
- 	std::vector<std::vector<ui8>> file = getFile(name, false);
 
- 	int it = 0; //iterator for reading
 
- 	ret->header = readHeaderFromMemory(file[0].data(), it);
 
- 	ret->header.filename = name;
 
- 	int howManyScenarios = VLC->generaltexth->campaignRegionNames[ret->header.mapVersion].size();
 
- 	for(int g=0; g<howManyScenarios; ++g)
 
- 	{
 
- 		CCampaignScenario sc = readScenarioFromMemory(file[0].data(), it, ret->header.version, ret->header.mapVersion);
 
- 		ret->scenarios.push_back(sc);
 
- 	}
 
- 	int scenarioID = 0;
 
- 	//first entry is campaign header. start loop from 1
 
- 	for (int g=1; g<file.size(); ++g)
 
- 	{
 
- 		while(!ret->scenarios[scenarioID].isNotVoid()) //skip void scenarios
 
- 		{
 
- 			scenarioID++;
 
- 		}
 
- 		//set map piece appropriately
 
- 		ret->mapPieces[scenarioID++] = file[g];
 
- 	}
 
- 	return ret;
 
- }
 
- CCampaignHeader CCampaignHandler::readHeaderFromMemory( const ui8 *buffer, int & outIt )
 
- {
 
- 	CCampaignHeader ret;
 
- 	ret.version = read_le_u32(buffer + outIt); outIt+=4;
 
- 	ret.mapVersion = buffer[outIt++]; //1 byte only
 
- 	ret.mapVersion -= 1; //change range of it from [1, 20] to [0, 19]
 
- 	ret.name = readString(buffer, outIt);
 
- 	ret.description = readString(buffer, outIt);
 
- 	if (ret.version > CampaignVersion::RoE)
 
- 		ret.difficultyChoosenByPlayer = readChar(buffer, outIt);
 
- 	else
 
- 		ret.difficultyChoosenByPlayer = 0;
 
- 	ret.music = readChar(buffer, outIt);
 
- 	return ret;
 
- }
 
- CCampaignScenario CCampaignHandler::readScenarioFromMemory( const ui8 *buffer, int & outIt, int version, int mapVersion )
 
- {
 
- 	struct HLP
 
- 	{
 
- 		//reads prolog/epilog info from memory
 
- 		static CCampaignScenario::SScenarioPrologEpilog prologEpilogReader( const ui8 *buffer, int & outIt )
 
- 		{
 
- 			CCampaignScenario::SScenarioPrologEpilog ret;
 
- 			ret.hasPrologEpilog = buffer[outIt++];
 
- 			if(ret.hasPrologEpilog)
 
- 			{
 
- 				ret.prologVideo = buffer[outIt++];
 
- 				ret.prologMusic = buffer[outIt++];
 
- 				ret.prologText = readString(buffer, outIt);
 
- 			}
 
- 			return ret;
 
- 		}
 
- 	};
 
- 	CCampaignScenario ret;
 
- 	ret.conquered = false;
 
- 	ret.mapName = readString(buffer, outIt);
 
- 	ret.packedMapSize = read_le_u32(buffer + outIt); outIt += 4;
 
- 	if(mapVersion == 18)//unholy alliance
 
- 	{
 
- 		ret.loadPreconditionRegions(read_le_u16(buffer + outIt)); outIt += 2;
 
- 	}
 
- 	else
 
- 	{
 
- 		ret.loadPreconditionRegions(buffer[outIt++]);
 
- 	}
 
- 	ret.regionColor = buffer[outIt++];
 
- 	ret.difficulty = buffer[outIt++];
 
- 	ret.regionText = readString(buffer, outIt);
 
- 	ret.prolog = HLP::prologEpilogReader(buffer, outIt);
 
- 	ret.epilog = HLP::prologEpilogReader(buffer, outIt);
 
- 	ret.travelOptions = readScenarioTravelFromMemory(buffer, outIt, version);
 
- 	return ret;
 
- }
 
- void CCampaignScenario::loadPreconditionRegions(ui32 regions)
 
- {
 
- 	for (int i=0; i<32; i++) //for each bit in region. h3c however can only hold up to 16
 
- 	{
 
- 		if ( (1 << i) & regions)
 
- 			preconditionRegions.insert(i);
 
- 	}
 
- }
 
- CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory( const ui8 * buffer, int & outIt , int version )
 
- {
 
- 	CScenarioTravel ret;
 
- 	ret.whatHeroKeeps = buffer[outIt++];
 
- 	memcpy(ret.monstersKeptByHero, buffer+outIt, ARRAY_COUNT(ret.monstersKeptByHero));
 
- 	outIt += ARRAY_COUNT(ret.monstersKeptByHero);
 
- 	int artifBytes;
 
- 	if (version < CampaignVersion::SoD)
 
- 	{
 
- 		artifBytes = 17;
 
- 		ret.artifsKeptByHero[17] = 0;
 
- 	} 
 
- 	else
 
- 	{
 
- 		artifBytes = 18;
 
- 	}
 
- 	memcpy(ret.artifsKeptByHero, buffer+outIt, artifBytes);
 
- 	outIt += artifBytes;
 
- 	ret.startOptions = buffer[outIt++];
 
- 	
 
- 	switch(ret.startOptions)
 
- 	{
 
- 	case 0:
 
- 		//no bonuses. Seems to be OK
 
- 		break;
 
- 	case 1: //reading of bonuses player can choose
 
- 		{
 
- 			ret.playerColor = buffer[outIt++];
 
- 			ui8 numOfBonuses = buffer[outIt++];
 
- 			for (int g=0; g<numOfBonuses; ++g)
 
- 			{
 
- 				CScenarioTravel::STravelBonus bonus;
 
- 				bonus.type = buffer[outIt++];
 
- 				//hero: FFFD means 'most powerful' and FFFE means 'generated'
 
- 				switch(bonus.type)
 
- 				{
 
- 				case 0: //spell
 
- 					{
 
- 						bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
 
- 						bonus.info2 = buffer[outIt++]; //spell ID
 
- 						break;
 
- 					}
 
- 				case 1: //monster
 
- 					{
 
- 						bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
 
- 						bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //monster type
 
- 						bonus.info3 = read_le_u16(buffer + outIt); outIt += 2; //monster count
 
- 						break;
 
- 					}
 
- 				case 2: //building
 
- 					{
 
- 						bonus.info1 = buffer[outIt++]; //building ID (0 - town hall, 1 - city hall, 2 - capitol, etc)
 
- 						break;
 
- 					}
 
- 				case 3: //artifact
 
- 					{
 
- 						bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
 
- 						bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //artifact ID
 
- 						break;
 
- 					}
 
- 				case 4: //spell scroll
 
- 					{
 
- 						bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
 
- 						bonus.info2 = buffer[outIt++]; //spell ID
 
- 						break;
 
- 					}
 
- 				case 5: //prim skill
 
- 					{
 
- 						bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
 
- 						bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //bonuses (4 bytes for 4 skills)
 
- 						break;
 
- 					}
 
- 				case 6: //sec skills
 
- 					{
 
- 						bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
 
- 						bonus.info2 = buffer[outIt++]; //skill ID
 
- 						bonus.info3 = buffer[outIt++]; //skill level
 
- 						break;
 
- 					}
 
- 				case 7: //resources
 
- 					{
 
- 						bonus.info1 = buffer[outIt++]; //type
 
- 						//FD - wood+ore
 
- 						//FE - mercury+sulfur+crystal+gem
 
- 						bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //count
 
- 						break;
 
- 					}
 
- 				}
 
- 				ret.bonusesToChoose.push_back(bonus);
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 2: //reading of players (colors / scenarios ?) player can choose
 
- 		{
 
- 			ui8 numOfBonuses = buffer[outIt++];
 
- 			for (int g=0; g<numOfBonuses; ++g)
 
- 			{
 
- 				CScenarioTravel::STravelBonus bonus;
 
- 				bonus.type = 8;
 
- 				bonus.info1 = buffer[outIt++]; //player color
 
- 				bonus.info2 = buffer[outIt++]; //from what scenario
 
- 				ret.bonusesToChoose.push_back(bonus);
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 3: //heroes player can choose between
 
- 		{
 
- 			ui8 numOfBonuses = buffer[outIt++];
 
- 			for (int g=0; g<numOfBonuses; ++g)
 
- 			{
 
- 				CScenarioTravel::STravelBonus bonus;
 
- 				bonus.type = 9;
 
- 				bonus.info1 = buffer[outIt++]; //player color
 
- 				bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //hero, FF FF - random
 
- 				ret.bonusesToChoose.push_back(bonus);
 
- 			}
 
- 			break;
 
- 		}
 
- 	default:
 
- 		{
 
- 			tlog1<<"Corrupted h3c file"<<std::endl;
 
- 			break;
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- std::vector< std::vector<ui8> > CCampaignHandler::getFile(const std::string & name, bool headerOnly)
 
- {
 
- 	CCompressedStream stream(std::move(CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN))), true);
 
- 	std::vector< std::vector<ui8> > ret;
 
- 	do
 
- 	{
 
- 		std::vector<ui8> block(stream.getSize());
 
- 		stream.read(block.data(), block.size());
 
- 		ret.push_back(block);
 
- 	}
 
- 	while (!headerOnly && stream.getNextBlock());
 
- 	return ret;
 
- }
 
- bool CCampaign::conquerable( int whichScenario ) const
 
- {
 
- 	//check for void scenraio
 
- 	if (!scenarios[whichScenario].isNotVoid())
 
- 	{
 
- 		return false;
 
- 	}
 
- 	if (scenarios[whichScenario].conquered)
 
- 	{
 
- 		return false;
 
- 	}
 
- 	//check preconditioned regions
 
- 	for (int g=0; g<scenarios.size(); ++g)
 
- 	{
 
- 		if( vstd::contains(scenarios[whichScenario].preconditionRegions, g) && !scenarios[g].conquered)
 
- 			return false; //prerequisite does not met
 
- 			
 
- 	}
 
- 	return true;
 
- }
 
- CCampaign::CCampaign()
 
- {
 
- }
 
- bool CCampaignScenario::isNotVoid() const
 
- {
 
- 	return mapName.size() > 0;
 
- }
 
- void CCampaignScenario::prepareCrossoverHeroes( std::vector<CGHeroInstance *> heroes )
 
- {
 
- 	crossoverHeroes = heroes;
 
- 	
 
- 	if (!(travelOptions.whatHeroKeeps & 1))
 
- 	{
 
- 		//trimming experience
 
- 		BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
 
- 		{
 
- 			cgh->initExp();
 
- 		}
 
- 	}
 
- 	if (!(travelOptions.whatHeroKeeps & 2))
 
- 	{
 
- 		//trimming prim skills
 
- 		BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
 
- 		{
 
- #define RESET_PRIM_SKILL(NAME, VALNAME) \
 
- 			cgh->getBonus(Selector::type(Bonus::PRIMARY_SKILL) && \
 
- 				Selector::subtype(PrimarySkill::NAME) && \
 
- 				Selector::sourceType(Bonus::HERO_BASE_SKILL) )->val = cgh->type->heroClass->VALNAME;
 
- 			RESET_PRIM_SKILL(ATTACK, initialAttack);
 
- 			RESET_PRIM_SKILL(DEFENSE, initialDefence);
 
- 			RESET_PRIM_SKILL(SPELL_POWER, initialPower);
 
- 			RESET_PRIM_SKILL(KNOWLEDGE, initialKnowledge);
 
- #undef RESET_PRIM_SKILL
 
- 		}
 
- 	}
 
- 	if (!(travelOptions.whatHeroKeeps & 4))
 
- 	{
 
- 		//trimming sec skills
 
- 		BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
 
- 		{
 
- 			cgh->secSkills = cgh->type->secSkillsInit;
 
- 		}
 
- 	}
 
- 	if (!(travelOptions.whatHeroKeeps & 8))
 
- 	{
 
- 		//trimming spells
 
- 		BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
 
- 		{
 
- 			cgh->spells.clear();
 
- 		}
 
- 	}
 
- 	if (!(travelOptions.whatHeroKeeps & 16))
 
- 	{
 
- 		//trimming artifacts
 
- 		BOOST_FOREACH(CGHeroInstance * hero, crossoverHeroes)
 
- 		{
 
- 			size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
 
- 			for (size_t i=0; i<totalArts; i++ )
 
- 			{
 
- 				const ArtSlotInfo *info = hero->getSlot(i);
 
- 				if (!info)
 
- 					continue;
 
- 				
 
- 				const CArtifactInstance *art = info->artifact;
 
- 				if (!art)//FIXME: check spellbook and catapult behaviour
 
- 					continue;
 
- 				int id  = art->artType->id;
 
- 				assert( 8*18 > id );//number of arts that fits into h3m format
 
- 				bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
 
- 				if (takeable)
 
- 					hero->eraseArtSlot(i);
 
- 			}
 
- 		}
 
- 	}
 
- 	//trimming creatures
 
- 	BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
 
- 	{
 
- 		for (TSlots::const_iterator j = cgh->Slots().begin(); j != cgh->Slots().end(); j++)
 
- 		{
 
- 			if (!(travelOptions.monstersKeptByHero[j->first / 8] & (1 << (j->first%8)) ))
 
- 			{
 
- 				cgh->eraseStack(j->first);
 
- 				j = cgh->Slots().begin();
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- bool CScenarioTravel::STravelBonus::isBonusForHero() const
 
- {
 
- 	return type == 0 || type == 1 || type == 3 || type == 4 || type == 5 || type == 6;
 
- }
 
- void CCampaignState::initNewCampaign( const StartInfo &si )
 
- {
 
- 	assert(si.mode == StartInfo::CAMPAIGN);
 
- 	campaignName = si.mapname;
 
- 	currentMap = si.whichMapInCampaign;
 
- 	camp = CCampaignHandler::getCampaign(campaignName);
 
- 	for (ui8 i = 0; i < camp->mapPieces.size(); i++)
 
- 		mapsRemaining.push_back(i);
 
- }
 
- void CCampaignState::mapConquered( const std::vector<CGHeroInstance*> & heroes )
 
- {
 
- 	camp->scenarios[currentMap].prepareCrossoverHeroes(heroes);
 
- 	mapsConquered.push_back(currentMap);
 
- 	mapsRemaining -= currentMap;
 
- 	camp->scenarios[currentMap].conquered = true;
 
- }
 
 
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