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