#include "StdInc.h" #include "CCampaignHandler.h" #include "Filesystem/CResourceLoader.h" #include "Filesystem/CCompressedStream.h" #include "../lib/VCMI_Lib.h" #include "../lib/vcmi_endian.h" #include "CGeneralTextHandler.h" #include "StartInfo.h" #include "CArtHandler.h" //for hero crossover #include "CObjectHandler.h" //for hero crossover #include "CHeroHandler.h" namespace fs = boost::filesystem; /* * CCampaignHandler.cpp, 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 * */ CCampaignHeader CCampaignHandler::getHeader( const std::string & name) { std::vector cmpgn = getFile(name, true)[0]; int it = 0;//iterator for reading CCampaignHeader ret = readHeaderFromMemory(cmpgn.data(), it); ret.filename = name; return ret; } CCampaign * CCampaignHandler::getCampaign( const std::string & name) { CCampaign * ret = new CCampaign(); std::vector> file = getFile(name, false); int it = 0; //iterator for reading ret->header = readHeaderFromMemory(file[0].data(), it); ret->header.filename = name; int howManyScenarios = VLC->generaltexth->campaignRegionNames[ret->header.mapVersion].size(); for(int g=0; gheader.version, ret->header.mapVersion); ret->scenarios.push_back(sc); } int scenarioID = 0; //first entry is campaign header. start loop from 1 for (int g=1; gscenarios[scenarioID].isNotVoid()) //skip void scenarios { scenarioID++; } //set map piece appropriately ret->mapPieces[scenarioID++] = file[g]; } return ret; } CCampaignHeader CCampaignHandler::readHeaderFromMemory( const ui8 *buffer, int & outIt ) { CCampaignHeader ret; ret.version = read_le_u32(buffer + outIt); outIt+=4; ret.mapVersion = buffer[outIt++]; //1 byte only ret.mapVersion -= 1; //change range of it from [1, 20] to [0, 19] ret.name = readString(buffer, outIt); ret.description = readString(buffer, outIt); if (ret.version > CampaignVersion::RoE) ret.difficultyChoosenByPlayer = readChar(buffer, outIt); else ret.difficultyChoosenByPlayer = 0; ret.music = readChar(buffer, outIt); return ret; } CCampaignScenario CCampaignHandler::readScenarioFromMemory( const ui8 *buffer, int & outIt, int version, int mapVersion ) { struct HLP { //reads prolog/epilog info from memory static CCampaignScenario::SScenarioPrologEpilog prologEpilogReader( const ui8 *buffer, int & outIt ) { CCampaignScenario::SScenarioPrologEpilog ret; ret.hasPrologEpilog = buffer[outIt++]; if(ret.hasPrologEpilog) { ret.prologVideo = buffer[outIt++]; ret.prologMusic = buffer[outIt++]; ret.prologText = readString(buffer, outIt); } return ret; } }; CCampaignScenario ret; ret.conquered = false; ret.mapName = readString(buffer, outIt); ret.packedMapSize = read_le_u32(buffer + outIt); outIt += 4; if(mapVersion == 18)//unholy alliance { ret.loadPreconditionRegions(read_le_u16(buffer + outIt)); outIt += 2; } else { ret.loadPreconditionRegions(buffer[outIt++]); } ret.regionColor = buffer[outIt++]; ret.difficulty = buffer[outIt++]; ret.regionText = readString(buffer, outIt); ret.prolog = HLP::prologEpilogReader(buffer, outIt); ret.epilog = HLP::prologEpilogReader(buffer, outIt); ret.travelOptions = readScenarioTravelFromMemory(buffer, outIt, version); return ret; } void CCampaignScenario::loadPreconditionRegions(ui32 regions) { for (int i=0; i<32; i++) //for each bit in region. h3c however can only hold up to 16 { if ( (1 << i) & regions) preconditionRegions.insert(i); } } CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory( const ui8 * buffer, int & outIt , int version ) { CScenarioTravel ret; ret.whatHeroKeeps = buffer[outIt++]; memcpy(ret.monstersKeptByHero, buffer+outIt, ARRAY_COUNT(ret.monstersKeptByHero)); outIt += ARRAY_COUNT(ret.monstersKeptByHero); int artifBytes; if (version < CampaignVersion::SoD) { artifBytes = 17; ret.artifsKeptByHero[17] = 0; } else { artifBytes = 18; } memcpy(ret.artifsKeptByHero, buffer+outIt, artifBytes); outIt += artifBytes; ret.startOptions = buffer[outIt++]; switch(ret.startOptions) { case 0: //no bonuses. Seems to be OK break; case 1: //reading of bonuses player can choose { ret.playerColor = buffer[outIt++]; ui8 numOfBonuses = buffer[outIt++]; for (int g=0; g > CCampaignHandler::getFile(const std::string & name, bool headerOnly) { CCompressedStream stream(std::move(CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN))), true); std::vector< std::vector > ret; do { std::vector block(stream.getSize()); stream.read(block.data(), block.size()); ret.push_back(block); } while (!headerOnly && stream.getNextBlock()); return ret; } bool CCampaign::conquerable( int whichScenario ) const { //check for void scenraio if (!scenarios[whichScenario].isNotVoid()) { return false; } if (scenarios[whichScenario].conquered) { return false; } //check preconditioned regions for (int g=0; g 0; } void CCampaignScenario::prepareCrossoverHeroes( std::vector heroes ) { crossoverHeroes = heroes; if (!(travelOptions.whatHeroKeeps & 1)) { //trimming experience BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes) { cgh->initExp(); } } if (!(travelOptions.whatHeroKeeps & 2)) { //trimming prim skills BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes) { #define RESET_PRIM_SKILL(NAME, VALNAME) \ cgh->getBonus(Selector::type(Bonus::PRIMARY_SKILL) && \ Selector::subtype(PrimarySkill::NAME) && \ Selector::sourceType(Bonus::HERO_BASE_SKILL) )->val = cgh->type->heroClass->VALNAME; RESET_PRIM_SKILL(ATTACK, initialAttack); RESET_PRIM_SKILL(DEFENSE, initialDefence); RESET_PRIM_SKILL(SPELL_POWER, initialPower); RESET_PRIM_SKILL(KNOWLEDGE, initialKnowledge); #undef RESET_PRIM_SKILL } } if (!(travelOptions.whatHeroKeeps & 4)) { //trimming sec skills BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes) { cgh->secSkills = cgh->type->secSkillsInit; } } if (!(travelOptions.whatHeroKeeps & 8)) { //trimming spells BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes) { cgh->spells.clear(); } } if (!(travelOptions.whatHeroKeeps & 16)) { //trimming artifacts BOOST_FOREACH(CGHeroInstance * hero, crossoverHeroes) { size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size(); for (size_t i=0; igetSlot(i); if (!info) continue; const CArtifactInstance *art = info->artifact; if (!art)//FIXME: check spellbook and catapult behaviour continue; int id = art->artType->id; assert( 8*18 > id );//number of arts that fits into h3m format bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) ); if (takeable) hero->eraseArtSlot(i); } } } //trimming creatures BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes) { for (TSlots::const_iterator j = cgh->Slots().begin(); j != cgh->Slots().end(); j++) { if (!(travelOptions.monstersKeptByHero[j->first / 8] & (1 << (j->first%8)) )) { cgh->eraseStack(j->first); j = cgh->Slots().begin(); } } } } bool CScenarioTravel::STravelBonus::isBonusForHero() const { return type == 0 || type == 1 || type == 3 || type == 4 || type == 5 || type == 6; } void CCampaignState::initNewCampaign( const StartInfo &si ) { assert(si.mode == StartInfo::CAMPAIGN); campaignName = si.mapname; currentMap = si.whichMapInCampaign; camp = CCampaignHandler::getCampaign(campaignName); for (ui8 i = 0; i < camp->mapPieces.size(); i++) mapsRemaining.push_back(i); } void CCampaignState::mapConquered( const std::vector & heroes ) { camp->scenarios[currentMap].prepareCrossoverHeroes(heroes); mapsConquered.push_back(currentMap); mapsRemaining -= currentMap; camp->scenarios[currentMap].conquered = true; }