CCampaignHandler.cpp 13 KB

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  1. #include "StdInc.h"
  2. #include "CCampaignHandler.h"
  3. #include "../filesystem/Filesystem.h"
  4. #include "../filesystem/CCompressedStream.h"
  5. #include "../filesystem/CMemoryStream.h"
  6. #include "../filesystem/CBinaryReader.h"
  7. #include "../VCMI_Lib.h"
  8. #include "../vcmi_endian.h"
  9. #include "../CGeneralTextHandler.h"
  10. #include "../StartInfo.h"
  11. #include "../CArtHandler.h" //for hero crossover
  12. #include "../mapObjects/CGHeroInstance.h"//for hero crossover
  13. #include "../CHeroHandler.h"
  14. #include "CMapService.h"
  15. #include "CMap.h"
  16. namespace fs = boost::filesystem;
  17. /*
  18. * CCampaignHandler.cpp, part of VCMI engine
  19. *
  20. * Authors: listed in file AUTHORS in main folder
  21. *
  22. * License: GNU General Public License v2.0 or later
  23. * Full text of license available in license.txt file, in main folder
  24. *
  25. */
  26. CCampaignHeader CCampaignHandler::getHeader( const std::string & name)
  27. {
  28. std::vector<ui8> cmpgn = getFile(name, true)[0];
  29. CMemoryStream stream(cmpgn.data(), cmpgn.size());
  30. CBinaryReader reader(&stream);
  31. CCampaignHeader ret = readHeaderFromMemory(reader);
  32. ret.filename = name;
  33. return ret;
  34. }
  35. std::unique_ptr<CCampaign> CCampaignHandler::getCampaign( const std::string & name )
  36. {
  37. auto ret = make_unique<CCampaign>();
  38. std::vector<std::vector<ui8>> file = getFile(name, false);
  39. CMemoryStream stream(file[0].data(), file[0].size());
  40. CBinaryReader reader(&stream);
  41. ret->header = readHeaderFromMemory(reader);
  42. ret->header.filename = name;
  43. int howManyScenarios = VLC->generaltexth->campaignRegionNames[ret->header.mapVersion].size();
  44. for(int g=0; g<howManyScenarios; ++g)
  45. {
  46. CCampaignScenario sc = readScenarioFromMemory(reader, ret->header.version, ret->header.mapVersion);
  47. ret->scenarios.push_back(sc);
  48. }
  49. int scenarioID = 0;
  50. //first entry is campaign header. start loop from 1
  51. for (int g=1; g<file.size() && scenarioID<howManyScenarios; ++g)
  52. {
  53. while(!ret->scenarios[scenarioID].isNotVoid()) //skip void scenarios
  54. {
  55. scenarioID++;
  56. }
  57. std::string scenarioName = name.substr(0, name.find('.'));
  58. boost::to_lower(scenarioName);
  59. scenarioName += ':' + boost::lexical_cast<std::string>(g-1);
  60. //set map piece appropriately, convert vector to string
  61. ret->mapPieces[scenarioID].assign(reinterpret_cast< const char* >(file[g].data()), file[g].size());
  62. ret->scenarios[scenarioID].scenarioName = CMapService::loadMapHeader((const ui8*)ret->mapPieces[scenarioID].c_str(), ret->mapPieces[scenarioID].size(), scenarioName)->name;
  63. scenarioID++;
  64. }
  65. // handle campaign specific discrepancies
  66. if(name == "DATA/AB.H3C")
  67. {
  68. ret->scenarios[6].keepHeroes.push_back(HeroTypeID(155)); // keep hero Xeron for map 7 To Kill A Hero
  69. }
  70. else if(name == "DATA/FINAL.H3C")
  71. {
  72. // keep following heroes for map 8 Final H
  73. ret->scenarios[7].keepHeroes.push_back(HeroTypeID(148)); // Gelu
  74. ret->scenarios[7].keepHeroes.push_back(HeroTypeID(27)); // Gem
  75. ret->scenarios[7].keepHeroes.push_back(HeroTypeID(102)); // Crag Hack
  76. ret->scenarios[7].keepHeroes.push_back(HeroTypeID(96)); // Yog
  77. }
  78. return ret;
  79. }
  80. CCampaignHeader CCampaignHandler::readHeaderFromMemory( CBinaryReader & reader )
  81. {
  82. CCampaignHeader ret;
  83. ret.version = reader.readUInt32();
  84. ret.mapVersion = reader.readUInt8() - 1;//change range of it from [1, 20] to [0, 19]
  85. ret.name = reader.readString();
  86. ret.description = reader.readString();
  87. if (ret.version > CampaignVersion::RoE)
  88. ret.difficultyChoosenByPlayer = reader.readInt8();
  89. else
  90. ret.difficultyChoosenByPlayer = 0;
  91. ret.music = reader.readInt8();
  92. return ret;
  93. }
  94. CCampaignScenario CCampaignHandler::readScenarioFromMemory( CBinaryReader & reader, int version, int mapVersion )
  95. {
  96. auto prologEpilogReader = [&]() -> CCampaignScenario::SScenarioPrologEpilog
  97. {
  98. CCampaignScenario::SScenarioPrologEpilog ret;
  99. ret.hasPrologEpilog = reader.readUInt8();
  100. if(ret.hasPrologEpilog)
  101. {
  102. ret.prologVideo = reader.readUInt8();
  103. ret.prologMusic = reader.readUInt8();
  104. ret.prologText = reader.readString();
  105. }
  106. return ret;
  107. };
  108. CCampaignScenario ret;
  109. ret.conquered = false;
  110. ret.mapName = reader.readString();
  111. ret.packedMapSize = reader.readUInt32();
  112. if(mapVersion == 18)//unholy alliance
  113. {
  114. ret.loadPreconditionRegions(reader.readUInt16());
  115. }
  116. else
  117. {
  118. ret.loadPreconditionRegions(reader.readUInt8());
  119. }
  120. ret.regionColor = reader.readUInt8();
  121. ret.difficulty = reader.readUInt8();
  122. ret.regionText = reader.readString();
  123. ret.prolog = prologEpilogReader();
  124. ret.epilog = prologEpilogReader();
  125. ret.travelOptions = readScenarioTravelFromMemory(reader, version);
  126. return ret;
  127. }
  128. void CCampaignScenario::loadPreconditionRegions(ui32 regions)
  129. {
  130. for (int i=0; i<32; i++) //for each bit in region. h3c however can only hold up to 16
  131. {
  132. if ( (1 << i) & regions)
  133. preconditionRegions.insert(i);
  134. }
  135. }
  136. CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory(CBinaryReader & reader, int version )
  137. {
  138. CScenarioTravel ret;
  139. ret.whatHeroKeeps = reader.readUInt8();
  140. reader.getStream()->read(ret.monstersKeptByHero.data(), ret.monstersKeptByHero.size());
  141. if (version < CampaignVersion::SoD)
  142. {
  143. ret.artifsKeptByHero.fill(0);
  144. reader.getStream()->read(ret.artifsKeptByHero.data(), ret.artifsKeptByHero.size() - 1);
  145. }
  146. else
  147. {
  148. reader.getStream()->read(ret.artifsKeptByHero.data(), ret.artifsKeptByHero.size());
  149. }
  150. ret.startOptions = reader.readUInt8();
  151. switch(ret.startOptions)
  152. {
  153. case 0:
  154. //no bonuses. Seems to be OK
  155. break;
  156. case 1: //reading of bonuses player can choose
  157. {
  158. ret.playerColor = reader.readUInt8();
  159. ui8 numOfBonuses = reader.readUInt8();
  160. for (int g=0; g<numOfBonuses; ++g)
  161. {
  162. CScenarioTravel::STravelBonus bonus;
  163. bonus.type = static_cast<CScenarioTravel::STravelBonus::EBonusType>(reader.readUInt8());
  164. //hero: FFFD means 'most powerful' and FFFE means 'generated'
  165. switch(bonus.type)
  166. {
  167. case CScenarioTravel::STravelBonus::SPELL:
  168. {
  169. bonus.info1 = reader.readUInt16(); //hero
  170. bonus.info2 = reader.readUInt8(); //spell ID
  171. break;
  172. }
  173. case CScenarioTravel::STravelBonus::MONSTER:
  174. {
  175. bonus.info1 = reader.readUInt16(); //hero
  176. bonus.info2 = reader.readUInt16(); //monster type
  177. bonus.info3 = reader.readUInt16(); //monster count
  178. break;
  179. }
  180. case CScenarioTravel::STravelBonus::BUILDING:
  181. {
  182. bonus.info1 = reader.readUInt8(); //building ID (0 - town hall, 1 - city hall, 2 - capitol, etc)
  183. break;
  184. }
  185. case CScenarioTravel::STravelBonus::ARTIFACT:
  186. {
  187. bonus.info1 = reader.readUInt16(); //hero
  188. bonus.info2 = reader.readUInt16(); //artifact ID
  189. break;
  190. }
  191. case CScenarioTravel::STravelBonus::SPELL_SCROLL:
  192. {
  193. bonus.info1 = reader.readUInt16(); //hero
  194. bonus.info2 = reader.readUInt8(); //spell ID
  195. break;
  196. }
  197. case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
  198. {
  199. bonus.info1 = reader.readUInt16(); //hero
  200. bonus.info2 = reader.readUInt32(); //bonuses (4 bytes for 4 skills)
  201. break;
  202. }
  203. case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
  204. {
  205. bonus.info1 = reader.readUInt16(); //hero
  206. bonus.info2 = reader.readUInt8(); //skill ID
  207. bonus.info3 = reader.readUInt8(); //skill level
  208. break;
  209. }
  210. case CScenarioTravel::STravelBonus::RESOURCE:
  211. {
  212. bonus.info1 = reader.readUInt8(); //type
  213. //FD - wood+ore
  214. //FE - mercury+sulfur+crystal+gem
  215. bonus.info2 = reader.readUInt32(); //count
  216. break;
  217. }
  218. default:
  219. logGlobal->warnStream() << "Corrupted h3c file";
  220. break;
  221. }
  222. ret.bonusesToChoose.push_back(bonus);
  223. }
  224. break;
  225. }
  226. case 2: //reading of players (colors / scenarios ?) player can choose
  227. {
  228. ui8 numOfBonuses = reader.readUInt8();
  229. for (int g=0; g<numOfBonuses; ++g)
  230. {
  231. CScenarioTravel::STravelBonus bonus;
  232. bonus.type = CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO;
  233. bonus.info1 = reader.readUInt8(); //player color
  234. bonus.info2 = reader.readUInt8(); //from what scenario
  235. ret.bonusesToChoose.push_back(bonus);
  236. }
  237. break;
  238. }
  239. case 3: //heroes player can choose between
  240. {
  241. ui8 numOfBonuses = reader.readUInt8();
  242. for (int g=0; g<numOfBonuses; ++g)
  243. {
  244. CScenarioTravel::STravelBonus bonus;
  245. bonus.type = CScenarioTravel::STravelBonus::HERO;
  246. bonus.info1 = reader.readUInt8(); //player color
  247. bonus.info2 = reader.readUInt16(); //hero, FF FF - random
  248. ret.bonusesToChoose.push_back(bonus);
  249. }
  250. break;
  251. }
  252. default:
  253. {
  254. logGlobal->warnStream() << "Corrupted h3c file";
  255. break;
  256. }
  257. }
  258. return ret;
  259. }
  260. std::vector< std::vector<ui8> > CCampaignHandler::getFile(const std::string & name, bool headerOnly)
  261. {
  262. CCompressedStream stream(CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN)), true);
  263. std::vector< std::vector<ui8> > ret;
  264. do
  265. {
  266. std::vector<ui8> block(stream.getSize());
  267. stream.read(block.data(), block.size());
  268. ret.push_back(block);
  269. }
  270. while (!headerOnly && stream.getNextBlock());
  271. return ret;
  272. }
  273. bool CCampaign::conquerable( int whichScenario ) const
  274. {
  275. //check for void scenraio
  276. if (!scenarios[whichScenario].isNotVoid())
  277. {
  278. return false;
  279. }
  280. if (scenarios[whichScenario].conquered)
  281. {
  282. return false;
  283. }
  284. //check preconditioned regions
  285. for (int g=0; g<scenarios.size(); ++g)
  286. {
  287. if( vstd::contains(scenarios[whichScenario].preconditionRegions, g) && !scenarios[g].conquered)
  288. return false; //prerequisite does not met
  289. }
  290. return true;
  291. }
  292. CCampaign::CCampaign()
  293. {
  294. }
  295. bool CCampaignScenario::isNotVoid() const
  296. {
  297. return mapName.size() > 0;
  298. }
  299. const CGHeroInstance * CCampaignScenario::strongestHero( PlayerColor owner ) const
  300. {
  301. using boost::adaptors::filtered;
  302. std::function<bool(CGHeroInstance*)> isOwned = [=](const CGHeroInstance *h){ return h->tempOwner == owner; };
  303. auto ownedHeroes = crossoverHeroes | filtered(isOwned);
  304. auto i = vstd::maxElementByFun(ownedHeroes,
  305. [](const CGHeroInstance * h) {return h->getHeroStrength();});
  306. return i == ownedHeroes.end() ? nullptr : *i;
  307. }
  308. std::vector<CGHeroInstance *> CCampaignScenario::getLostCrossoverHeroes() const
  309. {
  310. std::vector<CGHeroInstance *> lostCrossoverHeroes;
  311. if(conquered)
  312. {
  313. for(auto hero : placedCrossoverHeroes)
  314. {
  315. auto it = range::find_if(crossoverHeroes, CGObjectInstanceBySubIdFinder(hero));
  316. if(it == crossoverHeroes.end())
  317. {
  318. lostCrossoverHeroes.push_back(hero);
  319. }
  320. }
  321. }
  322. return lostCrossoverHeroes;
  323. }
  324. bool CScenarioTravel::STravelBonus::isBonusForHero() const
  325. {
  326. return type == SPELL || type == MONSTER || type == ARTIFACT || type == SPELL_SCROLL || type == PRIMARY_SKILL
  327. || type == SECONDARY_SKILL;
  328. }
  329. void CCampaignState::setCurrentMapAsConquered( const std::vector<CGHeroInstance*> & heroes )
  330. {
  331. camp->scenarios[*currentMap].crossoverHeroes = heroes;
  332. mapsConquered.push_back(*currentMap);
  333. mapsRemaining -= *currentMap;
  334. camp->scenarios[*currentMap].conquered = true;
  335. }
  336. boost::optional<CScenarioTravel::STravelBonus> CCampaignState::getBonusForCurrentMap() const
  337. {
  338. auto bonuses = getCurrentScenario().travelOptions.bonusesToChoose;
  339. assert(chosenCampaignBonuses.count(*currentMap) || bonuses.size() == 0);
  340. if(bonuses.empty())
  341. return boost::optional<CScenarioTravel::STravelBonus>();
  342. else
  343. return bonuses[currentBonusID()];
  344. }
  345. const CCampaignScenario & CCampaignState::getCurrentScenario() const
  346. {
  347. return camp->scenarios[*currentMap];
  348. }
  349. CCampaignScenario & CCampaignState::getCurrentScenario()
  350. {
  351. return camp->scenarios[*currentMap];
  352. }
  353. ui8 CCampaignState::currentBonusID() const
  354. {
  355. return chosenCampaignBonuses.at(*currentMap);
  356. }
  357. CCampaignState::CCampaignState()
  358. {
  359. }
  360. CCampaignState::CCampaignState( std::unique_ptr<CCampaign> _camp ) : camp(std::move(_camp))
  361. {
  362. for(int i = 0; i < camp->scenarios.size(); i++)
  363. {
  364. if(vstd::contains(camp->mapPieces, i)) //not all maps must be present in a campaign
  365. mapsRemaining.push_back(i);
  366. }
  367. }
  368. std::string CCampaignHandler::prologVideoName(ui8 index)
  369. {
  370. JsonNode config(ResourceID(std::string("CONFIG/campaignMedia"), EResType::TEXT));
  371. auto vids = config["videos"].Vector();
  372. if(index < vids.size())
  373. return vids[index].String();
  374. return "";
  375. }
  376. std::string CCampaignHandler::prologMusicName(ui8 index)
  377. {
  378. std::vector<std::string> music;
  379. VLC->generaltexth->readToVector("Data/CmpMusic.txt", music);
  380. if(index < music.size())
  381. return music[index];
  382. return "";
  383. }
  384. std::string CCampaignHandler::prologVoiceName(ui8 index)
  385. {
  386. JsonNode config(ResourceID(std::string("CONFIG/campaignMedia"), EResType::TEXT));
  387. auto audio = config["voice"].Vector();
  388. if(index < audio.size())
  389. return audio[index].String();
  390. return "";
  391. }