CCampaignHandler.cpp 15 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.loadPreconditionRegions(read_le_u16(buffer + outIt)); outIt += 2;
  153. }
  154. else
  155. {
  156. ret.loadPreconditionRegions(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. void CCampaignScenario::loadPreconditionRegions(ui32 regions)
  167. {
  168. for (int i=0; i<32; i++) //for each bit in region. h3c however can only hold up to 16
  169. {
  170. if ( (1 << i) & regions)
  171. preconditionRegions.insert(i);
  172. }
  173. }
  174. CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory( const ui8 * buffer, int & outIt , int version )
  175. {
  176. CScenarioTravel ret;
  177. ret.whatHeroKeeps = buffer[outIt++];
  178. memcpy(ret.monstersKeptByHero, buffer+outIt, ARRAY_COUNT(ret.monstersKeptByHero));
  179. outIt += ARRAY_COUNT(ret.monstersKeptByHero);
  180. int artifBytes;
  181. if (version < CampaignVersion::SoD)
  182. {
  183. artifBytes = 17;
  184. ret.artifsKeptByHero[17] = 0;
  185. }
  186. else
  187. {
  188. artifBytes = 18;
  189. }
  190. memcpy(ret.artifsKeptByHero, buffer+outIt, artifBytes);
  191. outIt += artifBytes;
  192. ret.startOptions = buffer[outIt++];
  193. switch(ret.startOptions)
  194. {
  195. case 0:
  196. //no bonuses. Seems to be OK
  197. break;
  198. case 1: //reading of bonuses player can choose
  199. {
  200. ret.playerColor = buffer[outIt++];
  201. ui8 numOfBonuses = buffer[outIt++];
  202. for (int g=0; g<numOfBonuses; ++g)
  203. {
  204. CScenarioTravel::STravelBonus bonus;
  205. bonus.type = buffer[outIt++];
  206. //hero: FFFD means 'most powerful' and FFFE means 'generated'
  207. switch(bonus.type)
  208. {
  209. case 0: //spell
  210. {
  211. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  212. bonus.info2 = buffer[outIt++]; //spell ID
  213. break;
  214. }
  215. case 1: //monster
  216. {
  217. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  218. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //monster type
  219. bonus.info3 = read_le_u16(buffer + outIt); outIt += 2; //monster count
  220. break;
  221. }
  222. case 2: //building
  223. {
  224. bonus.info1 = buffer[outIt++]; //building ID (0 - town hall, 1 - city hall, 2 - capitol, etc)
  225. break;
  226. }
  227. case 3: //artifact
  228. {
  229. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  230. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //artifact ID
  231. break;
  232. }
  233. case 4: //spell scroll
  234. {
  235. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  236. bonus.info2 = buffer[outIt++]; //spell ID
  237. break;
  238. }
  239. case 5: //prim skill
  240. {
  241. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  242. bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //bonuses (4 bytes for 4 skills)
  243. break;
  244. }
  245. case 6: //sec skills
  246. {
  247. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  248. bonus.info2 = buffer[outIt++]; //skill ID
  249. bonus.info3 = buffer[outIt++]; //skill level
  250. break;
  251. }
  252. case 7: //resources
  253. {
  254. bonus.info1 = buffer[outIt++]; //type
  255. //FD - wood+ore
  256. //FE - mercury+sulfur+crystal+gem
  257. bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //count
  258. break;
  259. }
  260. }
  261. ret.bonusesToChoose.push_back(bonus);
  262. }
  263. break;
  264. }
  265. case 2: //reading of players (colors / scenarios ?) player can choose
  266. {
  267. ui8 numOfBonuses = buffer[outIt++];
  268. for (int g=0; g<numOfBonuses; ++g)
  269. {
  270. CScenarioTravel::STravelBonus bonus;
  271. bonus.type = 8;
  272. bonus.info1 = buffer[outIt++]; //player color
  273. bonus.info2 = buffer[outIt++]; //from what scenario
  274. ret.bonusesToChoose.push_back(bonus);
  275. }
  276. break;
  277. }
  278. case 3: //heroes player can choose between
  279. {
  280. ui8 numOfBonuses = buffer[outIt++];
  281. for (int g=0; g<numOfBonuses; ++g)
  282. {
  283. CScenarioTravel::STravelBonus bonus;
  284. bonus.type = 9;
  285. bonus.info1 = buffer[outIt++]; //player color
  286. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //hero, FF FF - random
  287. ret.bonusesToChoose.push_back(bonus);
  288. }
  289. break;
  290. }
  291. default:
  292. {
  293. tlog1<<"Corrupted h3c file"<<std::endl;
  294. break;
  295. }
  296. }
  297. return ret;
  298. }
  299. std::vector<ui32> CCampaignHandler::locateH3mStarts( const ui8 * buffer, int start, int size )
  300. {
  301. std::vector<ui32> ret;
  302. for(int g=start; g<size; ++g)
  303. {
  304. if(startsAt(buffer, size, g))
  305. {
  306. ret.push_back(g);
  307. }
  308. }
  309. return ret;
  310. }
  311. bool CCampaignHandler::startsAt( const ui8 * buffer, int size, int pos )
  312. {
  313. struct HLP
  314. {
  315. static ui8 at(const ui8 * buffer, int size, int place)
  316. {
  317. if(place < size)
  318. return buffer[place];
  319. throw std::string("Out of bounds!");
  320. }
  321. };
  322. try
  323. {
  324. //check minimal length of given region
  325. HLP::at(buffer, size, 100);
  326. //check version
  327. ui8 tmp = HLP::at(buffer, size, pos);
  328. if(!(tmp == 0x0e || tmp == 0x15 || tmp == 0x1c || tmp == 0x33))
  329. {
  330. return false;
  331. }
  332. //3 bytes following version
  333. if(HLP::at(buffer, size, pos+1) != 0 || HLP::at(buffer, size, pos+2) != 0 || HLP::at(buffer, size, pos+3) != 0)
  334. {
  335. return false;
  336. }
  337. //unknown strange byte
  338. tmp = HLP::at(buffer, size, pos+4);
  339. if(tmp != 0 && tmp != 1 )
  340. {
  341. return false;
  342. }
  343. //size of map
  344. int mapsize = read_le_u32(buffer + pos+5);
  345. if(mapsize < 10 || mapsize > 530)
  346. {
  347. return false;
  348. }
  349. //underground or not
  350. tmp = HLP::at(buffer, size, pos+9);
  351. if( tmp != 0 && tmp != 1 )
  352. {
  353. return false;
  354. }
  355. //map name
  356. int len = read_le_u32(buffer + pos+10);
  357. if(len < 0 || len > 100)
  358. {
  359. return false;
  360. }
  361. for(int t=0; t<len; ++t)
  362. {
  363. tmp = HLP::at(buffer, size, pos+14+t);
  364. if(tmp == 0 || (tmp > 15 && tmp < 32)) //not a valid character
  365. {
  366. return false;
  367. }
  368. }
  369. }
  370. catch (...)
  371. {
  372. return false;
  373. }
  374. return true;
  375. }
  376. ui8 * CCampaignHandler::getFile( const std::string & name, bool fromLod, int & outSize )
  377. {
  378. ui8 * cmpgn = 0;
  379. if(fromLod)
  380. {
  381. if (bitmaph->haveFile(name, FILE_CAMPAIGN))
  382. cmpgn = bitmaph->giveFile(name, FILE_CAMPAIGN, &outSize);
  383. else if (bitmaph_ab->haveFile(name, FILE_CAMPAIGN))
  384. cmpgn = bitmaph_ab->giveFile(name, FILE_CAMPAIGN, &outSize);
  385. else
  386. tlog1 << "Cannot find file: " << name << std::endl;
  387. cmpgn = CLodHandler::getUnpackedData(cmpgn, outSize, &outSize);
  388. }
  389. else
  390. {
  391. cmpgn = CLodHandler::getUnpackedFile(name, &outSize);
  392. }
  393. return cmpgn;
  394. }
  395. bool CCampaign::conquerable( int whichScenario ) const
  396. {
  397. //check for void scenraio
  398. if (!scenarios[whichScenario].isNotVoid())
  399. {
  400. return false;
  401. }
  402. if (scenarios[whichScenario].conquered)
  403. {
  404. return false;
  405. }
  406. //check preconditioned regions
  407. for (int g=0; g<scenarios.size(); ++g)
  408. {
  409. if( vstd::contains(scenarios[whichScenario].preconditionRegions, g) && !scenarios[g].conquered)
  410. return false; //prerequisite does not met
  411. }
  412. return true;
  413. }
  414. CCampaign::CCampaign()
  415. {
  416. }
  417. bool CCampaignScenario::isNotVoid() const
  418. {
  419. return mapName.size() > 0;
  420. }
  421. void CCampaignScenario::prepareCrossoverHeroes( std::vector<CGHeroInstance *> heroes )
  422. {
  423. crossoverHeroes = heroes;
  424. if (!(travelOptions.whatHeroKeeps & 1))
  425. {
  426. //trimming experience
  427. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  428. {
  429. cgh->initExp();
  430. }
  431. }
  432. if (!(travelOptions.whatHeroKeeps & 2))
  433. {
  434. //trimming prim skills
  435. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  436. {
  437. #define RESET_PRIM_SKILL(NAME, VALNAME) \
  438. cgh->getBonus(Selector::type(Bonus::PRIMARY_SKILL) && \
  439. Selector::subtype(PrimarySkill::NAME) && \
  440. Selector::sourceType(Bonus::HERO_BASE_SKILL) )->val = cgh->type->heroClass->VALNAME;
  441. RESET_PRIM_SKILL(ATTACK, initialAttack);
  442. RESET_PRIM_SKILL(DEFENSE, initialDefence);
  443. RESET_PRIM_SKILL(SPELL_POWER, initialPower);
  444. RESET_PRIM_SKILL(KNOWLEDGE, initialKnowledge);
  445. #undef RESET_PRIM_SKILL
  446. }
  447. }
  448. if (!(travelOptions.whatHeroKeeps & 4))
  449. {
  450. //trimming sec skills
  451. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  452. {
  453. cgh->secSkills = cgh->type->secSkillsInit;
  454. }
  455. }
  456. if (!(travelOptions.whatHeroKeeps & 8))
  457. {
  458. //trimming spells
  459. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  460. {
  461. cgh->spells.clear();
  462. }
  463. }
  464. if (!(travelOptions.whatHeroKeeps & 16))
  465. {
  466. //trimming artifacts
  467. BOOST_FOREACH(CGHeroInstance * hero, crossoverHeroes)
  468. {
  469. size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
  470. for (size_t i=0; i<totalArts; i++ )
  471. {
  472. const ArtSlotInfo *info = hero->getSlot(i);
  473. if (!info)
  474. continue;
  475. const CArtifactInstance *art = info->artifact;
  476. if (!art)//FIXME: check spellbook and catapult behaviour
  477. continue;
  478. int id = art->artType->id;
  479. assert( 8*18 > id );//number of arts that fits into h3m format
  480. bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
  481. if (takeable)
  482. hero->eraseArtSlot(i);
  483. }
  484. }
  485. }
  486. //trimming creatures
  487. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  488. {
  489. for (TSlots::const_iterator j = cgh->Slots().begin(); j != cgh->Slots().end(); j++)
  490. {
  491. if (!(travelOptions.monstersKeptByHero[j->first / 8] & (1 << (j->first%8)) ))
  492. {
  493. cgh->eraseStack(j->first);
  494. j = cgh->Slots().begin();
  495. }
  496. }
  497. }
  498. }
  499. bool CScenarioTravel::STravelBonus::isBonusForHero() const
  500. {
  501. return type == 0 || type == 1 || type == 3 || type == 4 || type == 5 || type == 6;
  502. }
  503. void CCampaignState::initNewCampaign( const StartInfo &si )
  504. {
  505. assert(si.mode == StartInfo::CAMPAIGN);
  506. campaignName = si.mapname;
  507. currentMap = si.whichMapInCampaign;
  508. //check if campaign is in lod or not
  509. bool inLod = campaignName.find('/') == std::string::npos;
  510. camp = CCampaignHandler::getCampaign(campaignName, inLod); //TODO lod???
  511. for (ui8 i = 0; i < camp->mapPieces.size(); i++)
  512. mapsRemaining.push_back(i);
  513. }
  514. void CCampaignState::mapConquered( const std::vector<CGHeroInstance*> & heroes )
  515. {
  516. camp->scenarios[currentMap].prepareCrossoverHeroes(heroes);
  517. mapsConquered.push_back(currentMap);
  518. mapsRemaining -= currentMap;
  519. camp->scenarios[currentMap].conquered = true;
  520. }