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- /*
- * CCampaignHandler.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #pragma once
- #include "../../lib/GameConstants.h"
- struct StartInfo;
- class CGHeroInstance;
- class CBinaryReader;
- namespace CampaignVersion
- {
- enum Version
- {
- RoE = 4,
- AB = 5,
- SoD = 6,
- WoG = 6
- };
- }
- class DLL_LINKAGE CCampaignHeader
- {
- public:
- si32 version; //4 - RoE, 5 - AB, 6 - SoD and WoG
- ui8 mapVersion; //CampText.txt's format
- std::string name, description;
- ui8 difficultyChoosenByPlayer;
- ui8 music; //CmpMusic.txt, start from 0
- std::string filename;
- ui8 loadFromLod; //if true, this campaign must be loaded fro, .lod file
- CCampaignHeader();
- template <typename Handler> void serialize(Handler &h, const int formatVersion)
- {
- h & version;
- h & mapVersion;
- h & name;
- h & description;
- h & difficultyChoosenByPlayer;
- h & music;
- h & filename;
- h & loadFromLod;
- }
- };
- class DLL_LINKAGE CScenarioTravel
- {
- public:
- ui8 whatHeroKeeps; //bitfield [0] - experience, [1] - prim skills, [2] - sec skills, [3] - spells, [4] - artifacts
- std::array<ui8, 19> monstersKeptByHero;
- std::array<ui8, 18> artifsKeptByHero;
- ui8 startOptions; //1 - start bonus, 2 - traveling hero, 3 - hero options
- ui8 playerColor; //only for startOptions == 1
- struct DLL_LINKAGE STravelBonus
- {
- enum EBonusType {SPELL, MONSTER, BUILDING, ARTIFACT, SPELL_SCROLL, PRIMARY_SKILL, SECONDARY_SKILL, RESOURCE,
- HEROES_FROM_PREVIOUS_SCENARIO, HERO};
- EBonusType type; //uses EBonusType
- si32 info1, info2, info3; //purpose depends on type
- bool isBonusForHero() const;
- STravelBonus();
- template <typename Handler> void serialize(Handler &h, const int formatVersion)
- {
- h & type;
- h & info1;
- h & info2;
- h & info3;
- }
- };
- std::vector<STravelBonus> bonusesToChoose;
- CScenarioTravel();
- template <typename Handler> void serialize(Handler &h, const int formatVersion)
- {
- h & whatHeroKeeps;
- h & monstersKeptByHero;
- h & artifsKeptByHero;
- h & startOptions;
- h & playerColor;
- h & bonusesToChoose;
- }
- };
- class DLL_LINKAGE CCampaignScenario
- {
- public:
- struct DLL_LINKAGE SScenarioPrologEpilog
- {
- bool hasPrologEpilog;
- ui8 prologVideo; // from CmpMovie.txt
- ui8 prologMusic; // from CmpMusic.txt
- std::string prologText;
- SScenarioPrologEpilog();
- template <typename Handler> void serialize(Handler &h, const int formatVersion)
- {
- h & hasPrologEpilog;
- h & prologVideo;
- h & prologMusic;
- h & prologText;
- }
- };
- std::string mapName; //*.h3m
- std::string scenarioName; //from header. human-readble
- ui32 packedMapSize; //generally not used
- std::set<ui8> preconditionRegions; //what we need to conquer to conquer this one (stored as bitfield in h3c)
- ui8 regionColor;
- ui8 difficulty;
- bool conquered;
- std::string regionText;
- SScenarioPrologEpilog prolog, epilog;
- CScenarioTravel travelOptions;
- std::vector<HeroTypeID> keepHeroes; // contains list of heroes which should be kept for next scenario (doesn't matter if they lost)
- std::vector<CGHeroInstance *> crossoverHeroes; // contains all heroes with the same state when the campaign scenario was finished
- std::vector<CGHeroInstance *> placedCrossoverHeroes; // contains all placed crossover heroes defined by hero placeholders when the scenario was started
- const CGHeroInstance * strongestHero(PlayerColor owner) const;
- void loadPreconditionRegions(ui32 regions);
- bool isNotVoid() const;
- std::vector<CGHeroInstance *> getLostCrossoverHeroes() const; /// returns a list of crossover heroes which started the scenario, but didn't complete it
- CCampaignScenario();
- template <typename Handler> void serialize(Handler &h, const int formatVersion)
- {
- h & mapName;
- h & scenarioName;
- h & packedMapSize;
- h & preconditionRegions;
- h & regionColor;
- h & difficulty;
- h & conquered;
- h & regionText;
- h & prolog;
- h & epilog;
- h & travelOptions;
- h & crossoverHeroes;
- h & placedCrossoverHeroes;
- h & keepHeroes;
- }
- };
- class DLL_LINKAGE CCampaign
- {
- public:
- CCampaignHeader header;
- std::vector<CCampaignScenario> scenarios;
- std::map<int, std::string > mapPieces; //binary h3ms, scenario number -> map data
- template <typename Handler> void serialize(Handler &h, const int formatVersion)
- {
- h & header;
- h & scenarios;
- h & mapPieces;
- }
- bool conquerable(int whichScenario) const;
- CCampaign();
- };
- class DLL_LINKAGE CCampaignState
- {
- public:
- std::unique_ptr<CCampaign> camp;
- std::string campaignName;
- std::vector<ui8> mapsConquered, mapsRemaining;
- boost::optional<si32> currentMap;
- std::map<ui8, ui8> chosenCampaignBonuses;
- //void initNewCampaign(const StartInfo &si);
- void setCurrentMapAsConquered(const std::vector<CGHeroInstance*> & heroes);
- boost::optional<CScenarioTravel::STravelBonus> getBonusForCurrentMap() const;
- const CCampaignScenario & getCurrentScenario() const;
- CCampaignScenario & getCurrentScenario();
- ui8 currentBonusID() const;
- CCampaignState();
- CCampaignState(std::unique_ptr<CCampaign> _camp);
- ~CCampaignState(){};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & camp;
- h & campaignName;
- h & mapsRemaining;
- h & mapsConquered;
- h & currentMap;
- h & chosenCampaignBonuses;
- }
- };
- class DLL_LINKAGE CCampaignHandler
- {
- static CCampaignHeader readHeaderFromMemory(CBinaryReader & reader);
- static CCampaignScenario readScenarioFromMemory(CBinaryReader & reader, int version, int mapVersion );
- static CScenarioTravel readScenarioTravelFromMemory(CBinaryReader & reader, int version);
- /// returns h3c split in parts. 0 = h3c header, 1-end - maps (binary h3m)
- /// headerOnly - only header will be decompressed, returned vector wont have any maps
- static std::vector< std::vector<ui8> > getFile(const std::string & name, bool headerOnly);
- public:
- static std::string prologVideoName(ui8 index);
- static std::string prologMusicName(ui8 index);
- static std::string prologVoiceName(ui8 index);
- static CCampaignHeader getHeader( const std::string & name); //name - name of appropriate file
- static std::unique_ptr<CCampaign> getCampaign(const std::string & name); //name - name of appropriate file
- };
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