#ifndef __CCAMPAIGNHANDLER_H__ #define __CCAMPAIGNHANDLER_H__ #include "../global.h" #include #include /* * 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 * */ class DLL_EXPORT CCampaignHeader { public: si32 version; //5 - AB, 6 - SoD, 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 template void serialize(Handler &h, const int formatVersion) { h & version & mapVersion & name & description & difficultyChoosenByPlayer & music & filename & loadFromLod; } }; class DLL_EXPORT CScenarioTravel { public: ui8 whatHeroKeeps; //bitfield [0] - experience, [1] - prim skills, [2] - sec skills, [3] - spells, [4] - artifacts ui8 monstersKeptByHero[19]; ui8 artifsKeptByHero[18]; ui8 startOptions; //1 - start bonus, 2 - traveling hero, 3 - hero options ui8 playerColor; //only for startOptions == 1 struct DLL_EXPORT STravelBonus { ui8 type; //0 - spell, 1 - monster, 2 - building, 3 - artifact, 4 - spell scroll, 5 - prim skill, 6 - sec skill, 7 - resource, //8 - player from previous scenario, 9 - hero [???] si32 info1, info2, info3; //purpose depends on type template void serialize(Handler &h, const int formatVersion) { h & type & info1 & info2 & info3; } }; std::vector bonusesToChoose; template void serialize(Handler &h, const int formatVersion) { h & whatHeroKeeps & monstersKeptByHero & artifsKeptByHero & startOptions & playerColor & bonusesToChoose; } }; class DLL_EXPORT CCampaignScenario { public: std::string mapName; ui32 packedMapSize; //generally not used ui16 preconditionRegion; //what we need to conquer to conquer this one (bitfield!) ui8 regionColor; ui8 difficulty; ui8 conquered; std::string regionText; struct DLL_EXPORT SScenarioPrologEpilog { ui8 hasPrologEpilog; ui8 prologVideo; // from CmpMovie.txt ui8 prologMusic; // from CmpMusic.txt std::string prologText; template void serialize(Handler &h, const int formatVersion) { h & hasPrologEpilog & prologVideo & prologMusic & prologText; } }; SScenarioPrologEpilog prolog, epilog; CScenarioTravel travelOptions; template void serialize(Handler &h, const int formatVersion) { h & mapName & packedMapSize & preconditionRegion & regionColor & difficulty & conquered & regionText & prolog & epilog & travelOptions; } }; class DLL_EXPORT CCampaign { public: CCampaignHeader header; std::vector scenarios; std::vector mapPieces; //binary h3ms template void serialize(Handler &h, const int formatVersion) { h & header & scenarios & mapPieces; } bool conquerable(int whichScenario) const; }; class DLL_EXPORT CCampaignHandler { static CCampaignHeader readHeaderFromMemory( const unsigned char *buffer, int & outIt ); static CCampaignScenario readScenarioFromMemory( const unsigned char *buffer, int & outIt, int version, int mapVersion ); static CScenarioTravel readScenarioTravelFromMemory( const unsigned char * buffer, int & outIt , int version); static std::vector locateH3mStarts(const unsigned char * buffer, int start, int size); static bool startsAt( const unsigned char * buffer, int size, int pos ); //a simple heuristic that checks if a h3m starts at given pos public: enum GetMode {RoE, AB, SoD, WoG, Custom, ALL}; static std::vector getCampaignHeaders(GetMode mode); static CCampaignHeader getHeader( const std::string & name, bool fromLod ); //name - name of appropriate file static CCampaign * getCampaign(const std::string & name, bool fromLod); //name - name of appropriate file }; #endif /* __CCAMPAIGNHANDLER_H__ */