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vcmi/lib/CCampaignHandler.h
beegee1 7f04ed990b Major refactoring. First part: BattleInterface
Introduction of pre compiled headers,...
2011-12-13 21:23:17 +00:00

172 lines
4.8 KiB
C++

#pragma once
/*
* 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
*
*/
struct StartInfo;
class CGHeroInstance;
namespace CampaignVersion
{
enum Version
{
RoE = 4,
AB = 5,
SoD = 6,
WoG = 6
};
}
class DLL_LINKAGE CCampaignHeader
{
public:
si32 version; //4 - RoE, 5 - AB, 6 - SoD and 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 <typename Handler> void serialize(Handler &h, const int formatVersion)
{
h & version & mapVersion & name & description & difficultyChoosenByPlayer & music & filename & loadFromLod;
}
};
class DLL_LINKAGE 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_LINKAGE 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
bool isBonusForHero() const;
template <typename Handler> void serialize(Handler &h, const int formatVersion)
{
h & type & info1 & info2 & info3;
}
};
std::vector<STravelBonus> bonusesToChoose;
template <typename Handler> void serialize(Handler &h, const int formatVersion)
{
h & whatHeroKeeps & monstersKeptByHero & artifsKeptByHero & startOptions & playerColor & bonusesToChoose;
}
};
class DLL_LINKAGE 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_LINKAGE SScenarioPrologEpilog
{
ui8 hasPrologEpilog;
ui8 prologVideo; // from CmpMovie.txt
ui8 prologMusic; // from CmpMusic.txt
std::string prologText;
template <typename Handler> void serialize(Handler &h, const int formatVersion)
{
h & hasPrologEpilog & prologVideo & prologMusic & prologText;
}
};
SScenarioPrologEpilog prolog, epilog;
CScenarioTravel travelOptions;
std::vector<CGHeroInstance*> crossoverHeroes;
void prepareCrossoverHeroes(std::vector<CGHeroInstance *> heroes);
bool isNotVoid() const;
template <typename Handler> void serialize(Handler &h, const int formatVersion)
{
h & mapName & packedMapSize & preconditionRegion & regionColor & difficulty & conquered & regionText &
prolog & epilog & travelOptions & crossoverHeroes;
}
};
class DLL_LINKAGE CCampaign
{
public:
CCampaignHeader header;
std::vector<CCampaignScenario> scenarios;
std::map<int, std::string> mapPieces; //binary h3ms, scenario number -> map data
template <typename Handler> void serialize(Handler &h, const int formatVersion)
{
h & header & scenarios & mapPieces;
}
bool conquerable(int whichScenario) const;
CCampaign();
};
class DLL_LINKAGE CCampaignState
{
public:
CCampaign *camp;
std::string campaignName;
std::vector<ui8> mapsConquered, mapsRemaining;
ui8 currentMap;
void initNewCampaign(const StartInfo &si);
void mapConquered(const std::vector<CGHeroInstance*> & heroes);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & camp & campaignName & mapsRemaining & mapsConquered & currentMap;
}
};
class DLL_LINKAGE CCampaignHandler
{
static CCampaignHeader readHeaderFromMemory( const ui8 *buffer, int & outIt );
static CCampaignScenario readScenarioFromMemory( const ui8 *buffer, int & outIt, int version, int mapVersion );
static CScenarioTravel readScenarioTravelFromMemory( const ui8 * buffer, int & outIt , int version);
static std::vector<ui32> locateH3mStarts(const ui8 * buffer, int start, int size);
static bool startsAt( const ui8 * buffer, int size, int pos ); //a simple heuristic that checks if a h3m starts at given pos
static ui8 * getFile(const std::string & name, bool fromLod, int & outSize);
public:
enum GetMode {RoE, AB, SoD, WoG, Custom, ALL};
static std::vector<CCampaignHeader> 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
};