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vcmi/lib/CCampaignHandler.cpp
2012-09-19 17:41:22 +00:00

427 lines
11 KiB
C++

#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<ui8> 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<std::vector<ui8>> 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; g<howManyScenarios; ++g)
{
CCampaignScenario sc = readScenarioFromMemory(file[0].data(), it, ret->header.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; g<file.size() && g<howManyScenarios; ++g)
{
while(!ret->scenarios[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<numOfBonuses; ++g)
{
CScenarioTravel::STravelBonus bonus;
bonus.type = buffer[outIt++];
//hero: FFFD means 'most powerful' and FFFE means 'generated'
switch(bonus.type)
{
case 0: //spell
{
bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
bonus.info2 = buffer[outIt++]; //spell ID
break;
}
case 1: //monster
{
bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //monster type
bonus.info3 = read_le_u16(buffer + outIt); outIt += 2; //monster count
break;
}
case 2: //building
{
bonus.info1 = buffer[outIt++]; //building ID (0 - town hall, 1 - city hall, 2 - capitol, etc)
break;
}
case 3: //artifact
{
bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //artifact ID
break;
}
case 4: //spell scroll
{
bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
bonus.info2 = buffer[outIt++]; //spell ID
break;
}
case 5: //prim skill
{
bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //bonuses (4 bytes for 4 skills)
break;
}
case 6: //sec skills
{
bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
bonus.info2 = buffer[outIt++]; //skill ID
bonus.info3 = buffer[outIt++]; //skill level
break;
}
case 7: //resources
{
bonus.info1 = buffer[outIt++]; //type
//FD - wood+ore
//FE - mercury+sulfur+crystal+gem
bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //count
break;
}
}
ret.bonusesToChoose.push_back(bonus);
}
break;
}
case 2: //reading of players (colors / scenarios ?) player can choose
{
ui8 numOfBonuses = buffer[outIt++];
for (int g=0; g<numOfBonuses; ++g)
{
CScenarioTravel::STravelBonus bonus;
bonus.type = 8;
bonus.info1 = buffer[outIt++]; //player color
bonus.info2 = buffer[outIt++]; //from what scenario
ret.bonusesToChoose.push_back(bonus);
}
break;
}
case 3: //heroes player can choose between
{
ui8 numOfBonuses = buffer[outIt++];
for (int g=0; g<numOfBonuses; ++g)
{
CScenarioTravel::STravelBonus bonus;
bonus.type = 9;
bonus.info1 = buffer[outIt++]; //player color
bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //hero, FF FF - random
ret.bonusesToChoose.push_back(bonus);
}
break;
}
default:
{
tlog1<<"Corrupted h3c file"<<std::endl;
break;
}
}
return ret;
}
std::vector< std::vector<ui8> > CCampaignHandler::getFile(const std::string & name, bool headerOnly)
{
CCompressedStream stream(std::move(CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN))), true);
std::vector< std::vector<ui8> > ret;
do
{
std::vector<ui8> 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<scenarios.size(); ++g)
{
if( vstd::contains(scenarios[whichScenario].preconditionRegions, g) && !scenarios[g].conquered)
return false; //prerequisite does not met
}
return true;
}
CCampaign::CCampaign()
{
}
bool CCampaignScenario::isNotVoid() const
{
return mapName.size() > 0;
}
void CCampaignScenario::prepareCrossoverHeroes( std::vector<CGHeroInstance *> 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; i<totalArts; i++ )
{
const ArtSlotInfo *info = hero->getSlot(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.campSt->currentMap;
camp = CCampaignHandler::getCampaign(campaignName);
for (ui8 i = 0; i < camp->mapPieces.size(); i++)
mapsRemaining.push_back(i);
}
void CCampaignState::mapConquered( const std::vector<CGHeroInstance*> & heroes )
{
camp->scenarios[currentMap].prepareCrossoverHeroes(heroes);
mapsConquered.push_back(currentMap);
mapsRemaining -= currentMap;
camp->scenarios[currentMap].conquered = true;
}