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9fd1cff090
Long time ago it's was used without prefix to make future switch from boost to std version easier. I discusses this with Ivan and decide to drop these using from Global.h now. This change wouldn't break anything because there was already code with prefix for each of three cases.
189 lines
6.0 KiB
C++
189 lines
6.0 KiB
C++
#pragma once
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#include "../../lib/GameConstants.h"
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/*
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* CCampaignHandler.h, 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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struct StartInfo;
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class CGHeroInstance;
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class CBinaryReader;
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namespace CampaignVersion
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{
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enum Version
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{
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RoE = 4,
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AB = 5,
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SoD = 6,
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WoG = 6
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};
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}
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class DLL_LINKAGE CCampaignHeader
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{
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public:
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si32 version; //4 - RoE, 5 - AB, 6 - SoD and WoG
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ui8 mapVersion; //CampText.txt's format
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std::string name, description;
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ui8 difficultyChoosenByPlayer;
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ui8 music; //CmpMusic.txt, start from 0
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std::string filename;
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ui8 loadFromLod; //if true, this campaign must be loaded fro, .lod file
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template <typename Handler> void serialize(Handler &h, const int formatVersion)
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{
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h & version & mapVersion & name & description & difficultyChoosenByPlayer & music & filename & loadFromLod;
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}
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};
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class DLL_LINKAGE CScenarioTravel
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{
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public:
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ui8 whatHeroKeeps; //bitfield [0] - experience, [1] - prim skills, [2] - sec skills, [3] - spells, [4] - artifacts
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std::array<ui8, 19> monstersKeptByHero;
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std::array<ui8, 18> artifsKeptByHero;
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ui8 startOptions; //1 - start bonus, 2 - traveling hero, 3 - hero options
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ui8 playerColor; //only for startOptions == 1
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struct DLL_LINKAGE STravelBonus
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{
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enum EBonusType {SPELL, MONSTER, BUILDING, ARTIFACT, SPELL_SCROLL, PRIMARY_SKILL, SECONDARY_SKILL, RESOURCE,
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HEROES_FROM_PREVIOUS_SCENARIO, HERO};
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EBonusType type; //uses EBonusType
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si32 info1, info2, info3; //purpose depends on type
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bool isBonusForHero() const;
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template <typename Handler> void serialize(Handler &h, const int formatVersion)
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{
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h & type & info1 & info2 & info3;
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}
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};
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std::vector<STravelBonus> bonusesToChoose;
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template <typename Handler> void serialize(Handler &h, const int formatVersion)
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{
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h & whatHeroKeeps & monstersKeptByHero & artifsKeptByHero & startOptions & playerColor & bonusesToChoose;
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}
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};
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class DLL_LINKAGE CCampaignScenario
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{
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public:
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struct DLL_LINKAGE SScenarioPrologEpilog
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{
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bool hasPrologEpilog;
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ui8 prologVideo; // from CmpMovie.txt
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ui8 prologMusic; // from CmpMusic.txt
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std::string prologText;
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template <typename Handler> void serialize(Handler &h, const int formatVersion)
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{
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h & hasPrologEpilog & prologVideo & prologMusic & prologText;
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}
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};
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std::string mapName; //*.h3m
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std::string scenarioName; //from header. human-readble
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ui32 packedMapSize; //generally not used
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std::set<ui8> preconditionRegions; //what we need to conquer to conquer this one (stored as bitfield in h3c)
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ui8 regionColor;
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ui8 difficulty;
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bool conquered;
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std::string regionText;
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SScenarioPrologEpilog prolog, epilog;
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CScenarioTravel travelOptions;
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std::vector<HeroTypeID> keepHeroes; // contains list of heroes which should be kept for next scenario (doesn't matter if they lost)
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std::vector<CGHeroInstance *> crossoverHeroes; // contains all heroes with the same state when the campaign scenario was finished
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std::vector<CGHeroInstance *> placedCrossoverHeroes; // contains all placed crossover heroes defined by hero placeholders when the scenario was started
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const CGHeroInstance * strongestHero(PlayerColor owner) const;
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void loadPreconditionRegions(ui32 regions);
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bool isNotVoid() const;
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std::vector<CGHeroInstance *> getLostCrossoverHeroes() const; /// returns a list of crossover heroes which started the scenario, but didn't complete it
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template <typename Handler> void serialize(Handler &h, const int formatVersion)
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{
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h & mapName & scenarioName & packedMapSize & preconditionRegions & regionColor & difficulty & conquered & regionText &
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prolog & epilog & travelOptions & crossoverHeroes & placedCrossoverHeroes & keepHeroes;
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}
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};
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class DLL_LINKAGE CCampaign
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{
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public:
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CCampaignHeader header;
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std::vector<CCampaignScenario> scenarios;
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std::map<int, std::string > mapPieces; //binary h3ms, scenario number -> map data
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template <typename Handler> void serialize(Handler &h, const int formatVersion)
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{
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h & header & scenarios & mapPieces;
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}
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bool conquerable(int whichScenario) const;
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CCampaign();
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};
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class DLL_LINKAGE CCampaignState
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{
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public:
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std::unique_ptr<CCampaign> camp;
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std::string campaignName;
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std::vector<ui8> mapsConquered, mapsRemaining;
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boost::optional<si32> currentMap;
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std::map<ui8, ui8> chosenCampaignBonuses;
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//void initNewCampaign(const StartInfo &si);
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void setCurrentMapAsConquered(const std::vector<CGHeroInstance*> & heroes);
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boost::optional<CScenarioTravel::STravelBonus> getBonusForCurrentMap() const;
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const CCampaignScenario & getCurrentScenario() const;
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CCampaignScenario & getCurrentScenario();
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ui8 currentBonusID() const;
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CCampaignState();
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CCampaignState(std::unique_ptr<CCampaign> _camp);
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~CCampaignState(){};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & camp & campaignName & mapsRemaining & mapsConquered & currentMap;
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h & chosenCampaignBonuses;
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}
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};
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class DLL_LINKAGE CCampaignHandler
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{
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static CCampaignHeader readHeaderFromMemory(CBinaryReader & reader);
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static CCampaignScenario readScenarioFromMemory(CBinaryReader & reader, int version, int mapVersion );
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static CScenarioTravel readScenarioTravelFromMemory(CBinaryReader & reader, int version);
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/// returns h3c split in parts. 0 = h3c header, 1-end - maps (binary h3m)
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/// headerOnly - only header will be decompressed, returned vector wont have any maps
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static std::vector< std::vector<ui8> > getFile(const std::string & name, bool headerOnly);
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public:
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static std::string prologVideoName(ui8 index);
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static std::string prologMusicName(ui8 index);
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static std::string prologVoiceName(ui8 index);
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static CCampaignHeader getHeader( const std::string & name); //name - name of appropriate file
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static std::unique_ptr<CCampaign> getCampaign(const std::string & name); //name - name of appropriate file
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};
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