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