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 "../VCMI_Lib.h"
  6. #include "../vcmi_endian.h"
  7. #include "../CGeneralTextHandler.h"
  8. #include "../StartInfo.h"
  9. #include "../CArtHandler.h" //for hero crossover
  10. #include "../CObjectHandler.h" //for hero crossover
  11. #include "../CHeroHandler.h"
  12. #include "CMapService.h"
  13. #include "CMap.h"
  14. namespace fs = boost::filesystem;
  15. /*
  16. * CCampaignHandler.cpp, part of VCMI engine
  17. *
  18. * Authors: listed in file AUTHORS in main folder
  19. *
  20. * License: GNU General Public License v2.0 or later
  21. * Full text of license available in license.txt file, in main folder
  22. *
  23. */
  24. CCampaignHeader CCampaignHandler::getHeader( const std::string & name)
  25. {
  26. std::vector<ui8> cmpgn = getFile(name, true)[0];
  27. int it = 0;//iterator for reading
  28. CCampaignHeader ret = readHeaderFromMemory(cmpgn.data(), it);
  29. ret.filename = name;
  30. return ret;
  31. }
  32. unique_ptr<CCampaign> CCampaignHandler::getCampaign( const std::string & name )
  33. {
  34. auto ret = make_unique<CCampaign>();
  35. std::vector<std::vector<ui8>> file = getFile(name, false);
  36. int it = 0; //iterator for reading
  37. ret->header = readHeaderFromMemory(file[0].data(), it);
  38. ret->header.filename = name;
  39. int howManyScenarios = VLC->generaltexth->campaignRegionNames[ret->header.mapVersion].size();
  40. for(int g=0; g<howManyScenarios; ++g)
  41. {
  42. CCampaignScenario sc = readScenarioFromMemory(file[0].data(), it, ret->header.version, ret->header.mapVersion);
  43. ret->scenarios.push_back(sc);
  44. }
  45. int scenarioID = 0;
  46. //first entry is campaign header. start loop from 1
  47. for (int g=1; g<file.size() && scenarioID<howManyScenarios; ++g)
  48. {
  49. while(!ret->scenarios[scenarioID].isNotVoid()) //skip void scenarios
  50. {
  51. scenarioID++;
  52. }
  53. //set map piece appropriately, convert vector to string
  54. ret->mapPieces[scenarioID].assign(reinterpret_cast< const char* >(file[g].data()), file[g].size());
  55. ret->scenarios[scenarioID].scenarioName = CMapService::loadMapHeader((const ui8*)ret->mapPieces[scenarioID].c_str(), ret->mapPieces[scenarioID].size())->name;
  56. scenarioID++;
  57. }
  58. return ret;
  59. }
  60. CCampaignHeader CCampaignHandler::readHeaderFromMemory( const ui8 *buffer, int & outIt )
  61. {
  62. CCampaignHeader ret;
  63. ret.version = read_le_u32(buffer + outIt); outIt+=4;
  64. ret.mapVersion = buffer[outIt++]; //1 byte only
  65. ret.mapVersion -= 1; //change range of it from [1, 20] to [0, 19]
  66. ret.name = readString(buffer, outIt);
  67. ret.description = readString(buffer, outIt);
  68. if (ret.version > CampaignVersion::RoE)
  69. ret.difficultyChoosenByPlayer = readChar(buffer, outIt);
  70. else
  71. ret.difficultyChoosenByPlayer = 0;
  72. ret.music = readChar(buffer, outIt);
  73. return ret;
  74. }
  75. CCampaignScenario CCampaignHandler::readScenarioFromMemory( const ui8 *buffer, int & outIt, int version, int mapVersion )
  76. {
  77. struct HLP
  78. {
  79. //reads prolog/epilog info from memory
  80. static CCampaignScenario::SScenarioPrologEpilog prologEpilogReader( const ui8 *buffer, int & outIt )
  81. {
  82. CCampaignScenario::SScenarioPrologEpilog ret;
  83. ret.hasPrologEpilog = buffer[outIt++];
  84. if(ret.hasPrologEpilog)
  85. {
  86. ret.prologVideo = buffer[outIt++];
  87. ret.prologMusic = buffer[outIt++];
  88. ret.prologText = readString(buffer, outIt);
  89. }
  90. return ret;
  91. }
  92. };
  93. CCampaignScenario ret;
  94. ret.conquered = false;
  95. ret.mapName = readString(buffer, outIt);
  96. ret.packedMapSize = read_le_u32(buffer + outIt); outIt += 4;
  97. if(mapVersion == 18)//unholy alliance
  98. {
  99. ret.loadPreconditionRegions(read_le_u16(buffer + outIt)); outIt += 2;
  100. }
  101. else
  102. {
  103. ret.loadPreconditionRegions(buffer[outIt++]);
  104. }
  105. ret.regionColor = buffer[outIt++];
  106. ret.difficulty = buffer[outIt++];
  107. ret.regionText = readString(buffer, outIt);
  108. ret.prolog = HLP::prologEpilogReader(buffer, outIt);
  109. ret.epilog = HLP::prologEpilogReader(buffer, outIt);
  110. ret.travelOptions = readScenarioTravelFromMemory(buffer, outIt, version);
  111. return ret;
  112. }
  113. void CCampaignScenario::loadPreconditionRegions(ui32 regions)
  114. {
  115. for (int i=0; i<32; i++) //for each bit in region. h3c however can only hold up to 16
  116. {
  117. if ( (1 << i) & regions)
  118. preconditionRegions.insert(i);
  119. }
  120. }
  121. CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory( const ui8 * buffer, int & outIt , int version )
  122. {
  123. CScenarioTravel ret;
  124. ret.whatHeroKeeps = buffer[outIt++];
  125. memcpy(ret.monstersKeptByHero, buffer+outIt, ARRAY_COUNT(ret.monstersKeptByHero));
  126. outIt += ARRAY_COUNT(ret.monstersKeptByHero);
  127. int artifBytes;
  128. if (version < CampaignVersion::SoD)
  129. {
  130. artifBytes = 17;
  131. ret.artifsKeptByHero[17] = 0;
  132. }
  133. else
  134. {
  135. artifBytes = 18;
  136. }
  137. memcpy(ret.artifsKeptByHero, buffer+outIt, artifBytes);
  138. outIt += artifBytes;
  139. ret.startOptions = buffer[outIt++];
  140. switch(ret.startOptions)
  141. {
  142. case 0:
  143. //no bonuses. Seems to be OK
  144. break;
  145. case 1: //reading of bonuses player can choose
  146. {
  147. ret.playerColor = buffer[outIt++];
  148. ui8 numOfBonuses = buffer[outIt++];
  149. for (int g=0; g<numOfBonuses; ++g)
  150. {
  151. CScenarioTravel::STravelBonus bonus;
  152. bonus.type = static_cast<CScenarioTravel::STravelBonus::EBonusType>(buffer[outIt++]);
  153. //hero: FFFD means 'most powerful' and FFFE means 'generated'
  154. switch(bonus.type)
  155. {
  156. case CScenarioTravel::STravelBonus::SPELL:
  157. {
  158. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  159. bonus.info2 = buffer[outIt++]; //spell ID
  160. break;
  161. }
  162. case CScenarioTravel::STravelBonus::MONSTER:
  163. {
  164. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  165. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //monster type
  166. bonus.info3 = read_le_u16(buffer + outIt); outIt += 2; //monster count
  167. break;
  168. }
  169. case CScenarioTravel::STravelBonus::BUILDING:
  170. {
  171. bonus.info1 = buffer[outIt++]; //building ID (0 - town hall, 1 - city hall, 2 - capitol, etc)
  172. break;
  173. }
  174. case CScenarioTravel::STravelBonus::ARTIFACT:
  175. {
  176. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  177. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //artifact ID
  178. break;
  179. }
  180. case CScenarioTravel::STravelBonus::SPELL_SCROLL:
  181. {
  182. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  183. bonus.info2 = buffer[outIt++]; //spell ID
  184. break;
  185. }
  186. case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
  187. {
  188. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  189. bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //bonuses (4 bytes for 4 skills)
  190. break;
  191. }
  192. case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
  193. {
  194. bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
  195. bonus.info2 = buffer[outIt++]; //skill ID
  196. bonus.info3 = buffer[outIt++]; //skill level
  197. break;
  198. }
  199. case CScenarioTravel::STravelBonus::RESOURCE:
  200. {
  201. bonus.info1 = buffer[outIt++]; //type
  202. //FD - wood+ore
  203. //FE - mercury+sulfur+crystal+gem
  204. bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //count
  205. break;
  206. }
  207. default:
  208. tlog1<<"Corrupted h3c file"<<std::endl;
  209. break;
  210. }
  211. ret.bonusesToChoose.push_back(bonus);
  212. }
  213. break;
  214. }
  215. case 2: //reading of players (colors / scenarios ?) player can choose
  216. {
  217. ui8 numOfBonuses = buffer[outIt++];
  218. for (int g=0; g<numOfBonuses; ++g)
  219. {
  220. CScenarioTravel::STravelBonus bonus;
  221. bonus.type = CScenarioTravel::STravelBonus::PLAYER_PREV_SCENARIO;
  222. bonus.info1 = buffer[outIt++]; //player color
  223. bonus.info2 = buffer[outIt++]; //from what scenario
  224. ret.bonusesToChoose.push_back(bonus);
  225. }
  226. break;
  227. }
  228. case 3: //heroes player can choose between
  229. {
  230. ui8 numOfBonuses = buffer[outIt++];
  231. for (int g=0; g<numOfBonuses; ++g)
  232. {
  233. CScenarioTravel::STravelBonus bonus;
  234. bonus.type = CScenarioTravel::STravelBonus::HERO;
  235. bonus.info1 = buffer[outIt++]; //player color
  236. bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //hero, FF FF - random
  237. ret.bonusesToChoose.push_back(bonus);
  238. }
  239. break;
  240. }
  241. default:
  242. {
  243. tlog1<<"Corrupted h3c file"<<std::endl;
  244. break;
  245. }
  246. }
  247. return ret;
  248. }
  249. std::vector< std::vector<ui8> > CCampaignHandler::getFile(const std::string & name, bool headerOnly)
  250. {
  251. CCompressedStream stream(std::move(CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN))), true);
  252. std::vector< std::vector<ui8> > ret;
  253. do
  254. {
  255. std::vector<ui8> block(stream.getSize());
  256. stream.read(block.data(), block.size());
  257. ret.push_back(block);
  258. }
  259. while (!headerOnly && stream.getNextBlock());
  260. return ret;
  261. }
  262. bool CCampaign::conquerable( int whichScenario ) const
  263. {
  264. //check for void scenraio
  265. if (!scenarios[whichScenario].isNotVoid())
  266. {
  267. return false;
  268. }
  269. if (scenarios[whichScenario].conquered)
  270. {
  271. return false;
  272. }
  273. //check preconditioned regions
  274. for (int g=0; g<scenarios.size(); ++g)
  275. {
  276. if( vstd::contains(scenarios[whichScenario].preconditionRegions, g) && !scenarios[g].conquered)
  277. return false; //prerequisite does not met
  278. }
  279. return true;
  280. }
  281. CCampaign::CCampaign()
  282. {
  283. }
  284. bool CCampaignScenario::isNotVoid() const
  285. {
  286. return mapName.size() > 0;
  287. }
  288. void CCampaignScenario::prepareCrossoverHeroes( std::vector<CGHeroInstance *> heroes )
  289. {
  290. crossoverHeroes = heroes;
  291. if (!(travelOptions.whatHeroKeeps & 1))
  292. {
  293. //trimming experience
  294. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  295. {
  296. cgh->initExp();
  297. }
  298. }
  299. if (!(travelOptions.whatHeroKeeps & 2))
  300. {
  301. //trimming prim skills
  302. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  303. {
  304. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  305. {
  306. cgh->getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL) &&
  307. Selector::subtype(g) && Selector::sourceType(Bonus::HERO_BASE_SKILL) )->val
  308. = cgh->type->heroClass->primarySkillInitial[g];
  309. }
  310. }
  311. }
  312. if (!(travelOptions.whatHeroKeeps & 4))
  313. {
  314. //trimming sec skills
  315. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  316. {
  317. cgh->secSkills = cgh->type->secSkillsInit;
  318. }
  319. }
  320. if (!(travelOptions.whatHeroKeeps & 8))
  321. {
  322. //trimming spells
  323. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  324. {
  325. cgh->spells.clear();
  326. }
  327. }
  328. if (!(travelOptions.whatHeroKeeps & 16))
  329. {
  330. //trimming artifacts
  331. BOOST_FOREACH(CGHeroInstance * hero, crossoverHeroes)
  332. {
  333. size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
  334. for (size_t i=0; i<totalArts; i++ )
  335. {
  336. const ArtSlotInfo *info = hero->getSlot(ArtifactPosition(i));
  337. if (!info)
  338. continue;
  339. const CArtifactInstance *art = info->artifact;
  340. if (!art)//FIXME: check spellbook and catapult behaviour
  341. continue;
  342. int id = art->artType->id;
  343. assert( 8*18 > id );//number of arts that fits into h3m format
  344. bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
  345. if (!takeable)
  346. hero->eraseArtSlot(ArtifactPosition(i));
  347. }
  348. }
  349. }
  350. //trimming creatures
  351. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  352. {
  353. vstd::erase_if(cgh->stacks, [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
  354. {
  355. CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
  356. return !(travelOptions.monstersKeptByHero[crid / 8] & (1 << (crid % 8)) );
  357. });
  358. }
  359. }
  360. const CGHeroInstance * CCampaignScenario::strongestHero( PlayerColor owner ) const
  361. {
  362. using boost::adaptors::filtered;
  363. std::function<bool(CGHeroInstance*)> isOwned = [=](const CGHeroInstance *h){ return h->tempOwner == owner; };
  364. auto ownedHeroes = crossoverHeroes | filtered(isOwned);
  365. auto i = vstd::maxElementByFun(ownedHeroes,
  366. [](const CGHeroInstance * h) {return h->getTotalStrength();});
  367. return i == ownedHeroes.end() ? nullptr : *i;
  368. }
  369. bool CScenarioTravel::STravelBonus::isBonusForHero() const
  370. {
  371. return type == SPELL || type == MONSTER || type == ARTIFACT || type == SPELL_SCROLL || type == PRIMARY_SKILL
  372. || type == SECONDARY_SKILL;
  373. }
  374. // void CCampaignState::initNewCampaign( const StartInfo &si )
  375. // {
  376. // assert(si.mode == StartInfo::CAMPAIGN);
  377. // campaignName = si.mapname;
  378. // currentMap = si.campState->currentMap;
  379. //
  380. // camp = CCampaignHandler::getCampaign(campaignName);
  381. // for (ui8 i = 0; i < camp->mapPieces.size(); i++)
  382. // mapsRemaining.push_back(i);
  383. // }
  384. void CCampaignState::mapConquered( const std::vector<CGHeroInstance*> & heroes )
  385. {
  386. camp->scenarios[currentMap].prepareCrossoverHeroes(heroes);
  387. mapsConquered.push_back(currentMap);
  388. mapsRemaining -= currentMap;
  389. camp->scenarios[currentMap].conquered = true;
  390. }
  391. boost::optional<CScenarioTravel::STravelBonus> CCampaignState::getBonusForCurrentMap() const
  392. {
  393. auto bonuses = getCurrentScenario().travelOptions.bonusesToChoose;
  394. assert(chosenCampaignBonuses.count(currentMap) || bonuses.size() == 0);
  395. if(bonuses.size())
  396. return bonuses[currentBonusID()];
  397. else
  398. return boost::optional<CScenarioTravel::STravelBonus>();
  399. }
  400. const CCampaignScenario & CCampaignState::getCurrentScenario() const
  401. {
  402. return camp->scenarios[currentMap];
  403. }
  404. ui8 CCampaignState::currentBonusID() const
  405. {
  406. return chosenCampaignBonuses[currentMap];
  407. }
  408. CCampaignState::CCampaignState()
  409. {}
  410. CCampaignState::CCampaignState( unique_ptr<CCampaign> _camp ) : camp(std::move(_camp))
  411. {
  412. for(int i = 0; i < camp->scenarios.size(); i++)
  413. {
  414. if(vstd::contains(camp->mapPieces, i)) //not all maps must be present in a campaign
  415. mapsRemaining.push_back(i);
  416. }
  417. }
  418. std::string CCampaignHandler::prologVideoName(ui8 index)
  419. {
  420. JsonNode config(ResourceID(std::string("CONFIG/campaignMedia"), EResType::TEXT));
  421. auto vids = config["videos"].Vector();
  422. if(index < vids.size())
  423. return vids[index].String();
  424. return "";
  425. }
  426. std::string CCampaignHandler::prologMusicName(ui8 index)
  427. {
  428. return "";
  429. }