CCampaignHandler.cpp 15 KB

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  1. #define VCMI_DLL
  2. #include "CCampaignHandler.h"
  3. #include <boost/filesystem.hpp>
  4. #include <stdio.h>
  5. #include <boost/algorithm/string/predicate.hpp>
  6. #include "CLodHandler.h"
  7. #include "../lib/VCMI_Lib.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. #include <boost/foreach.hpp>
  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. std::vector<CCampaignHeader> CCampaignHandler::getCampaignHeaders(GetMode mode)
  25. {
  26. std::vector<CCampaignHeader> ret;
  27. std::string dirname = DATA_DIR "/Maps";
  28. std::string ext = ".H3C";
  29. if(!boost::filesystem::exists(dirname))
  30. {
  31. tlog1 << "Cannot find " << dirname << " directory!\n";
  32. }
  33. if (mode == Custom || mode == ALL) //add custom campaigns
  34. {
  35. fs::path tie(dirname);
  36. fs::directory_iterator end_iter;
  37. for ( fs::directory_iterator file (tie); file!=end_iter; ++file )
  38. {
  39. if(fs::is_regular_file(file->status())
  40. && boost::ends_with(file->path().filename(), ext))
  41. {
  42. ret.push_back( getHeader( file->path().string(), false ) );
  43. }
  44. }
  45. }
  46. if (mode == ALL) //add all lod campaigns
  47. {
  48. ext = "#H3C";
  49. for(int g=0; g<bitmaph->entries.size(); ++g)
  50. {
  51. const std::string & nameS = bitmaph->entries[g].nameStr;
  52. if( boost::ends_with(nameS, ext) && nameS != "TOSBLK1#H3C" )
  53. {
  54. ret.push_back( getHeader(bitmaph->entries[g].nameStr, true) );
  55. }
  56. }
  57. }
  58. return ret;
  59. }
  60. CCampaignHeader CCampaignHandler::getHeader( const std::string & name, bool fromLod )
  61. {
  62. int realSize;
  63. unsigned char * cmpgn = getFile(name, fromLod, realSize);
  64. int it = 0;//iterator for reading
  65. CCampaignHeader ret = readHeaderFromMemory(cmpgn, it);
  66. ret.filename = name;
  67. ret.loadFromLod = fromLod;
  68. delete [] cmpgn;
  69. return ret;
  70. }
  71. CCampaign * CCampaignHandler::getCampaign( const std::string & name, bool fromLod )
  72. {
  73. CCampaign * ret = new CCampaign();
  74. int realSize;
  75. unsigned char * cmpgn = getFile(name, fromLod, realSize);
  76. int it = 0; //iterator for reading
  77. ret->header = readHeaderFromMemory(cmpgn, it);
  78. ret->header.filename = name;
  79. ret->header.loadFromLod = fromLod;
  80. int howManyScenarios = VLC->generaltexth->campaignRegionNames[ret->header.mapVersion].size();
  81. for(int g=0; g<howManyScenarios; ++g)
  82. {
  83. CCampaignScenario sc = readScenarioFromMemory(cmpgn, it, ret->header.version, ret->header.mapVersion);
  84. ret->scenarios.push_back(sc);
  85. }
  86. std::vector<ui32> h3mStarts = locateH3mStarts(cmpgn, it, realSize);
  87. assert(h3mStarts.size() <= howManyScenarios);
  88. //it looks like we can have more scenarios than we should..
  89. if(h3mStarts.size() > howManyScenarios)
  90. {
  91. tlog1<<"Our heuristic for h3m start points gave wrong results for campaign " << name <<std::endl;
  92. tlog1<<"Please send this campaign to VCMI Project team to help us fix this problem" << std::endl;
  93. delete [] cmpgn;
  94. assert(0);
  95. return NULL;
  96. }
  97. int scenarioID = 0;
  98. for (int g=0; g<h3mStarts.size(); ++g)
  99. {
  100. while(!ret->scenarios[scenarioID].isNotVoid()) //skip void scenarios
  101. {
  102. scenarioID++;
  103. }
  104. //set map piece appropriately
  105. if(g == h3mStarts.size() - 1)
  106. {
  107. ret->mapPieces[scenarioID] = std::string( cmpgn + h3mStarts[g], cmpgn + realSize );
  108. }
  109. else
  110. {
  111. ret->mapPieces[scenarioID] = std::string( cmpgn + h3mStarts[g], cmpgn + h3mStarts[g+1] );
  112. }
  113. scenarioID++;
  114. }
  115. delete [] cmpgn;
  116. return ret;
  117. }
  118. CCampaignHeader CCampaignHandler::readHeaderFromMemory( const unsigned char *buffer, int & outIt )
  119. {
  120. CCampaignHeader ret;
  121. ret.version = readNormalNr(buffer, outIt); outIt+=4;
  122. ret.mapVersion = readChar(buffer, outIt);
  123. ret.mapVersion -= 1; //change range of it from [1, 20] to [0, 19]
  124. ret.name = readString(buffer, outIt);
  125. ret.description = readString(buffer, outIt);
  126. ret.difficultyChoosenByPlayer = readChar(buffer, outIt);
  127. ret.music = readChar(buffer, outIt);
  128. if(ret.version == 4) //I saw one campaign with this version, without either difficulty or music - it's
  129. { //not editable by any editor so I'll just go back by one byte.
  130. outIt--;
  131. }
  132. return ret;
  133. }
  134. CCampaignScenario CCampaignHandler::readScenarioFromMemory( const unsigned char *buffer, int & outIt, int version, int mapVersion )
  135. {
  136. struct HLP
  137. {
  138. //reads prolog/epilog info from memory
  139. static CCampaignScenario::SScenarioPrologEpilog prologEpilogReader( const unsigned char *buffer, int & outIt )
  140. {
  141. CCampaignScenario::SScenarioPrologEpilog ret;
  142. ret.hasPrologEpilog = buffer[outIt++];
  143. if(ret.hasPrologEpilog)
  144. {
  145. ret.prologVideo = buffer[outIt++];
  146. ret.prologMusic = buffer[outIt++];
  147. ret.prologText = readString(buffer, outIt);
  148. }
  149. return ret;
  150. }
  151. };
  152. CCampaignScenario ret;
  153. ret.conquered = false;
  154. ret.mapName = readString(buffer, outIt);
  155. ret.packedMapSize = readNormalNr(buffer, outIt); outIt += 4;
  156. if(mapVersion == 18)//unholy alliance
  157. {
  158. ret.preconditionRegion = readNormalNr(buffer, outIt, 2); outIt += 2;
  159. }
  160. else
  161. {
  162. ret.preconditionRegion = buffer[outIt++];
  163. }
  164. ret.regionColor = buffer[outIt++];
  165. ret.difficulty = buffer[outIt++];
  166. ret.regionText = readString(buffer, outIt);
  167. ret.prolog = HLP::prologEpilogReader(buffer, outIt);
  168. ret.epilog = HLP::prologEpilogReader(buffer, outIt);
  169. ret.travelOptions = readScenarioTravelFromMemory(buffer, outIt, version);
  170. return ret;
  171. }
  172. CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory( const unsigned char * buffer, int & outIt , int version )
  173. {
  174. CScenarioTravel ret;
  175. ret.whatHeroKeeps = buffer[outIt++];
  176. memcpy(ret.monstersKeptByHero, buffer+outIt, ARRAY_COUNT(ret.monstersKeptByHero));
  177. outIt += ARRAY_COUNT(ret.monstersKeptByHero);
  178. int artifBytes;
  179. if (version == 5) //AB
  180. {
  181. artifBytes = 17;
  182. ret.artifsKeptByHero[17] = 0;
  183. }
  184. else //SoD+
  185. {
  186. artifBytes = 18;
  187. }
  188. memcpy(ret.artifsKeptByHero, buffer+outIt, artifBytes);
  189. outIt += artifBytes;
  190. ret.startOptions = buffer[outIt++];
  191. switch(ret.startOptions)
  192. {
  193. case 0:
  194. //no bonuses. Seems to be OK
  195. break;
  196. case 1: //reading of bonuses player can choose
  197. {
  198. ret.playerColor = buffer[outIt++];
  199. ui8 numOfBonuses = buffer[outIt++];
  200. for (int g=0; g<numOfBonuses; ++g)
  201. {
  202. CScenarioTravel::STravelBonus bonus;
  203. bonus.type = buffer[outIt++];
  204. //hero: FFFD means 'most powerful' and FFFE means 'generated'
  205. switch(bonus.type)
  206. {
  207. case 0: //spell
  208. {
  209. bonus.info1 = readNormalNr(buffer, outIt, 2); outIt += 2; //hero
  210. bonus.info2 = buffer[outIt++]; //spell ID
  211. break;
  212. }
  213. case 1: //monster
  214. {
  215. bonus.info1 = readNormalNr(buffer, outIt, 2); outIt += 2; //hero
  216. bonus.info2 = readNormalNr(buffer, outIt, 2); outIt += 2; //monster type
  217. bonus.info3 = readNormalNr(buffer, outIt, 2); outIt += 2; //monster count
  218. break;
  219. }
  220. case 2: //building
  221. {
  222. bonus.info1 = buffer[outIt++]; //building ID (0 - town hall, 1 - city hall, 2 - capitol, etc)
  223. break;
  224. }
  225. case 3: //artifact
  226. {
  227. bonus.info1 = readNormalNr(buffer, outIt, 2); outIt += 2; //hero
  228. bonus.info2 = readNormalNr(buffer, outIt, 2); outIt += 2; //artifact ID
  229. break;
  230. }
  231. case 4: //spell scroll
  232. {
  233. bonus.info1 = readNormalNr(buffer, outIt, 2); outIt += 2; //hero
  234. bonus.info2 = buffer[outIt++]; //spell ID
  235. break;
  236. }
  237. case 5: //prim skill
  238. {
  239. bonus.info1 = readNormalNr(buffer, outIt, 2); outIt += 2; //hero
  240. bonus.info2 = readNormalNr(buffer, outIt, 4); outIt += 4; //bonuses (4 bytes for 4 skills)
  241. break;
  242. }
  243. case 6: //sec skills
  244. {
  245. bonus.info1 = readNormalNr(buffer, outIt, 2); outIt += 2; //hero
  246. bonus.info2 = buffer[outIt++]; //skill ID
  247. bonus.info3 = buffer[outIt++]; //skill level
  248. break;
  249. }
  250. case 7: //resources
  251. {
  252. bonus.info1 = buffer[outIt++]; //type
  253. //FD - wood+ore
  254. //FE - mercury+sulfur+crystal+gem
  255. bonus.info2 = readNormalNr(buffer, outIt, 4); outIt += 4; //count
  256. break;
  257. }
  258. }
  259. ret.bonusesToChoose.push_back(bonus);
  260. }
  261. break;
  262. }
  263. case 2: //reading of players (colors / scenarios ?) player can choose
  264. {
  265. ui8 numOfBonuses = buffer[outIt++];
  266. for (int g=0; g<numOfBonuses; ++g)
  267. {
  268. CScenarioTravel::STravelBonus bonus;
  269. bonus.type = 8;
  270. bonus.info1 = buffer[outIt++]; //player color
  271. bonus.info2 = buffer[outIt++]; //from what scenario
  272. ret.bonusesToChoose.push_back(bonus);
  273. }
  274. break;
  275. }
  276. case 3: //heroes player can choose between
  277. {
  278. ui8 numOfBonuses = buffer[outIt++];
  279. for (int g=0; g<numOfBonuses; ++g)
  280. {
  281. CScenarioTravel::STravelBonus bonus;
  282. bonus.type = 9;
  283. bonus.info1 = buffer[outIt++]; //player color
  284. bonus.info2 = readNormalNr(buffer, outIt, 2); outIt += 2; //hero, FF FF - random
  285. ret.bonusesToChoose.push_back(bonus);
  286. }
  287. break;
  288. }
  289. default:
  290. {
  291. tlog1<<"Corrupted h3c file"<<std::endl;
  292. break;
  293. }
  294. }
  295. return ret;
  296. }
  297. std::vector<ui32> CCampaignHandler::locateH3mStarts( const unsigned char * buffer, int start, int size )
  298. {
  299. std::vector<ui32> ret;
  300. for(int g=start; g<size; ++g)
  301. {
  302. if(startsAt(buffer, size, g))
  303. {
  304. ret.push_back(g);
  305. }
  306. }
  307. return ret;
  308. }
  309. bool CCampaignHandler::startsAt( const unsigned char * buffer, int size, int pos )
  310. {
  311. struct HLP
  312. {
  313. static unsigned char at(const unsigned char * buffer, int size, int place)
  314. {
  315. if(place < size)
  316. return buffer[place];
  317. throw std::string("Out of bounds!");
  318. }
  319. };
  320. try
  321. {
  322. //check minimal length of given region
  323. HLP::at(buffer, size, 100);
  324. //check version
  325. unsigned char tmp = HLP::at(buffer, size, pos);
  326. if(!(tmp == 0x0e || tmp == 0x15 || tmp == 0x1c || tmp == 0x33))
  327. {
  328. return false;
  329. }
  330. //3 bytes following version
  331. if(HLP::at(buffer, size, pos+1) != 0 || HLP::at(buffer, size, pos+2) != 0 || HLP::at(buffer, size, pos+3) != 0)
  332. {
  333. return false;
  334. }
  335. //unknown strange byte
  336. tmp = HLP::at(buffer, size, pos+4);
  337. if(tmp != 0 && tmp != 1 )
  338. {
  339. return false;
  340. }
  341. //size of map
  342. int mapsize = readNormalNr(buffer, pos+5);
  343. if(mapsize < 10 || mapsize > 530)
  344. {
  345. return false;
  346. }
  347. //underground or not
  348. tmp = HLP::at(buffer, size, pos+9);
  349. if( tmp != 0 && tmp != 1 )
  350. {
  351. return false;
  352. }
  353. //map name
  354. int len = readNormalNr(buffer, pos+10);
  355. if(len < 0 || len > 100)
  356. {
  357. return false;
  358. }
  359. for(int t=0; t<len; ++t)
  360. {
  361. tmp = HLP::at(buffer, size, pos+14+t);
  362. if(tmp == 0 || (tmp > 15 && tmp < 32)) //not a valid character
  363. {
  364. return false;
  365. }
  366. }
  367. }
  368. catch (...)
  369. {
  370. return false;
  371. }
  372. return true;
  373. }
  374. unsigned char * CCampaignHandler::getFile( const std::string & name, bool fromLod, int & outSize )
  375. {
  376. unsigned char * cmpgn;
  377. if(fromLod)
  378. {
  379. cmpgn = bitmaph->giveFile(name, &outSize);
  380. FILE * tmp = fopen("tmp_cmpgn", "wb");
  381. fwrite(cmpgn, 1, outSize, tmp);
  382. fclose(tmp);
  383. delete [] cmpgn;
  384. cmpgn = CLodHandler::getUnpackedFile("tmp_cmpgn", &outSize);
  385. }
  386. else
  387. {
  388. cmpgn = CLodHandler::getUnpackedFile(name, &outSize);
  389. }
  390. return cmpgn;
  391. }
  392. bool CCampaign::conquerable( int whichScenario ) const
  393. {
  394. //check for void scenraio
  395. if (!scenarios[whichScenario].isNotVoid())
  396. {
  397. return false;
  398. }
  399. if (scenarios[whichScenario].conquered)
  400. {
  401. return false;
  402. }
  403. //check preconditioned regions
  404. for (int g=0; g<scenarios.size(); ++g)
  405. {
  406. if(( (1 << g) & scenarios[whichScenario].preconditionRegion ) && !scenarios[g].conquered)
  407. return false; //prerequisite does not met
  408. }
  409. return true;
  410. }
  411. CCampaign::CCampaign()
  412. {
  413. }
  414. bool CCampaignScenario::isNotVoid() const
  415. {
  416. return mapName.size() > 0;
  417. }
  418. void CCampaignScenario::prepareCrossoverHeroes( std::vector<CGHeroInstance *> heroes )
  419. {
  420. crossoverHeroes = heroes;
  421. if (!(travelOptions.whatHeroKeeps & 1))
  422. {
  423. //trimming experience
  424. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  425. {
  426. cgh->initExp();
  427. }
  428. }
  429. if (!(travelOptions.whatHeroKeeps & 2))
  430. {
  431. //trimming prim skills
  432. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  433. {
  434. #define RESET_PRIM_SKILL(NAME, VALNAME) \
  435. cgh->getBonus(Selector::type(Bonus::PRIMARY_SKILL) && \
  436. Selector::subtype(PrimarySkill::NAME) && \
  437. Selector::sourceType(Bonus::HERO_BASE_SKILL) )->val = cgh->type->heroClass->VALNAME;
  438. RESET_PRIM_SKILL(ATTACK, initialAttack);
  439. RESET_PRIM_SKILL(DEFENSE, initialDefence);
  440. RESET_PRIM_SKILL(SPELL_POWER, initialPower);
  441. RESET_PRIM_SKILL(KNOWLEDGE, initialKnowledge);
  442. #undef RESET_PRIM_SKILL
  443. }
  444. }
  445. if (!(travelOptions.whatHeroKeeps & 4))
  446. {
  447. //trimming sec skills
  448. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  449. {
  450. cgh->secSkills = cgh->type->secSkillsInit;
  451. }
  452. }
  453. if (!(travelOptions.whatHeroKeeps & 8))
  454. {
  455. //trimming spells
  456. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  457. {
  458. cgh->spells.clear();
  459. }
  460. }
  461. if (!(travelOptions.whatHeroKeeps & 16))
  462. {
  463. //trimming artifacts
  464. for (int g=0; g<VLC->arth->artifacts.size(); ++g)
  465. {
  466. bool takeable = travelOptions.artifsKeptByHero[g / 8] & ( 1 << (g%8) ) ;
  467. if (!takeable)
  468. {
  469. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  470. {
  471. cgh->artifacts -= g;
  472. }
  473. }
  474. }
  475. }
  476. //trimming creatures
  477. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  478. {
  479. CCreatureSet army = cgh->getArmy();
  480. for (TSlots::iterator j = army.slots.begin(); j != army.slots.end(); j++)
  481. {
  482. if (! (travelOptions.monstersKeptByHero[j->first / 8] & (1 << (j->first%8)) ))
  483. {
  484. army.slots.erase(j);
  485. j = army.slots.begin();
  486. }
  487. }
  488. }
  489. }
  490. bool CScenarioTravel::STravelBonus::isBonusForHero() const
  491. {
  492. return type == 0 || type == 1 || type == 3 || type == 4 || type == 5 || type == 6;
  493. }
  494. void CCampaignState::initNewCampaign( const StartInfo &si )
  495. {
  496. assert(si.mode == StartInfo::CAMPAIGN);
  497. campaignName = si.mapname;
  498. currentMap = si.whichMapInCampaign;
  499. //check if campaign is in lod or not
  500. bool inLod = campaignName.find('/') == std::string::npos;
  501. camp = CCampaignHandler::getCampaign(campaignName, inLod); //TODO lod???
  502. for (ui8 i = 0; i < camp->mapPieces.size(); i++)
  503. mapsRemaining.push_back(i);
  504. }
  505. void CCampaignState::mapConquered( const std::vector<CGHeroInstance*> & heroes )
  506. {
  507. camp->scenarios[currentMap].prepareCrossoverHeroes(heroes);
  508. mapsConquered.push_back(currentMap);
  509. mapsRemaining -= currentMap;
  510. camp->scenarios[currentMap].conquered = true;
  511. }