CCampaignHandler.cpp 16 KB

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  1. /*
  2. * CCampaignHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CCampaignHandler.h"
  12. #include "../filesystem/Filesystem.h"
  13. #include "../filesystem/CCompressedStream.h"
  14. #include "../filesystem/CMemoryStream.h"
  15. #include "../filesystem/CBinaryReader.h"
  16. #include "../VCMI_Lib.h"
  17. #include "../vcmi_endian.h"
  18. #include "../CGeneralTextHandler.h"
  19. #include "../StartInfo.h"
  20. #include "../CArtHandler.h" //for hero crossover
  21. #include "../mapObjects/CGHeroInstance.h"//for hero crossover
  22. #include "../CHeroHandler.h"
  23. #include "CMapService.h"
  24. #include "CMap.h"
  25. #include "CMapInfo.h"
  26. // For hero crossover
  27. #include "serializer/CSerializer.h"
  28. #include "serializer/JsonDeserializer.h"
  29. #include "serializer/JsonSerializer.h"
  30. CCampaignHeader::CCampaignHeader()
  31. : version(0), mapVersion(0), difficultyChoosenByPlayer(0), music(0), filename(), loadFromLod(0)
  32. {
  33. }
  34. CScenarioTravel::STravelBonus::STravelBonus()
  35. :type(SPELL), info1(0), info2(0), info3(0)
  36. {
  37. }
  38. bool CScenarioTravel::STravelBonus::isBonusForHero() const
  39. {
  40. return type == SPELL || type == MONSTER || type == ARTIFACT || type == SPELL_SCROLL || type == PRIMARY_SKILL
  41. || type == SECONDARY_SKILL;
  42. }
  43. CScenarioTravel::CScenarioTravel()
  44. :whatHeroKeeps(0), startOptions(0), playerColor(0)
  45. {
  46. }
  47. CCampaignHeader CCampaignHandler::getHeader( const std::string & name)
  48. {
  49. std::vector<ui8> cmpgn = getFile(name, true)[0];
  50. CMemoryStream stream(cmpgn.data(), cmpgn.size());
  51. CBinaryReader reader(&stream);
  52. CCampaignHeader ret = readHeaderFromMemory(reader);
  53. ret.filename = name;
  54. return ret;
  55. }
  56. std::unique_ptr<CCampaign> CCampaignHandler::getCampaign( const std::string & name )
  57. {
  58. auto ret = make_unique<CCampaign>();
  59. std::vector<std::vector<ui8>> file = getFile(name, false);
  60. CMemoryStream stream(file[0].data(), file[0].size());
  61. CBinaryReader reader(&stream);
  62. ret->header = readHeaderFromMemory(reader);
  63. ret->header.filename = name;
  64. int howManyScenarios = VLC->generaltexth->campaignRegionNames[ret->header.mapVersion].size();
  65. for(int g=0; g<howManyScenarios; ++g)
  66. {
  67. CCampaignScenario sc = readScenarioFromMemory(reader, ret->header.version, ret->header.mapVersion);
  68. ret->scenarios.push_back(sc);
  69. }
  70. int scenarioID = 0;
  71. //first entry is campaign header. start loop from 1
  72. for (int g=1; g<file.size() && scenarioID<howManyScenarios; ++g)
  73. {
  74. while(!ret->scenarios[scenarioID].isNotVoid()) //skip void scenarios
  75. {
  76. scenarioID++;
  77. }
  78. std::string scenarioName = name.substr(0, name.find('.'));
  79. boost::to_lower(scenarioName);
  80. scenarioName += ':' + boost::lexical_cast<std::string>(g-1);
  81. //set map piece appropriately, convert vector to string
  82. ret->mapPieces[scenarioID].assign(reinterpret_cast< const char* >(file[g].data()), file[g].size());
  83. CMapService mapService;
  84. ret->scenarios[scenarioID].scenarioName = mapService.loadMapHeader((const ui8*)ret->mapPieces[scenarioID].c_str(), ret->mapPieces[scenarioID].size(), scenarioName)->name;
  85. scenarioID++;
  86. }
  87. // handle campaign specific discrepancies
  88. if(name == "DATA/AB.H3C")
  89. {
  90. ret->scenarios[6].keepHeroes.push_back(HeroTypeID(155)); // keep hero Xeron for map 7 To Kill A Hero
  91. }
  92. else if(name == "DATA/FINAL.H3C")
  93. {
  94. // keep following heroes for map 8 Final H
  95. ret->scenarios[7].keepHeroes.push_back(HeroTypeID(148)); // Gelu
  96. ret->scenarios[7].keepHeroes.push_back(HeroTypeID(27)); // Gem
  97. ret->scenarios[7].keepHeroes.push_back(HeroTypeID(102)); // Crag Hack
  98. ret->scenarios[7].keepHeroes.push_back(HeroTypeID(96)); // Yog
  99. }
  100. return ret;
  101. }
  102. CCampaignHeader CCampaignHandler::readHeaderFromMemory( CBinaryReader & reader )
  103. {
  104. CCampaignHeader ret;
  105. ret.version = reader.readUInt32();
  106. ret.mapVersion = reader.readUInt8() - 1;//change range of it from [1, 20] to [0, 19]
  107. ret.name = reader.readString();
  108. ret.description = reader.readString();
  109. if (ret.version > CampaignVersion::RoE)
  110. ret.difficultyChoosenByPlayer = reader.readInt8();
  111. else
  112. ret.difficultyChoosenByPlayer = 0;
  113. ret.music = reader.readInt8();
  114. return ret;
  115. }
  116. CCampaignScenario CCampaignHandler::readScenarioFromMemory( CBinaryReader & reader, int version, int mapVersion )
  117. {
  118. auto prologEpilogReader = [&]() -> CCampaignScenario::SScenarioPrologEpilog
  119. {
  120. CCampaignScenario::SScenarioPrologEpilog ret;
  121. ret.hasPrologEpilog = reader.readUInt8();
  122. if(ret.hasPrologEpilog)
  123. {
  124. ret.prologVideo = reader.readUInt8();
  125. ret.prologMusic = reader.readUInt8();
  126. ret.prologText = reader.readString();
  127. }
  128. return ret;
  129. };
  130. CCampaignScenario ret;
  131. ret.conquered = false;
  132. ret.mapName = reader.readString();
  133. ret.packedMapSize = reader.readUInt32();
  134. if(mapVersion == 18)//unholy alliance
  135. {
  136. ret.loadPreconditionRegions(reader.readUInt16());
  137. }
  138. else
  139. {
  140. ret.loadPreconditionRegions(reader.readUInt8());
  141. }
  142. ret.regionColor = reader.readUInt8();
  143. ret.difficulty = reader.readUInt8();
  144. ret.regionText = reader.readString();
  145. ret.prolog = prologEpilogReader();
  146. ret.epilog = prologEpilogReader();
  147. ret.travelOptions = readScenarioTravelFromMemory(reader, version);
  148. return ret;
  149. }
  150. void CCampaignScenario::loadPreconditionRegions(ui32 regions)
  151. {
  152. for (int i=0; i<32; i++) //for each bit in region. h3c however can only hold up to 16
  153. {
  154. if ( (1 << i) & regions)
  155. preconditionRegions.insert(i);
  156. }
  157. }
  158. CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory(CBinaryReader & reader, int version )
  159. {
  160. CScenarioTravel ret;
  161. ret.whatHeroKeeps = reader.readUInt8();
  162. reader.getStream()->read(ret.monstersKeptByHero.data(), ret.monstersKeptByHero.size());
  163. if (version < CampaignVersion::SoD)
  164. {
  165. ret.artifsKeptByHero.fill(0);
  166. reader.getStream()->read(ret.artifsKeptByHero.data(), ret.artifsKeptByHero.size() - 1);
  167. }
  168. else
  169. {
  170. reader.getStream()->read(ret.artifsKeptByHero.data(), ret.artifsKeptByHero.size());
  171. }
  172. ret.startOptions = reader.readUInt8();
  173. switch(ret.startOptions)
  174. {
  175. case 0:
  176. //no bonuses. Seems to be OK
  177. break;
  178. case 1: //reading of bonuses player can choose
  179. {
  180. ret.playerColor = reader.readUInt8();
  181. ui8 numOfBonuses = reader.readUInt8();
  182. for (int g=0; g<numOfBonuses; ++g)
  183. {
  184. CScenarioTravel::STravelBonus bonus;
  185. bonus.type = static_cast<CScenarioTravel::STravelBonus::EBonusType>(reader.readUInt8());
  186. //hero: FFFD means 'most powerful' and FFFE means 'generated'
  187. switch(bonus.type)
  188. {
  189. case CScenarioTravel::STravelBonus::SPELL:
  190. {
  191. bonus.info1 = reader.readUInt16(); //hero
  192. bonus.info2 = reader.readUInt8(); //spell ID
  193. break;
  194. }
  195. case CScenarioTravel::STravelBonus::MONSTER:
  196. {
  197. bonus.info1 = reader.readUInt16(); //hero
  198. bonus.info2 = reader.readUInt16(); //monster type
  199. bonus.info3 = reader.readUInt16(); //monster count
  200. break;
  201. }
  202. case CScenarioTravel::STravelBonus::BUILDING:
  203. {
  204. bonus.info1 = reader.readUInt8(); //building ID (0 - town hall, 1 - city hall, 2 - capitol, etc)
  205. break;
  206. }
  207. case CScenarioTravel::STravelBonus::ARTIFACT:
  208. {
  209. bonus.info1 = reader.readUInt16(); //hero
  210. bonus.info2 = reader.readUInt16(); //artifact ID
  211. break;
  212. }
  213. case CScenarioTravel::STravelBonus::SPELL_SCROLL:
  214. {
  215. bonus.info1 = reader.readUInt16(); //hero
  216. bonus.info2 = reader.readUInt8(); //spell ID
  217. break;
  218. }
  219. case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
  220. {
  221. bonus.info1 = reader.readUInt16(); //hero
  222. bonus.info2 = reader.readUInt32(); //bonuses (4 bytes for 4 skills)
  223. break;
  224. }
  225. case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
  226. {
  227. bonus.info1 = reader.readUInt16(); //hero
  228. bonus.info2 = reader.readUInt8(); //skill ID
  229. bonus.info3 = reader.readUInt8(); //skill level
  230. break;
  231. }
  232. case CScenarioTravel::STravelBonus::RESOURCE:
  233. {
  234. bonus.info1 = reader.readUInt8(); //type
  235. //FD - wood+ore
  236. //FE - mercury+sulfur+crystal+gem
  237. bonus.info2 = reader.readUInt32(); //count
  238. break;
  239. }
  240. default:
  241. logGlobal->warn("Corrupted h3c file");
  242. break;
  243. }
  244. ret.bonusesToChoose.push_back(bonus);
  245. }
  246. break;
  247. }
  248. case 2: //reading of players (colors / scenarios ?) player can choose
  249. {
  250. ui8 numOfBonuses = reader.readUInt8();
  251. for (int g=0; g<numOfBonuses; ++g)
  252. {
  253. CScenarioTravel::STravelBonus bonus;
  254. bonus.type = CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO;
  255. bonus.info1 = reader.readUInt8(); //player color
  256. bonus.info2 = reader.readUInt8(); //from what scenario
  257. ret.bonusesToChoose.push_back(bonus);
  258. }
  259. break;
  260. }
  261. case 3: //heroes player can choose between
  262. {
  263. ui8 numOfBonuses = reader.readUInt8();
  264. for (int g=0; g<numOfBonuses; ++g)
  265. {
  266. CScenarioTravel::STravelBonus bonus;
  267. bonus.type = CScenarioTravel::STravelBonus::HERO;
  268. bonus.info1 = reader.readUInt8(); //player color
  269. bonus.info2 = reader.readUInt16(); //hero, FF FF - random
  270. ret.bonusesToChoose.push_back(bonus);
  271. }
  272. break;
  273. }
  274. default:
  275. {
  276. logGlobal->warn("Corrupted h3c file");
  277. break;
  278. }
  279. }
  280. return ret;
  281. }
  282. std::vector< std::vector<ui8> > CCampaignHandler::getFile(const std::string & name, bool headerOnly)
  283. {
  284. CCompressedStream stream(CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN)), true);
  285. std::vector< std::vector<ui8> > ret;
  286. do
  287. {
  288. std::vector<ui8> block(stream.getSize());
  289. stream.read(block.data(), block.size());
  290. ret.push_back(block);
  291. }
  292. while (!headerOnly && stream.getNextBlock());
  293. return ret;
  294. }
  295. bool CCampaign::conquerable( int whichScenario ) const
  296. {
  297. //check for void scenraio
  298. if (!scenarios[whichScenario].isNotVoid())
  299. {
  300. return false;
  301. }
  302. if (scenarios[whichScenario].conquered)
  303. {
  304. return false;
  305. }
  306. //check preconditioned regions
  307. for (int g=0; g<scenarios.size(); ++g)
  308. {
  309. if( vstd::contains(scenarios[whichScenario].preconditionRegions, g) && !scenarios[g].conquered)
  310. return false; //prerequisite does not met
  311. }
  312. return true;
  313. }
  314. CCampaign::CCampaign()
  315. {
  316. }
  317. CCampaignScenario::SScenarioPrologEpilog::SScenarioPrologEpilog()
  318. : hasPrologEpilog(false), prologVideo(0), prologMusic(0), prologText()
  319. {
  320. }
  321. CCampaignScenario::CCampaignScenario()
  322. : mapName(), scenarioName(), packedMapSize(0), regionColor(0), difficulty(0), conquered(false)
  323. {
  324. }
  325. bool CCampaignScenario::isNotVoid() const
  326. {
  327. return mapName.size() > 0;
  328. }
  329. const CGHeroInstance * CCampaignScenario::strongestHero(PlayerColor owner)
  330. {
  331. std::function<bool(JsonNode & node)> isOwned = [owner](JsonNode & node)
  332. {
  333. auto h = CCampaignState::crossoverDeserialize(node);
  334. bool result = h->tempOwner == owner;
  335. vstd::clear_pointer(h);
  336. return result;
  337. };
  338. auto ownedHeroes = crossoverHeroes | boost::adaptors::filtered(isOwned);
  339. auto i = vstd::maxElementByFun(ownedHeroes, [](JsonNode & node)
  340. {
  341. auto h = CCampaignState::crossoverDeserialize(node);
  342. double result = h->getHeroStrength();
  343. vstd::clear_pointer(h);
  344. return result;
  345. });
  346. return i == ownedHeroes.end() ? nullptr : CCampaignState::crossoverDeserialize(*i);
  347. }
  348. std::vector<CGHeroInstance *> CCampaignScenario::getLostCrossoverHeroes()
  349. {
  350. std::vector<CGHeroInstance *> lostCrossoverHeroes;
  351. if(conquered)
  352. {
  353. for(auto node2 : placedCrossoverHeroes)
  354. {
  355. auto hero = CCampaignState::crossoverDeserialize(node2);
  356. auto it = range::find_if(crossoverHeroes, [hero](JsonNode node)
  357. {
  358. auto h = CCampaignState::crossoverDeserialize(node);
  359. bool result = hero->subID == h->subID;
  360. vstd::clear_pointer(h);
  361. return result;
  362. });
  363. if(it == crossoverHeroes.end())
  364. {
  365. lostCrossoverHeroes.push_back(hero);
  366. }
  367. }
  368. }
  369. return lostCrossoverHeroes;
  370. }
  371. std::vector<JsonNode> CCampaignScenario::update787(std::vector<CGHeroInstance *> & heroes)
  372. {
  373. static_assert(MINIMAL_SERIALIZATION_VERSION < 787, "No longer needed CCampaignScenario::update787");
  374. std::vector<JsonNode> heroesNew;
  375. for(auto hero : heroes)
  376. {
  377. heroesNew.push_back(CCampaignState::crossoverSerialize(hero));
  378. }
  379. return heroesNew;
  380. }
  381. void CCampaignState::setCurrentMapAsConquered(const std::vector<CGHeroInstance *> & heroes)
  382. {
  383. camp->scenarios[*currentMap].crossoverHeroes.clear();
  384. for(CGHeroInstance * hero : heroes)
  385. {
  386. camp->scenarios[*currentMap].crossoverHeroes.push_back(crossoverSerialize(hero));
  387. }
  388. mapsConquered.push_back(*currentMap);
  389. mapsRemaining -= *currentMap;
  390. camp->scenarios[*currentMap].conquered = true;
  391. }
  392. boost::optional<CScenarioTravel::STravelBonus> CCampaignState::getBonusForCurrentMap() const
  393. {
  394. auto bonuses = getCurrentScenario().travelOptions.bonusesToChoose;
  395. assert(chosenCampaignBonuses.count(*currentMap) || bonuses.size() == 0);
  396. if(bonuses.empty())
  397. return boost::optional<CScenarioTravel::STravelBonus>();
  398. else
  399. return bonuses[currentBonusID()];
  400. }
  401. const CCampaignScenario & CCampaignState::getCurrentScenario() const
  402. {
  403. return camp->scenarios[*currentMap];
  404. }
  405. CCampaignScenario & CCampaignState::getCurrentScenario()
  406. {
  407. return camp->scenarios[*currentMap];
  408. }
  409. ui8 CCampaignState::currentBonusID() const
  410. {
  411. return chosenCampaignBonuses.at(*currentMap);
  412. }
  413. CCampaignState::CCampaignState()
  414. {
  415. }
  416. CCampaignState::CCampaignState( std::unique_ptr<CCampaign> _camp ) : camp(std::move(_camp))
  417. {
  418. for(int i = 0; i < camp->scenarios.size(); i++)
  419. {
  420. if(vstd::contains(camp->mapPieces, i)) //not all maps must be present in a campaign
  421. mapsRemaining.push_back(i);
  422. }
  423. }
  424. CMap * CCampaignState::getMap(int scenarioId) const
  425. {
  426. // FIXME: there is certainly better way to handle maps inside campaigns
  427. if(scenarioId == -1)
  428. scenarioId = currentMap.get();
  429. std::string scenarioName = camp->header.filename.substr(0, camp->header.filename.find('.'));
  430. boost::to_lower(scenarioName);
  431. scenarioName += ':' + boost::lexical_cast<std::string>(scenarioId);
  432. std::string & mapContent = camp->mapPieces.find(scenarioId)->second;
  433. auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());
  434. CMapService mapService;
  435. return mapService.loadMap(buffer, mapContent.size(), scenarioName).release();
  436. }
  437. std::unique_ptr<CMapHeader> CCampaignState::getHeader(int scenarioId) const
  438. {
  439. if(scenarioId == -1)
  440. scenarioId = currentMap.get();
  441. std::string scenarioName = camp->header.filename.substr(0, camp->header.filename.find('.'));
  442. boost::to_lower(scenarioName);
  443. scenarioName += ':' + boost::lexical_cast<std::string>(scenarioId);
  444. std::string & mapContent = camp->mapPieces.find(scenarioId)->second;
  445. auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());
  446. CMapService mapService;
  447. return mapService.loadMapHeader(buffer, mapContent.size(), scenarioName);
  448. }
  449. std::shared_ptr<CMapInfo> CCampaignState::getMapInfo(int scenarioId) const
  450. {
  451. if(scenarioId == -1)
  452. scenarioId = currentMap.get();
  453. auto mapInfo = std::make_shared<CMapInfo>();
  454. mapInfo->fileURI = camp->header.filename;
  455. mapInfo->mapHeader = getHeader(scenarioId);
  456. mapInfo->countPlayers();
  457. return mapInfo;
  458. }
  459. JsonNode CCampaignState::crossoverSerialize(CGHeroInstance * hero)
  460. {
  461. JsonNode node;
  462. JsonSerializer handler(nullptr, node);
  463. hero->serializeJsonOptions(handler);
  464. return node;
  465. }
  466. CGHeroInstance * CCampaignState::crossoverDeserialize(JsonNode & node)
  467. {
  468. JsonDeserializer handler(nullptr, node);
  469. auto hero = new CGHeroInstance();
  470. hero->ID = Obj::HERO;
  471. hero->serializeJsonOptions(handler);
  472. return hero;
  473. }
  474. std::string CCampaignHandler::prologVideoName(ui8 index)
  475. {
  476. JsonNode config(ResourceID(std::string("CONFIG/campaignMedia"), EResType::TEXT));
  477. auto vids = config["videos"].Vector();
  478. if(index < vids.size())
  479. return vids[index].String();
  480. return "";
  481. }
  482. std::string CCampaignHandler::prologMusicName(ui8 index)
  483. {
  484. std::vector<std::string> music;
  485. VLC->generaltexth->readToVector("Data/CmpMusic.txt", music);
  486. if(index < music.size())
  487. return music[index];
  488. return "";
  489. }
  490. std::string CCampaignHandler::prologVoiceName(ui8 index)
  491. {
  492. JsonNode config(ResourceID(std::string("CONFIG/campaignMedia"), EResType::TEXT));
  493. auto audio = config["voice"].Vector();
  494. if(index < audio.size())
  495. return audio[index].String();
  496. return "";
  497. }