CCampaignHandler.cpp 14 KB

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  1. #include "StdInc.h"
  2. #include "CCampaignHandler.h"
  3. #include "CLodHandler.h"
  4. #include "../lib/VCMI_Lib.h"
  5. #include "../lib/vcmi_endian.h"
  6. #include "CGeneralTextHandler.h"
  7. #include "StartInfo.h"
  8. #include "CArtHandler.h" //for hero crossover
  9. #include "CObjectHandler.h" //for hero crossover
  10. #include "CHeroHandler.h"
  11. namespace fs = boost::filesystem;
  12. /*
  13. * CCampaignHandler.cpp, part of VCMI engine
  14. *
  15. * Authors: listed in file AUTHORS in main folder
  16. *
  17. * License: GNU General Public License v2.0 or later
  18. * Full text of license available in license.txt file, in main folder
  19. *
  20. */
  21. std::vector<CCampaignHeader> CCampaignHandler::getCampaignHeaders(GetMode mode)
  22. {
  23. std::vector<CCampaignHeader> ret;
  24. std::string dirname = GameConstants::DATA_DIR + "/Maps";
  25. std::string ext = ".H3C";
  26. if(!boost::filesystem::exists(dirname))
  27. {
  28. tlog1 << "Cannot find " << dirname << " directory!\n";
  29. }
  30. if (mode == Custom || mode == ALL) //add custom campaigns
  31. {
  32. fs::path tie(dirname);
  33. fs::directory_iterator end_iter;
  34. for ( fs::directory_iterator file (tie); file!=end_iter; ++file )
  35. {
  36. if(fs::is_regular_file(file->status())
  37. && boost::ends_with(file->path().filename(), ext))
  38. {
  39. ret.push_back( getHeader( file->path().string(), false ) );
  40. }
  41. }
  42. }
  43. if (mode == ALL) //add all lod campaigns
  44. {
  45. BOOST_FOREACH(Entry e, bitmaph->entries)
  46. {
  47. if( e.type == FILE_CAMPAIGN )
  48. {
  49. ret.push_back( getHeader(e.name, true) );
  50. }
  51. }
  52. }
  53. return ret;
  54. }
  55. CCampaignHeader CCampaignHandler::getHeader( const std::string & name, bool fromLod )
  56. {
  57. int realSize;
  58. ui8 * cmpgn = getFile(name, fromLod, realSize);
  59. int it = 0;//iterator for reading
  60. CCampaignHeader ret = readHeaderFromMemory(cmpgn, it);
  61. ret.filename = name;
  62. ret.loadFromLod = fromLod;
  63. delete [] cmpgn;
  64. return ret;
  65. }
  66. CCampaign * CCampaignHandler::getCampaign( const std::string & name, bool fromLod )
  67. {
  68. CCampaign * ret = new CCampaign();
  69. int realSize;
  70. ui8 * cmpgn = getFile(name, fromLod, realSize);
  71. int it = 0; //iterator for reading
  72. ret->header = readHeaderFromMemory(cmpgn, it);
  73. ret->header.filename = name;
  74. ret->header.loadFromLod = fromLod;
  75. int howManyScenarios = VLC->generaltexth->campaignRegionNames[ret->header.mapVersion].size();
  76. for(int g=0; g<howManyScenarios; ++g)
  77. {
  78. CCampaignScenario sc = readScenarioFromMemory(cmpgn, it, ret->header.version, ret->header.mapVersion);
  79. ret->scenarios.push_back(sc);
  80. }
  81. std::vector<ui32> h3mStarts = locateH3mStarts(cmpgn, it, realSize);
  82. assert(h3mStarts.size() <= howManyScenarios);
  83. //it looks like we can have more scenarios than we should..
  84. if(h3mStarts.size() > howManyScenarios)
  85. {
  86. tlog1<<"Our heuristic for h3m start points gave wrong results for campaign " << name <<std::endl;
  87. tlog1<<"Please send this campaign to VCMI Project team to help us fix this problem" << std::endl;
  88. delete [] cmpgn;
  89. assert(0);
  90. return NULL;
  91. }
  92. int scenarioID = 0;
  93. for (int g=0; g<h3mStarts.size(); ++g)
  94. {
  95. while(!ret->scenarios[scenarioID].isNotVoid()) //skip void scenarios
  96. {
  97. scenarioID++;
  98. }
  99. //set map piece appropriately
  100. if(g == h3mStarts.size() - 1)
  101. {
  102. ret->mapPieces[scenarioID] = std::string( cmpgn + h3mStarts[g], cmpgn + realSize );
  103. }
  104. else
  105. {
  106. ret->mapPieces[scenarioID] = std::string( cmpgn + h3mStarts[g], cmpgn + h3mStarts[g+1] );
  107. }
  108. scenarioID++;
  109. }
  110. delete [] cmpgn;
  111. return ret;
  112. }
  113. CCampaignHeader CCampaignHandler::readHeaderFromMemory( const ui8 *buffer, int & outIt )
  114. {
  115. CCampaignHeader ret;
  116. ret.version = read_le_u32(buffer + outIt); outIt+=4;
  117. ret.mapVersion = buffer[outIt++]; //1 byte only
  118. ret.mapVersion -= 1; //change range of it from [1, 20] to [0, 19]
  119. ret.name = readString(buffer, outIt);
  120. ret.description = readString(buffer, outIt);
  121. if (ret.version > CampaignVersion::RoE)
  122. ret.difficultyChoosenByPlayer = readChar(buffer, outIt);
  123. else
  124. ret.difficultyChoosenByPlayer = 0;
  125. ret.music = readChar(buffer, outIt);
  126. return ret;
  127. }
  128. CCampaignScenario CCampaignHandler::readScenarioFromMemory( const ui8 *buffer, int & outIt, int version, int mapVersion )
  129. {
  130. struct HLP
  131. {
  132. //reads prolog/epilog info from memory
  133. static CCampaignScenario::SScenarioPrologEpilog prologEpilogReader( const ui8 *buffer, int & outIt )
  134. {
  135. CCampaignScenario::SScenarioPrologEpilog ret;
  136. ret.hasPrologEpilog = buffer[outIt++];
  137. if(ret.hasPrologEpilog)
  138. {
  139. ret.prologVideo = buffer[outIt++];
  140. ret.prologMusic = buffer[outIt++];
  141. ret.prologText = readString(buffer, outIt);
  142. }
  143. return ret;
  144. }
  145. };
  146. CCampaignScenario ret;
  147. ret.conquered = false;
  148. ret.mapName = readString(buffer, outIt);
  149. ret.packedMapSize = read_le_u32(buffer + outIt); outIt += 4;
  150. if(mapVersion == 18)//unholy alliance
  151. {
  152. ret.preconditionRegion = read_le_u16(buffer + outIt); outIt += 2;
  153. }
  154. else
  155. {
  156. ret.preconditionRegion = buffer[outIt++];
  157. }
  158. ret.regionColor = buffer[outIt++];
  159. ret.difficulty = buffer[outIt++];
  160. ret.regionText = readString(buffer, outIt);
  161. ret.prolog = HLP::prologEpilogReader(buffer, outIt);
  162. ret.epilog = HLP::prologEpilogReader(buffer, outIt);
  163. ret.travelOptions = readScenarioTravelFromMemory(buffer, outIt, version);
  164. return ret;
  165. }
  166. CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory( const ui8 * buffer, int & outIt , int version )
  167. {
  168. CScenarioTravel ret;
  169. ret.whatHeroKeeps = buffer[outIt++];
  170. memcpy(ret.monstersKeptByHero, buffer+outIt, ARRAY_COUNT(ret.monstersKeptByHero));
  171. outIt += ARRAY_COUNT(ret.monstersKeptByHero);
  172. int artifBytes;
  173. if (version < CampaignVersion::SoD)
  174. {
  175. artifBytes = 17;
  176. ret.artifsKeptByHero[17] = 0;
  177. }
  178. else
  179. {
  180. artifBytes = 18;
  181. }
  182. memcpy(ret.artifsKeptByHero, buffer+outIt, artifBytes);
  183. outIt += artifBytes;
  184. ret.startOptions = buffer[outIt++];
  185. switch(ret.startOptions)
  186. {
  187. case 0:
  188. //no bonuses. Seems to be OK
  189. break;
  190. case 1: //reading of bonuses player can choose
  191. {
  192. ret.playerColor = buffer[outIt++];
  193. ui8 numOfBonuses = buffer[outIt++];
  194. for (int g=0; g<numOfBonuses; ++g)
  195. {
  196. CScenarioTravel::STravelBonus bonus;
  197. bonus.type = buffer[outIt++];
  198. //hero: FFFD means 'most powerful' and FFFE means 'generated'
  199. switch(bonus.type)
  200. {
  201. case 0: //spell
  202. {
  203. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  204. bonus.info2 = buffer[outIt++]; //spell ID
  205. break;
  206. }
  207. case 1: //monster
  208. {
  209. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  210. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //monster type
  211. bonus.info3 = read_le_u16(buffer + outIt); outIt += 2; //monster count
  212. break;
  213. }
  214. case 2: //building
  215. {
  216. bonus.info1 = buffer[outIt++]; //building ID (0 - town hall, 1 - city hall, 2 - capitol, etc)
  217. break;
  218. }
  219. case 3: //artifact
  220. {
  221. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  222. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //artifact ID
  223. break;
  224. }
  225. case 4: //spell scroll
  226. {
  227. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  228. bonus.info2 = buffer[outIt++]; //spell ID
  229. break;
  230. }
  231. case 5: //prim skill
  232. {
  233. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  234. bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //bonuses (4 bytes for 4 skills)
  235. break;
  236. }
  237. case 6: //sec skills
  238. {
  239. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  240. bonus.info2 = buffer[outIt++]; //skill ID
  241. bonus.info3 = buffer[outIt++]; //skill level
  242. break;
  243. }
  244. case 7: //resources
  245. {
  246. bonus.info1 = buffer[outIt++]; //type
  247. //FD - wood+ore
  248. //FE - mercury+sulfur+crystal+gem
  249. bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //count
  250. break;
  251. }
  252. }
  253. ret.bonusesToChoose.push_back(bonus);
  254. }
  255. break;
  256. }
  257. case 2: //reading of players (colors / scenarios ?) player can choose
  258. {
  259. ui8 numOfBonuses = buffer[outIt++];
  260. for (int g=0; g<numOfBonuses; ++g)
  261. {
  262. CScenarioTravel::STravelBonus bonus;
  263. bonus.type = 8;
  264. bonus.info1 = buffer[outIt++]; //player color
  265. bonus.info2 = buffer[outIt++]; //from what scenario
  266. ret.bonusesToChoose.push_back(bonus);
  267. }
  268. break;
  269. }
  270. case 3: //heroes player can choose between
  271. {
  272. ui8 numOfBonuses = buffer[outIt++];
  273. for (int g=0; g<numOfBonuses; ++g)
  274. {
  275. CScenarioTravel::STravelBonus bonus;
  276. bonus.type = 9;
  277. bonus.info1 = buffer[outIt++]; //player color
  278. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //hero, FF FF - random
  279. ret.bonusesToChoose.push_back(bonus);
  280. }
  281. break;
  282. }
  283. default:
  284. {
  285. tlog1<<"Corrupted h3c file"<<std::endl;
  286. break;
  287. }
  288. }
  289. return ret;
  290. }
  291. std::vector<ui32> CCampaignHandler::locateH3mStarts( const ui8 * buffer, int start, int size )
  292. {
  293. std::vector<ui32> ret;
  294. for(int g=start; g<size; ++g)
  295. {
  296. if(startsAt(buffer, size, g))
  297. {
  298. ret.push_back(g);
  299. }
  300. }
  301. return ret;
  302. }
  303. bool CCampaignHandler::startsAt( const ui8 * buffer, int size, int pos )
  304. {
  305. struct HLP
  306. {
  307. static ui8 at(const ui8 * buffer, int size, int place)
  308. {
  309. if(place < size)
  310. return buffer[place];
  311. throw std::string("Out of bounds!");
  312. }
  313. };
  314. try
  315. {
  316. //check minimal length of given region
  317. HLP::at(buffer, size, 100);
  318. //check version
  319. ui8 tmp = HLP::at(buffer, size, pos);
  320. if(!(tmp == 0x0e || tmp == 0x15 || tmp == 0x1c || tmp == 0x33))
  321. {
  322. return false;
  323. }
  324. //3 bytes following version
  325. if(HLP::at(buffer, size, pos+1) != 0 || HLP::at(buffer, size, pos+2) != 0 || HLP::at(buffer, size, pos+3) != 0)
  326. {
  327. return false;
  328. }
  329. //unknown strange byte
  330. tmp = HLP::at(buffer, size, pos+4);
  331. if(tmp != 0 && tmp != 1 )
  332. {
  333. return false;
  334. }
  335. //size of map
  336. int mapsize = read_le_u32(buffer + pos+5);
  337. if(mapsize < 10 || mapsize > 530)
  338. {
  339. return false;
  340. }
  341. //underground or not
  342. tmp = HLP::at(buffer, size, pos+9);
  343. if( tmp != 0 && tmp != 1 )
  344. {
  345. return false;
  346. }
  347. //map name
  348. int len = read_le_u32(buffer + pos+10);
  349. if(len < 0 || len > 100)
  350. {
  351. return false;
  352. }
  353. for(int t=0; t<len; ++t)
  354. {
  355. tmp = HLP::at(buffer, size, pos+14+t);
  356. if(tmp == 0 || (tmp > 15 && tmp < 32)) //not a valid character
  357. {
  358. return false;
  359. }
  360. }
  361. }
  362. catch (...)
  363. {
  364. return false;
  365. }
  366. return true;
  367. }
  368. ui8 * CCampaignHandler::getFile( const std::string & name, bool fromLod, int & outSize )
  369. {
  370. ui8 * cmpgn = 0;
  371. if(fromLod)
  372. {
  373. if (bitmaph->haveFile(name, FILE_CAMPAIGN))
  374. cmpgn = bitmaph->giveFile(name, FILE_CAMPAIGN, &outSize);
  375. else if (bitmaph_ab->haveFile(name, FILE_CAMPAIGN))
  376. cmpgn = bitmaph_ab->giveFile(name, FILE_CAMPAIGN, &outSize);
  377. else
  378. tlog1 << "Cannot find file: " << name << std::endl;
  379. cmpgn = CLodHandler::getUnpackedData(cmpgn, outSize, &outSize);
  380. }
  381. else
  382. {
  383. cmpgn = CLodHandler::getUnpackedFile(name, &outSize);
  384. }
  385. return cmpgn;
  386. }
  387. bool CCampaign::conquerable( int whichScenario ) const
  388. {
  389. //check for void scenraio
  390. if (!scenarios[whichScenario].isNotVoid())
  391. {
  392. return false;
  393. }
  394. if (scenarios[whichScenario].conquered)
  395. {
  396. return false;
  397. }
  398. //check preconditioned regions
  399. for (int g=0; g<scenarios.size(); ++g)
  400. {
  401. if(( (1 << g) & scenarios[whichScenario].preconditionRegion ) && !scenarios[g].conquered)
  402. return false; //prerequisite does not met
  403. }
  404. return true;
  405. }
  406. CCampaign::CCampaign()
  407. {
  408. }
  409. bool CCampaignScenario::isNotVoid() const
  410. {
  411. return mapName.size() > 0;
  412. }
  413. void CCampaignScenario::prepareCrossoverHeroes( std::vector<CGHeroInstance *> heroes )
  414. {
  415. crossoverHeroes = heroes;
  416. if (!(travelOptions.whatHeroKeeps & 1))
  417. {
  418. //trimming experience
  419. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  420. {
  421. cgh->initExp();
  422. }
  423. }
  424. if (!(travelOptions.whatHeroKeeps & 2))
  425. {
  426. //trimming prim skills
  427. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  428. {
  429. #define RESET_PRIM_SKILL(NAME, VALNAME) \
  430. cgh->getBonus(Selector::type(Bonus::PRIMARY_SKILL) && \
  431. Selector::subtype(PrimarySkill::NAME) && \
  432. Selector::sourceType(Bonus::HERO_BASE_SKILL) )->val = cgh->type->heroClass->VALNAME;
  433. RESET_PRIM_SKILL(ATTACK, initialAttack);
  434. RESET_PRIM_SKILL(DEFENSE, initialDefence);
  435. RESET_PRIM_SKILL(SPELL_POWER, initialPower);
  436. RESET_PRIM_SKILL(KNOWLEDGE, initialKnowledge);
  437. #undef RESET_PRIM_SKILL
  438. }
  439. }
  440. if (!(travelOptions.whatHeroKeeps & 4))
  441. {
  442. //trimming sec skills
  443. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  444. {
  445. cgh->secSkills = cgh->type->secSkillsInit;
  446. }
  447. }
  448. if (!(travelOptions.whatHeroKeeps & 8))
  449. {
  450. //trimming spells
  451. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  452. {
  453. cgh->spells.clear();
  454. }
  455. }
  456. if (!(travelOptions.whatHeroKeeps & 16))
  457. {
  458. //trimming artifacts
  459. for (int g=0; g<VLC->arth->artifacts.size(); ++g)
  460. {
  461. bool takeable = travelOptions.artifsKeptByHero[g / 8] & ( 1 << (g%8) ) ;
  462. if (!takeable)
  463. {
  464. //BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  465. {
  466. tlog1 << "TODO TODO TODO - take artifacts from hero\n";
  467. //TODO how was that supposed to work with worn artifacts?
  468. //cgh->artifactsInBackpack -= VLC->arth->artifacts[g];
  469. }
  470. }
  471. }
  472. }
  473. //trimming creatures
  474. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  475. {
  476. for (TSlots::const_iterator j = cgh->Slots().begin(); j != cgh->Slots().end(); j++)
  477. {
  478. if (!(travelOptions.monstersKeptByHero[j->first / 8] & (1 << (j->first%8)) ))
  479. {
  480. cgh->eraseStack(j->first);
  481. j = cgh->Slots().begin();
  482. }
  483. }
  484. }
  485. }
  486. bool CScenarioTravel::STravelBonus::isBonusForHero() const
  487. {
  488. return type == 0 || type == 1 || type == 3 || type == 4 || type == 5 || type == 6;
  489. }
  490. void CCampaignState::initNewCampaign( const StartInfo &si )
  491. {
  492. assert(si.mode == StartInfo::CAMPAIGN);
  493. campaignName = si.mapname;
  494. currentMap = si.whichMapInCampaign;
  495. //check if campaign is in lod or not
  496. bool inLod = campaignName.find('/') == std::string::npos;
  497. camp = CCampaignHandler::getCampaign(campaignName, inLod); //TODO lod???
  498. for (ui8 i = 0; i < camp->mapPieces.size(); i++)
  499. mapsRemaining.push_back(i);
  500. }
  501. void CCampaignState::mapConquered( const std::vector<CGHeroInstance*> & heroes )
  502. {
  503. camp->scenarios[currentMap].prepareCrossoverHeroes(heroes);
  504. mapsConquered.push_back(currentMap);
  505. mapsRemaining -= currentMap;
  506. camp->scenarios[currentMap].conquered = true;
  507. }