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427 lines
11 KiB
C++
427 lines
11 KiB
C++
#include "StdInc.h"
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#include "CCampaignHandler.h"
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#include "Filesystem/CResourceLoader.h"
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#include "Filesystem/CCompressedStream.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/vcmi_endian.h"
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#include "CGeneralTextHandler.h"
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#include "StartInfo.h"
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#include "CArtHandler.h" //for hero crossover
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#include "CObjectHandler.h" //for hero crossover
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#include "CHeroHandler.h"
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namespace fs = boost::filesystem;
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/*
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* CCampaignHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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CCampaignHeader CCampaignHandler::getHeader( const std::string & name)
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{
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std::vector<ui8> cmpgn = getFile(name, true)[0];
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int it = 0;//iterator for reading
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CCampaignHeader ret = readHeaderFromMemory(cmpgn.data(), it);
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ret.filename = name;
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return ret;
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}
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CCampaign * CCampaignHandler::getCampaign( const std::string & name)
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{
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CCampaign * ret = new CCampaign();
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std::vector<std::vector<ui8>> file = getFile(name, false);
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int it = 0; //iterator for reading
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ret->header = readHeaderFromMemory(file[0].data(), it);
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ret->header.filename = name;
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int howManyScenarios = VLC->generaltexth->campaignRegionNames[ret->header.mapVersion].size();
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for(int g=0; g<howManyScenarios; ++g)
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{
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CCampaignScenario sc = readScenarioFromMemory(file[0].data(), it, ret->header.version, ret->header.mapVersion);
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ret->scenarios.push_back(sc);
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}
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int scenarioID = 0;
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//first entry is campaign header. start loop from 1
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for (int g=1; g<file.size() && g<howManyScenarios; ++g)
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{
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while(!ret->scenarios[scenarioID].isNotVoid()) //skip void scenarios
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{
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scenarioID++;
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}
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//set map piece appropriately
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ret->mapPieces[scenarioID++] = file[g];
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}
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return ret;
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}
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CCampaignHeader CCampaignHandler::readHeaderFromMemory( const ui8 *buffer, int & outIt )
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{
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CCampaignHeader ret;
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ret.version = read_le_u32(buffer + outIt); outIt+=4;
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ret.mapVersion = buffer[outIt++]; //1 byte only
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ret.mapVersion -= 1; //change range of it from [1, 20] to [0, 19]
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ret.name = readString(buffer, outIt);
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ret.description = readString(buffer, outIt);
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if (ret.version > CampaignVersion::RoE)
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ret.difficultyChoosenByPlayer = readChar(buffer, outIt);
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else
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ret.difficultyChoosenByPlayer = 0;
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ret.music = readChar(buffer, outIt);
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return ret;
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}
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CCampaignScenario CCampaignHandler::readScenarioFromMemory( const ui8 *buffer, int & outIt, int version, int mapVersion )
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{
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struct HLP
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{
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//reads prolog/epilog info from memory
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static CCampaignScenario::SScenarioPrologEpilog prologEpilogReader( const ui8 *buffer, int & outIt )
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{
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CCampaignScenario::SScenarioPrologEpilog ret;
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ret.hasPrologEpilog = buffer[outIt++];
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if(ret.hasPrologEpilog)
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{
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ret.prologVideo = buffer[outIt++];
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ret.prologMusic = buffer[outIt++];
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ret.prologText = readString(buffer, outIt);
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}
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return ret;
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}
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};
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CCampaignScenario ret;
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ret.conquered = false;
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ret.mapName = readString(buffer, outIt);
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ret.packedMapSize = read_le_u32(buffer + outIt); outIt += 4;
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if(mapVersion == 18)//unholy alliance
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{
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ret.loadPreconditionRegions(read_le_u16(buffer + outIt)); outIt += 2;
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}
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else
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{
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ret.loadPreconditionRegions(buffer[outIt++]);
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}
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ret.regionColor = buffer[outIt++];
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ret.difficulty = buffer[outIt++];
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ret.regionText = readString(buffer, outIt);
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ret.prolog = HLP::prologEpilogReader(buffer, outIt);
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ret.epilog = HLP::prologEpilogReader(buffer, outIt);
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ret.travelOptions = readScenarioTravelFromMemory(buffer, outIt, version);
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return ret;
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}
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void CCampaignScenario::loadPreconditionRegions(ui32 regions)
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{
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for (int i=0; i<32; i++) //for each bit in region. h3c however can only hold up to 16
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{
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if ( (1 << i) & regions)
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preconditionRegions.insert(i);
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}
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}
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CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory( const ui8 * buffer, int & outIt , int version )
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{
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CScenarioTravel ret;
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ret.whatHeroKeeps = buffer[outIt++];
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memcpy(ret.monstersKeptByHero, buffer+outIt, ARRAY_COUNT(ret.monstersKeptByHero));
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outIt += ARRAY_COUNT(ret.monstersKeptByHero);
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int artifBytes;
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if (version < CampaignVersion::SoD)
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{
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artifBytes = 17;
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ret.artifsKeptByHero[17] = 0;
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}
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else
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{
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artifBytes = 18;
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}
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memcpy(ret.artifsKeptByHero, buffer+outIt, artifBytes);
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outIt += artifBytes;
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ret.startOptions = buffer[outIt++];
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switch(ret.startOptions)
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{
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case 0:
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//no bonuses. Seems to be OK
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break;
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case 1: //reading of bonuses player can choose
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{
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ret.playerColor = buffer[outIt++];
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ui8 numOfBonuses = buffer[outIt++];
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for (int g=0; g<numOfBonuses; ++g)
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{
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CScenarioTravel::STravelBonus bonus;
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bonus.type = buffer[outIt++];
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//hero: FFFD means 'most powerful' and FFFE means 'generated'
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switch(bonus.type)
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{
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case 0: //spell
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{
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bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
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bonus.info2 = buffer[outIt++]; //spell ID
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break;
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}
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case 1: //monster
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{
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bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
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bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //monster type
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bonus.info3 = read_le_u16(buffer + outIt); outIt += 2; //monster count
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break;
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}
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case 2: //building
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{
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bonus.info1 = buffer[outIt++]; //building ID (0 - town hall, 1 - city hall, 2 - capitol, etc)
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break;
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}
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case 3: //artifact
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{
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bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
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bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //artifact ID
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break;
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}
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case 4: //spell scroll
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{
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bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
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bonus.info2 = buffer[outIt++]; //spell ID
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break;
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}
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case 5: //prim skill
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{
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bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
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bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //bonuses (4 bytes for 4 skills)
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break;
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}
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case 6: //sec skills
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{
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bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
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bonus.info2 = buffer[outIt++]; //skill ID
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bonus.info3 = buffer[outIt++]; //skill level
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break;
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}
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case 7: //resources
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{
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bonus.info1 = buffer[outIt++]; //type
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//FD - wood+ore
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//FE - mercury+sulfur+crystal+gem
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bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //count
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break;
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}
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}
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ret.bonusesToChoose.push_back(bonus);
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}
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break;
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}
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case 2: //reading of players (colors / scenarios ?) player can choose
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{
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ui8 numOfBonuses = buffer[outIt++];
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for (int g=0; g<numOfBonuses; ++g)
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{
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CScenarioTravel::STravelBonus bonus;
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bonus.type = 8;
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bonus.info1 = buffer[outIt++]; //player color
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bonus.info2 = buffer[outIt++]; //from what scenario
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ret.bonusesToChoose.push_back(bonus);
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}
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break;
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}
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case 3: //heroes player can choose between
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{
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ui8 numOfBonuses = buffer[outIt++];
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for (int g=0; g<numOfBonuses; ++g)
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{
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CScenarioTravel::STravelBonus bonus;
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bonus.type = 9;
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bonus.info1 = buffer[outIt++]; //player color
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bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //hero, FF FF - random
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ret.bonusesToChoose.push_back(bonus);
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}
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break;
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}
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default:
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{
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tlog1<<"Corrupted h3c file"<<std::endl;
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break;
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}
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}
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return ret;
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}
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std::vector< std::vector<ui8> > CCampaignHandler::getFile(const std::string & name, bool headerOnly)
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{
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CCompressedStream stream(std::move(CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN))), true);
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std::vector< std::vector<ui8> > ret;
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do
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{
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std::vector<ui8> block(stream.getSize());
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stream.read(block.data(), block.size());
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ret.push_back(block);
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}
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while (!headerOnly && stream.getNextBlock());
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return ret;
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}
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bool CCampaign::conquerable( int whichScenario ) const
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{
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//check for void scenraio
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if (!scenarios[whichScenario].isNotVoid())
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{
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return false;
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}
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if (scenarios[whichScenario].conquered)
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{
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return false;
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}
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//check preconditioned regions
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for (int g=0; g<scenarios.size(); ++g)
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{
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if( vstd::contains(scenarios[whichScenario].preconditionRegions, g) && !scenarios[g].conquered)
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return false; //prerequisite does not met
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}
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return true;
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}
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CCampaign::CCampaign()
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{
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}
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bool CCampaignScenario::isNotVoid() const
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{
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return mapName.size() > 0;
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}
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void CCampaignScenario::prepareCrossoverHeroes( std::vector<CGHeroInstance *> heroes )
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{
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crossoverHeroes = heroes;
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if (!(travelOptions.whatHeroKeeps & 1))
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{
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//trimming experience
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BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
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{
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cgh->initExp();
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}
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}
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if (!(travelOptions.whatHeroKeeps & 2))
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{
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//trimming prim skills
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BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
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{
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#define RESET_PRIM_SKILL(NAME, VALNAME) \
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cgh->getBonus(Selector::type(Bonus::PRIMARY_SKILL) && \
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Selector::subtype(PrimarySkill::NAME) && \
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Selector::sourceType(Bonus::HERO_BASE_SKILL) )->val = cgh->type->heroClass->VALNAME;
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RESET_PRIM_SKILL(ATTACK, initialAttack);
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RESET_PRIM_SKILL(DEFENSE, initialDefence);
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RESET_PRIM_SKILL(SPELL_POWER, initialPower);
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RESET_PRIM_SKILL(KNOWLEDGE, initialKnowledge);
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#undef RESET_PRIM_SKILL
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}
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}
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if (!(travelOptions.whatHeroKeeps & 4))
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{
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//trimming sec skills
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BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
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{
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cgh->secSkills = cgh->type->secSkillsInit;
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}
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}
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if (!(travelOptions.whatHeroKeeps & 8))
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{
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//trimming spells
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BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
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{
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cgh->spells.clear();
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}
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}
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if (!(travelOptions.whatHeroKeeps & 16))
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{
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//trimming artifacts
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BOOST_FOREACH(CGHeroInstance * hero, crossoverHeroes)
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{
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size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
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for (size_t i=0; i<totalArts; i++ )
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{
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const ArtSlotInfo *info = hero->getSlot(i);
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if (!info)
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continue;
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const CArtifactInstance *art = info->artifact;
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if (!art)//FIXME: check spellbook and catapult behaviour
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continue;
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int id = art->artType->id;
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assert( 8*18 > id );//number of arts that fits into h3m format
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bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
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if (takeable)
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hero->eraseArtSlot(i);
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}
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}
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}
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//trimming creatures
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BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
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{
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for (TSlots::const_iterator j = cgh->Slots().begin(); j != cgh->Slots().end(); j++)
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{
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if (!(travelOptions.monstersKeptByHero[j->first / 8] & (1 << (j->first%8)) ))
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{
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cgh->eraseStack(j->first);
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j = cgh->Slots().begin();
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}
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}
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}
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}
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bool CScenarioTravel::STravelBonus::isBonusForHero() const
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{
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return type == 0 || type == 1 || type == 3 || type == 4 || type == 5 || type == 6;
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}
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void CCampaignState::initNewCampaign( const StartInfo &si )
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{
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assert(si.mode == StartInfo::CAMPAIGN);
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campaignName = si.mapname;
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currentMap = si.campSt->currentMap;
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camp = CCampaignHandler::getCampaign(campaignName);
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for (ui8 i = 0; i < camp->mapPieces.size(); i++)
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mapsRemaining.push_back(i);
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}
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void CCampaignState::mapConquered( const std::vector<CGHeroInstance*> & heroes )
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{
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camp->scenarios[currentMap].prepareCrossoverHeroes(heroes);
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mapsConquered.push_back(currentMap);
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mapsRemaining -= currentMap;
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camp->scenarios[currentMap].conquered = true;
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}
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