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. BOOST_FOREACH(Entry e, bitmaph->entries)
  49. {
  50. if( e.type == FILE_CAMPAIGN && e.name != "TOSBLK1" )
  51. {
  52. ret.push_back( getHeader(e.name, true) );
  53. }
  54. }
  55. }
  56. return ret;
  57. }
  58. CCampaignHeader CCampaignHandler::getHeader( const std::string & name, bool fromLod )
  59. {
  60. int realSize;
  61. unsigned char * cmpgn = getFile(name, fromLod, realSize);
  62. int it = 0;//iterator for reading
  63. CCampaignHeader ret = readHeaderFromMemory(cmpgn, it);
  64. ret.filename = name;
  65. ret.loadFromLod = fromLod;
  66. delete [] cmpgn;
  67. return ret;
  68. }
  69. CCampaign * CCampaignHandler::getCampaign( const std::string & name, bool fromLod )
  70. {
  71. CCampaign * ret = new CCampaign();
  72. int realSize;
  73. unsigned char * cmpgn = getFile(name, fromLod, realSize);
  74. int it = 0; //iterator for reading
  75. ret->header = readHeaderFromMemory(cmpgn, it);
  76. ret->header.filename = name;
  77. ret->header.loadFromLod = fromLod;
  78. int howManyScenarios = VLC->generaltexth->campaignRegionNames[ret->header.mapVersion].size();
  79. for(int g=0; g<howManyScenarios; ++g)
  80. {
  81. CCampaignScenario sc = readScenarioFromMemory(cmpgn, it, ret->header.version, ret->header.mapVersion);
  82. ret->scenarios.push_back(sc);
  83. }
  84. std::vector<ui32> h3mStarts = locateH3mStarts(cmpgn, it, realSize);
  85. assert(h3mStarts.size() <= howManyScenarios);
  86. //it looks like we can have more scenarios than we should..
  87. if(h3mStarts.size() > howManyScenarios)
  88. {
  89. tlog1<<"Our heuristic for h3m start points gave wrong results for campaign " << name <<std::endl;
  90. tlog1<<"Please send this campaign to VCMI Project team to help us fix this problem" << std::endl;
  91. delete [] cmpgn;
  92. assert(0);
  93. return NULL;
  94. }
  95. int scenarioID = 0;
  96. for (int g=0; g<h3mStarts.size(); ++g)
  97. {
  98. while(!ret->scenarios[scenarioID].isNotVoid()) //skip void scenarios
  99. {
  100. scenarioID++;
  101. }
  102. //set map piece appropriately
  103. if(g == h3mStarts.size() - 1)
  104. {
  105. ret->mapPieces[scenarioID] = std::string( cmpgn + h3mStarts[g], cmpgn + realSize );
  106. }
  107. else
  108. {
  109. ret->mapPieces[scenarioID] = std::string( cmpgn + h3mStarts[g], cmpgn + h3mStarts[g+1] );
  110. }
  111. scenarioID++;
  112. }
  113. delete [] cmpgn;
  114. return ret;
  115. }
  116. CCampaignHeader CCampaignHandler::readHeaderFromMemory( const unsigned char *buffer, int & outIt )
  117. {
  118. CCampaignHeader ret;
  119. ret.version = readNormalNr(buffer, outIt); outIt+=4;
  120. ret.mapVersion = readChar(buffer, outIt);
  121. ret.mapVersion -= 1; //change range of it from [1, 20] to [0, 19]
  122. ret.name = readString(buffer, outIt);
  123. ret.description = readString(buffer, outIt);
  124. ret.difficultyChoosenByPlayer = readChar(buffer, outIt);
  125. ret.music = readChar(buffer, outIt);
  126. if(ret.version == 4) //I saw one campaign with this version, without either difficulty or music - it's
  127. { //not editable by any editor so I'll just go back by one byte.
  128. outIt--;
  129. }
  130. return ret;
  131. }
  132. CCampaignScenario CCampaignHandler::readScenarioFromMemory( const unsigned char *buffer, int & outIt, int version, int mapVersion )
  133. {
  134. struct HLP
  135. {
  136. //reads prolog/epilog info from memory
  137. static CCampaignScenario::SScenarioPrologEpilog prologEpilogReader( const unsigned char *buffer, int & outIt )
  138. {
  139. CCampaignScenario::SScenarioPrologEpilog ret;
  140. ret.hasPrologEpilog = buffer[outIt++];
  141. if(ret.hasPrologEpilog)
  142. {
  143. ret.prologVideo = buffer[outIt++];
  144. ret.prologMusic = buffer[outIt++];
  145. ret.prologText = readString(buffer, outIt);
  146. }
  147. return ret;
  148. }
  149. };
  150. CCampaignScenario ret;
  151. ret.conquered = false;
  152. ret.mapName = readString(buffer, outIt);
  153. ret.packedMapSize = readNormalNr(buffer, outIt); outIt += 4;
  154. if(mapVersion == 18)//unholy alliance
  155. {
  156. ret.preconditionRegion = readNormalNr(buffer, outIt, 2); outIt += 2;
  157. }
  158. else
  159. {
  160. ret.preconditionRegion = buffer[outIt++];
  161. }
  162. ret.regionColor = buffer[outIt++];
  163. ret.difficulty = buffer[outIt++];
  164. ret.regionText = readString(buffer, outIt);
  165. ret.prolog = HLP::prologEpilogReader(buffer, outIt);
  166. ret.epilog = HLP::prologEpilogReader(buffer, outIt);
  167. ret.travelOptions = readScenarioTravelFromMemory(buffer, outIt, version);
  168. return ret;
  169. }
  170. CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory( const unsigned char * buffer, int & outIt , int version )
  171. {
  172. CScenarioTravel ret;
  173. ret.whatHeroKeeps = buffer[outIt++];
  174. memcpy(ret.monstersKeptByHero, buffer+outIt, ARRAY_COUNT(ret.monstersKeptByHero));
  175. outIt += ARRAY_COUNT(ret.monstersKeptByHero);
  176. int artifBytes;
  177. if (version == 5) //AB
  178. {
  179. artifBytes = 17;
  180. ret.artifsKeptByHero[17] = 0;
  181. }
  182. else //SoD+
  183. {
  184. artifBytes = 18;
  185. }
  186. memcpy(ret.artifsKeptByHero, buffer+outIt, artifBytes);
  187. outIt += artifBytes;
  188. ret.startOptions = buffer[outIt++];
  189. switch(ret.startOptions)
  190. {
  191. case 0:
  192. //no bonuses. Seems to be OK
  193. break;
  194. case 1: //reading of bonuses player can choose
  195. {
  196. ret.playerColor = buffer[outIt++];
  197. ui8 numOfBonuses = buffer[outIt++];
  198. for (int g=0; g<numOfBonuses; ++g)
  199. {
  200. CScenarioTravel::STravelBonus bonus;
  201. bonus.type = buffer[outIt++];
  202. //hero: FFFD means 'most powerful' and FFFE means 'generated'
  203. switch(bonus.type)
  204. {
  205. case 0: //spell
  206. {
  207. bonus.info1 = readNormalNr(buffer, outIt, 2); outIt += 2; //hero
  208. bonus.info2 = buffer[outIt++]; //spell ID
  209. break;
  210. }
  211. case 1: //monster
  212. {
  213. bonus.info1 = readNormalNr(buffer, outIt, 2); outIt += 2; //hero
  214. bonus.info2 = readNormalNr(buffer, outIt, 2); outIt += 2; //monster type
  215. bonus.info3 = readNormalNr(buffer, outIt, 2); outIt += 2; //monster count
  216. break;
  217. }
  218. case 2: //building
  219. {
  220. bonus.info1 = buffer[outIt++]; //building ID (0 - town hall, 1 - city hall, 2 - capitol, etc)
  221. break;
  222. }
  223. case 3: //artifact
  224. {
  225. bonus.info1 = readNormalNr(buffer, outIt, 2); outIt += 2; //hero
  226. bonus.info2 = readNormalNr(buffer, outIt, 2); outIt += 2; //artifact ID
  227. break;
  228. }
  229. case 4: //spell scroll
  230. {
  231. bonus.info1 = readNormalNr(buffer, outIt, 2); outIt += 2; //hero
  232. bonus.info2 = buffer[outIt++]; //spell ID
  233. break;
  234. }
  235. case 5: //prim skill
  236. {
  237. bonus.info1 = readNormalNr(buffer, outIt, 2); outIt += 2; //hero
  238. bonus.info2 = readNormalNr(buffer, outIt, 4); outIt += 4; //bonuses (4 bytes for 4 skills)
  239. break;
  240. }
  241. case 6: //sec skills
  242. {
  243. bonus.info1 = readNormalNr(buffer, outIt, 2); outIt += 2; //hero
  244. bonus.info2 = buffer[outIt++]; //skill ID
  245. bonus.info3 = buffer[outIt++]; //skill level
  246. break;
  247. }
  248. case 7: //resources
  249. {
  250. bonus.info1 = buffer[outIt++]; //type
  251. //FD - wood+ore
  252. //FE - mercury+sulfur+crystal+gem
  253. bonus.info2 = readNormalNr(buffer, outIt, 4); outIt += 4; //count
  254. break;
  255. }
  256. }
  257. ret.bonusesToChoose.push_back(bonus);
  258. }
  259. break;
  260. }
  261. case 2: //reading of players (colors / scenarios ?) player can choose
  262. {
  263. ui8 numOfBonuses = buffer[outIt++];
  264. for (int g=0; g<numOfBonuses; ++g)
  265. {
  266. CScenarioTravel::STravelBonus bonus;
  267. bonus.type = 8;
  268. bonus.info1 = buffer[outIt++]; //player color
  269. bonus.info2 = buffer[outIt++]; //from what scenario
  270. ret.bonusesToChoose.push_back(bonus);
  271. }
  272. break;
  273. }
  274. case 3: //heroes player can choose between
  275. {
  276. ui8 numOfBonuses = buffer[outIt++];
  277. for (int g=0; g<numOfBonuses; ++g)
  278. {
  279. CScenarioTravel::STravelBonus bonus;
  280. bonus.type = 9;
  281. bonus.info1 = buffer[outIt++]; //player color
  282. bonus.info2 = readNormalNr(buffer, outIt, 2); outIt += 2; //hero, FF FF - random
  283. ret.bonusesToChoose.push_back(bonus);
  284. }
  285. break;
  286. }
  287. default:
  288. {
  289. tlog1<<"Corrupted h3c file"<<std::endl;
  290. break;
  291. }
  292. }
  293. return ret;
  294. }
  295. std::vector<ui32> CCampaignHandler::locateH3mStarts( const unsigned char * buffer, int start, int size )
  296. {
  297. std::vector<ui32> ret;
  298. for(int g=start; g<size; ++g)
  299. {
  300. if(startsAt(buffer, size, g))
  301. {
  302. ret.push_back(g);
  303. }
  304. }
  305. return ret;
  306. }
  307. bool CCampaignHandler::startsAt( const unsigned char * buffer, int size, int pos )
  308. {
  309. struct HLP
  310. {
  311. static unsigned char at(const unsigned char * buffer, int size, int place)
  312. {
  313. if(place < size)
  314. return buffer[place];
  315. throw std::string("Out of bounds!");
  316. }
  317. };
  318. try
  319. {
  320. //check minimal length of given region
  321. HLP::at(buffer, size, 100);
  322. //check version
  323. unsigned char tmp = HLP::at(buffer, size, pos);
  324. if(!(tmp == 0x0e || tmp == 0x15 || tmp == 0x1c || tmp == 0x33))
  325. {
  326. return false;
  327. }
  328. //3 bytes following version
  329. if(HLP::at(buffer, size, pos+1) != 0 || HLP::at(buffer, size, pos+2) != 0 || HLP::at(buffer, size, pos+3) != 0)
  330. {
  331. return false;
  332. }
  333. //unknown strange byte
  334. tmp = HLP::at(buffer, size, pos+4);
  335. if(tmp != 0 && tmp != 1 )
  336. {
  337. return false;
  338. }
  339. //size of map
  340. int mapsize = readNormalNr(buffer, pos+5);
  341. if(mapsize < 10 || mapsize > 530)
  342. {
  343. return false;
  344. }
  345. //underground or not
  346. tmp = HLP::at(buffer, size, pos+9);
  347. if( tmp != 0 && tmp != 1 )
  348. {
  349. return false;
  350. }
  351. //map name
  352. int len = readNormalNr(buffer, pos+10);
  353. if(len < 0 || len > 100)
  354. {
  355. return false;
  356. }
  357. for(int t=0; t<len; ++t)
  358. {
  359. tmp = HLP::at(buffer, size, pos+14+t);
  360. if(tmp == 0 || (tmp > 15 && tmp < 32)) //not a valid character
  361. {
  362. return false;
  363. }
  364. }
  365. }
  366. catch (...)
  367. {
  368. return false;
  369. }
  370. return true;
  371. }
  372. unsigned char * CCampaignHandler::getFile( const std::string & name, bool fromLod, int & outSize )
  373. {
  374. unsigned char * cmpgn = 0;
  375. if(fromLod)
  376. {
  377. if (bitmaph->haveFile(name, FILE_CAMPAIGN))
  378. cmpgn = bitmaph->giveFile(name, FILE_CAMPAIGN, &outSize);
  379. else if (bitmaph_ab->haveFile(name, FILE_CAMPAIGN))
  380. cmpgn = bitmaph_ab->giveFile(name, FILE_CAMPAIGN, &outSize);
  381. else
  382. tlog1 << "Cannot find file: " << name << std::endl;
  383. FILE * tmp = fopen("tmp_cmpgn", "wb");
  384. fwrite(cmpgn, 1, outSize, tmp);
  385. fclose(tmp);
  386. delete [] cmpgn;
  387. cmpgn = CLodHandler::getUnpackedFile("tmp_cmpgn", &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(( (1 << g) & scenarios[whichScenario].preconditionRegion ) && !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. for (int g=0; g<VLC->arth->artifacts.size(); ++g)
  468. {
  469. bool takeable = travelOptions.artifsKeptByHero[g / 8] & ( 1 << (g%8) ) ;
  470. if (!takeable)
  471. {
  472. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  473. {
  474. tlog1 << "TODO TODO TODO - take artifacts from hero\n";
  475. //TODO how was that supposed to work with worn artifacts?
  476. //cgh->artifactsInBackpack -= VLC->arth->artifacts[g];
  477. }
  478. }
  479. }
  480. }
  481. //trimming creatures
  482. BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
  483. {
  484. for (TSlots::const_iterator j = cgh->Slots().begin(); j != cgh->Slots().end(); j++)
  485. {
  486. if (!(travelOptions.monstersKeptByHero[j->first / 8] & (1 << (j->first%8)) ))
  487. {
  488. cgh->eraseStack(j->first);
  489. j = cgh->Slots().begin();
  490. }
  491. }
  492. }
  493. }
  494. bool CScenarioTravel::STravelBonus::isBonusForHero() const
  495. {
  496. return type == 0 || type == 1 || type == 3 || type == 4 || type == 5 || type == 6;
  497. }
  498. void CCampaignState::initNewCampaign( const StartInfo &si )
  499. {
  500. assert(si.mode == StartInfo::CAMPAIGN);
  501. campaignName = si.mapname;
  502. currentMap = si.whichMapInCampaign;
  503. //check if campaign is in lod or not
  504. bool inLod = campaignName.find('/') == std::string::npos;
  505. camp = CCampaignHandler::getCampaign(campaignName, inLod); //TODO lod???
  506. for (ui8 i = 0; i < camp->mapPieces.size(); i++)
  507. mapsRemaining.push_back(i);
  508. }
  509. void CCampaignState::mapConquered( const std::vector<CGHeroInstance*> & heroes )
  510. {
  511. camp->scenarios[currentMap].prepareCrossoverHeroes(heroes);
  512. mapsConquered.push_back(currentMap);
  513. mapsRemaining -= currentMap;
  514. camp->scenarios[currentMap].conquered = true;
  515. }