CCampaignHandler.cpp 14 KB

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  1. #include "StdInc.h"
  2. #include "CCampaignHandler.h"
  3. #include "Filesystem/CResourceLoader.h"
  4. #include "Filesystem/CCompressedStream.h"
  5. #include "CLodHandler.h"
  6. #include "../lib/VCMI_Lib.h"
  7. #include "../lib/vcmi_endian.h"
  8. #include "CGeneralTextHandler.h"
  9. #include "StartInfo.h"
  10. #include "CArtHandler.h" //for hero crossover
  11. #include "CObjectHandler.h" //for hero crossover
  12. #include "CHeroHandler.h"
  13. namespace fs = boost::filesystem;
  14. /*
  15. * CCampaignHandler.cpp, part of VCMI engine
  16. *
  17. * Authors: listed in file AUTHORS in main folder
  18. *
  19. * License: GNU General Public License v2.0 or later
  20. * Full text of license available in license.txt file, in main folder
  21. *
  22. */
  23. std::vector<CCampaignHeader> CCampaignHandler::getCampaignHeaders(GetMode mode)
  24. {
  25. std::vector<CCampaignHeader> ret;
  26. std::string dirname = GameConstants::DATA_DIR + "/Maps";
  27. std::string ext = ".H3C";
  28. if(!boost::filesystem::exists(dirname))
  29. {
  30. tlog1 << "Cannot find " << dirname << " directory!\n";
  31. }
  32. if (mode == Custom) //add custom campaigns
  33. {
  34. fs::path tie(dirname);
  35. fs::directory_iterator end_iter;
  36. for ( fs::directory_iterator file (tie); file!=end_iter; ++file )
  37. {
  38. if(fs::is_regular_file(file->status())
  39. && boost::ends_with(file->path().filename().string(), ext))
  40. {
  41. ret.push_back( getHeader( file->path().string()) );
  42. }
  43. }
  44. }
  45. return ret;
  46. }
  47. CCampaignHeader CCampaignHandler::getHeader( const std::string & name)
  48. {
  49. ui8 * cmpgn = getFile(name).first;
  50. int it = 0;//iterator for reading
  51. CCampaignHeader ret = readHeaderFromMemory(cmpgn, it);
  52. ret.filename = name;
  53. delete [] cmpgn;
  54. return ret;
  55. }
  56. CCampaign * CCampaignHandler::getCampaign( const std::string & name)
  57. {
  58. CCampaign * ret = new CCampaign();
  59. auto file = getFile(name);
  60. int realSize = file.second;
  61. ui8 * cmpgn = file.first;
  62. int it = 0; //iterator for reading
  63. ret->header = readHeaderFromMemory(cmpgn, it);
  64. ret->header.filename = name;
  65. int howManyScenarios = VLC->generaltexth->campaignRegionNames[ret->header.mapVersion].size();
  66. for(int g=0; g<howManyScenarios; ++g)
  67. {
  68. CCampaignScenario sc = readScenarioFromMemory(cmpgn, it, ret->header.version, ret->header.mapVersion);
  69. ret->scenarios.push_back(sc);
  70. }
  71. std::vector<ui32> h3mStarts = locateH3mStarts(cmpgn, it, realSize);
  72. assert(h3mStarts.size() <= howManyScenarios);
  73. //it looks like we can have more scenarios than we should..
  74. if(h3mStarts.size() > howManyScenarios)
  75. {
  76. tlog1<<"Our heuristic for h3m start points gave wrong results for campaign " << name <<std::endl;
  77. tlog1<<"Please send this campaign to VCMI Project team to help us fix this problem" << std::endl;
  78. delete [] cmpgn;
  79. assert(0);
  80. return NULL;
  81. }
  82. int scenarioID = 0;
  83. for (int g=0; g<h3mStarts.size(); ++g)
  84. {
  85. while(!ret->scenarios[scenarioID].isNotVoid()) //skip void scenarios
  86. {
  87. scenarioID++;
  88. }
  89. //set map piece appropriately
  90. if(g == h3mStarts.size() - 1)
  91. {
  92. ret->mapPieces[scenarioID] = std::string( cmpgn + h3mStarts[g], cmpgn + realSize );
  93. }
  94. else
  95. {
  96. ret->mapPieces[scenarioID] = std::string( cmpgn + h3mStarts[g], cmpgn + h3mStarts[g+1] );
  97. }
  98. scenarioID++;
  99. }
  100. delete [] cmpgn;
  101. return ret;
  102. }
  103. CCampaignHeader CCampaignHandler::readHeaderFromMemory( const ui8 *buffer, int & outIt )
  104. {
  105. CCampaignHeader ret;
  106. ret.version = read_le_u32(buffer + outIt); outIt+=4;
  107. ret.mapVersion = buffer[outIt++]; //1 byte only
  108. ret.mapVersion -= 1; //change range of it from [1, 20] to [0, 19]
  109. ret.name = readString(buffer, outIt);
  110. ret.description = readString(buffer, outIt);
  111. if (ret.version > CampaignVersion::RoE)
  112. ret.difficultyChoosenByPlayer = readChar(buffer, outIt);
  113. else
  114. ret.difficultyChoosenByPlayer = 0;
  115. ret.music = readChar(buffer, outIt);
  116. return ret;
  117. }
  118. CCampaignScenario CCampaignHandler::readScenarioFromMemory( const ui8 *buffer, int & outIt, int version, int mapVersion )
  119. {
  120. struct HLP
  121. {
  122. //reads prolog/epilog info from memory
  123. static CCampaignScenario::SScenarioPrologEpilog prologEpilogReader( const ui8 *buffer, int & outIt )
  124. {
  125. CCampaignScenario::SScenarioPrologEpilog ret;
  126. ret.hasPrologEpilog = buffer[outIt++];
  127. if(ret.hasPrologEpilog)
  128. {
  129. ret.prologVideo = buffer[outIt++];
  130. ret.prologMusic = buffer[outIt++];
  131. ret.prologText = readString(buffer, outIt);
  132. }
  133. return ret;
  134. }
  135. };
  136. CCampaignScenario ret;
  137. ret.conquered = false;
  138. ret.mapName = readString(buffer, outIt);
  139. ret.packedMapSize = read_le_u32(buffer + outIt); outIt += 4;
  140. if(mapVersion == 18)//unholy alliance
  141. {
  142. ret.loadPreconditionRegions(read_le_u16(buffer + outIt)); outIt += 2;
  143. }
  144. else
  145. {
  146. ret.loadPreconditionRegions(buffer[outIt++]);
  147. }
  148. ret.regionColor = buffer[outIt++];
  149. ret.difficulty = buffer[outIt++];
  150. ret.regionText = readString(buffer, outIt);
  151. ret.prolog = HLP::prologEpilogReader(buffer, outIt);
  152. ret.epilog = HLP::prologEpilogReader(buffer, outIt);
  153. ret.travelOptions = readScenarioTravelFromMemory(buffer, outIt, version);
  154. return ret;
  155. }
  156. void CCampaignScenario::loadPreconditionRegions(ui32 regions)
  157. {
  158. for (int i=0; i<32; i++) //for each bit in region. h3c however can only hold up to 16
  159. {
  160. if ( (1 << i) & regions)
  161. preconditionRegions.insert(i);
  162. }
  163. }
  164. CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory( const ui8 * buffer, int & outIt , int version )
  165. {
  166. CScenarioTravel ret;
  167. ret.whatHeroKeeps = buffer[outIt++];
  168. memcpy(ret.monstersKeptByHero, buffer+outIt, ARRAY_COUNT(ret.monstersKeptByHero));
  169. outIt += ARRAY_COUNT(ret.monstersKeptByHero);
  170. int artifBytes;
  171. if (version < CampaignVersion::SoD)
  172. {
  173. artifBytes = 17;
  174. ret.artifsKeptByHero[17] = 0;
  175. }
  176. else
  177. {
  178. artifBytes = 18;
  179. }
  180. memcpy(ret.artifsKeptByHero, buffer+outIt, artifBytes);
  181. outIt += artifBytes;
  182. ret.startOptions = buffer[outIt++];
  183. switch(ret.startOptions)
  184. {
  185. case 0:
  186. //no bonuses. Seems to be OK
  187. break;
  188. case 1: //reading of bonuses player can choose
  189. {
  190. ret.playerColor = buffer[outIt++];
  191. ui8 numOfBonuses = buffer[outIt++];
  192. for (int g=0; g<numOfBonuses; ++g)
  193. {
  194. CScenarioTravel::STravelBonus bonus;
  195. bonus.type = buffer[outIt++];
  196. //hero: FFFD means 'most powerful' and FFFE means 'generated'
  197. switch(bonus.type)
  198. {
  199. case 0: //spell
  200. {
  201. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  202. bonus.info2 = buffer[outIt++]; //spell ID
  203. break;
  204. }
  205. case 1: //monster
  206. {
  207. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  208. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //monster type
  209. bonus.info3 = read_le_u16(buffer + outIt); outIt += 2; //monster count
  210. break;
  211. }
  212. case 2: //building
  213. {
  214. bonus.info1 = buffer[outIt++]; //building ID (0 - town hall, 1 - city hall, 2 - capitol, etc)
  215. break;
  216. }
  217. case 3: //artifact
  218. {
  219. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  220. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //artifact ID
  221. break;
  222. }
  223. case 4: //spell scroll
  224. {
  225. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  226. bonus.info2 = buffer[outIt++]; //spell ID
  227. break;
  228. }
  229. case 5: //prim skill
  230. {
  231. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  232. bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //bonuses (4 bytes for 4 skills)
  233. break;
  234. }
  235. case 6: //sec skills
  236. {
  237. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  238. bonus.info2 = buffer[outIt++]; //skill ID
  239. bonus.info3 = buffer[outIt++]; //skill level
  240. break;
  241. }
  242. case 7: //resources
  243. {
  244. bonus.info1 = buffer[outIt++]; //type
  245. //FD - wood+ore
  246. //FE - mercury+sulfur+crystal+gem
  247. bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //count
  248. break;
  249. }
  250. }
  251. ret.bonusesToChoose.push_back(bonus);
  252. }
  253. break;
  254. }
  255. case 2: //reading of players (colors / scenarios ?) player can choose
  256. {
  257. ui8 numOfBonuses = buffer[outIt++];
  258. for (int g=0; g<numOfBonuses; ++g)
  259. {
  260. CScenarioTravel::STravelBonus bonus;
  261. bonus.type = 8;
  262. bonus.info1 = buffer[outIt++]; //player color
  263. bonus.info2 = buffer[outIt++]; //from what scenario
  264. ret.bonusesToChoose.push_back(bonus);
  265. }
  266. break;
  267. }
  268. case 3: //heroes player can choose between
  269. {
  270. ui8 numOfBonuses = buffer[outIt++];
  271. for (int g=0; g<numOfBonuses; ++g)
  272. {
  273. CScenarioTravel::STravelBonus bonus;
  274. bonus.type = 9;
  275. bonus.info1 = buffer[outIt++]; //player color
  276. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //hero, FF FF - random
  277. ret.bonusesToChoose.push_back(bonus);
  278. }
  279. break;
  280. }
  281. default:
  282. {
  283. tlog1<<"Corrupted h3c file"<<std::endl;
  284. break;
  285. }
  286. }
  287. return ret;
  288. }
  289. std::vector<ui32> CCampaignHandler::locateH3mStarts( const ui8 * buffer, int start, int size )
  290. {
  291. std::vector<ui32> ret;
  292. for(int g=start; g<size; ++g)
  293. {
  294. if(startsAt(buffer, size, g))
  295. {
  296. ret.push_back(g);
  297. }
  298. }
  299. return ret;
  300. }
  301. bool CCampaignHandler::startsAt( const ui8 * buffer, int size, int pos )
  302. {
  303. struct HLP
  304. {
  305. static ui8 at(const ui8 * buffer, int size, int place)
  306. {
  307. if(place < size)
  308. return buffer[place];
  309. throw std::runtime_error("Out of bounds!");
  310. }
  311. };
  312. try
  313. {
  314. //check minimal length of given region
  315. HLP::at(buffer, size, 100);
  316. //check version
  317. ui8 tmp = HLP::at(buffer, size, pos);
  318. if(!(tmp == 0x0e || tmp == 0x15 || tmp == 0x1c || tmp == 0x33))
  319. {
  320. return false;
  321. }
  322. //3 bytes following version
  323. if(HLP::at(buffer, size, pos+1) != 0 || HLP::at(buffer, size, pos+2) != 0 || HLP::at(buffer, size, pos+3) != 0)
  324. {
  325. return false;
  326. }
  327. //unknown strange byte
  328. tmp = HLP::at(buffer, size, pos+4);
  329. if(tmp != 0 && tmp != 1 )
  330. {
  331. return false;
  332. }
  333. //size of map
  334. int mapsize = read_le_u32(buffer + pos+5);
  335. if(mapsize < 10 || mapsize > 530)
  336. {
  337. return false;
  338. }
  339. //underground or not
  340. tmp = HLP::at(buffer, size, pos+9);
  341. if( tmp != 0 && tmp != 1 )
  342. {
  343. return false;
  344. }
  345. //map name
  346. int len = read_le_u32(buffer + pos+10);
  347. if(len < 0 || len > 100)
  348. {
  349. return false;
  350. }
  351. for(int t=0; t<len; ++t)
  352. {
  353. tmp = HLP::at(buffer, size, pos+14+t);
  354. if(tmp == 0 || (tmp > 15 && tmp < 32)) //not a valid character
  355. {
  356. return false;
  357. }
  358. }
  359. }
  360. catch (...)
  361. {
  362. return false;
  363. }
  364. return true;
  365. }
  366. std::pair<ui8 *, size_t> CCampaignHandler::getFile(const std::string & name)
  367. {
  368. std::unique_ptr<CInputStream> stream = CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN));
  369. stream.reset(new CCompressedStream(stream, true));
  370. ui8 * ret = new ui8[stream->getSize()];
  371. stream->read(ret, stream->getSize());
  372. return std::make_pair(ret, stream->getSize());
  373. }
  374. bool CCampaign::conquerable( int whichScenario ) const
  375. {
  376. //check for void scenraio
  377. if (!scenarios[whichScenario].isNotVoid())
  378. {
  379. return false;
  380. }
  381. if (scenarios[whichScenario].conquered)
  382. {
  383. return false;
  384. }
  385. //check preconditioned regions
  386. for (int g=0; g<scenarios.size(); ++g)
  387. {
  388. if( vstd::contains(scenarios[whichScenario].preconditionRegions, g) && !scenarios[g].conquered)
  389. return false; //prerequisite does not met
  390. }
  391. return true;
  392. }
  393. CCampaign::CCampaign()
  394. {
  395. }
  396. bool CCampaignScenario::isNotVoid() const
  397. {
  398. return mapName.size() > 0;
  399. }
  400. void CCampaignScenario::prepareCrossoverHeroes( std::vector<CGHeroInstance *> heroes )
  401. {
  402. crossoverHeroes = heroes;
  403. if (!(travelOptions.whatHeroKeeps & 1))
  404. {
  405. //trimming experience
  406. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  407. {
  408. cgh->initExp();
  409. }
  410. }
  411. if (!(travelOptions.whatHeroKeeps & 2))
  412. {
  413. //trimming prim skills
  414. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  415. {
  416. #define RESET_PRIM_SKILL(NAME, VALNAME) \
  417. cgh->getBonus(Selector::type(Bonus::PRIMARY_SKILL) && \
  418. Selector::subtype(PrimarySkill::NAME) && \
  419. Selector::sourceType(Bonus::HERO_BASE_SKILL) )->val = cgh->type->heroClass->VALNAME;
  420. RESET_PRIM_SKILL(ATTACK, initialAttack);
  421. RESET_PRIM_SKILL(DEFENSE, initialDefence);
  422. RESET_PRIM_SKILL(SPELL_POWER, initialPower);
  423. RESET_PRIM_SKILL(KNOWLEDGE, initialKnowledge);
  424. #undef RESET_PRIM_SKILL
  425. }
  426. }
  427. if (!(travelOptions.whatHeroKeeps & 4))
  428. {
  429. //trimming sec skills
  430. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  431. {
  432. cgh->secSkills = cgh->type->secSkillsInit;
  433. }
  434. }
  435. if (!(travelOptions.whatHeroKeeps & 8))
  436. {
  437. //trimming spells
  438. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  439. {
  440. cgh->spells.clear();
  441. }
  442. }
  443. if (!(travelOptions.whatHeroKeeps & 16))
  444. {
  445. //trimming artifacts
  446. BOOST_FOREACH(CGHeroInstance * hero, crossoverHeroes)
  447. {
  448. size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
  449. for (size_t i=0; i<totalArts; i++ )
  450. {
  451. const ArtSlotInfo *info = hero->getSlot(i);
  452. if (!info)
  453. continue;
  454. const CArtifactInstance *art = info->artifact;
  455. if (!art)//FIXME: check spellbook and catapult behaviour
  456. continue;
  457. int id = art->artType->id;
  458. assert( 8*18 > id );//number of arts that fits into h3m format
  459. bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
  460. if (takeable)
  461. hero->eraseArtSlot(i);
  462. }
  463. }
  464. }
  465. //trimming creatures
  466. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  467. {
  468. for (TSlots::const_iterator j = cgh->Slots().begin(); j != cgh->Slots().end(); j++)
  469. {
  470. if (!(travelOptions.monstersKeptByHero[j->first / 8] & (1 << (j->first%8)) ))
  471. {
  472. cgh->eraseStack(j->first);
  473. j = cgh->Slots().begin();
  474. }
  475. }
  476. }
  477. }
  478. bool CScenarioTravel::STravelBonus::isBonusForHero() const
  479. {
  480. return type == 0 || type == 1 || type == 3 || type == 4 || type == 5 || type == 6;
  481. }
  482. void CCampaignState::initNewCampaign( const StartInfo &si )
  483. {
  484. assert(si.mode == StartInfo::CAMPAIGN);
  485. campaignName = si.mapname;
  486. currentMap = si.whichMapInCampaign;
  487. camp = CCampaignHandler::getCampaign(campaignName);
  488. for (ui8 i = 0; i < camp->mapPieces.size(); i++)
  489. mapsRemaining.push_back(i);
  490. }
  491. void CCampaignState::mapConquered( const std::vector<CGHeroInstance*> & heroes )
  492. {
  493. camp->scenarios[currentMap].prepareCrossoverHeroes(heroes);
  494. mapsConquered.push_back(currentMap);
  495. mapsRemaining -= currentMap;
  496. camp->scenarios[currentMap].conquered = true;
  497. }