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7f04ed990b
Introduction of pre compiled headers,...
172 lines
4.8 KiB
C++
172 lines
4.8 KiB
C++
#pragma once
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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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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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ui8 monstersKeptByHero[19];
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ui8 artifsKeptByHero[18];
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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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ui8 type; //0 - spell, 1 - monster, 2 - building, 3 - artifact, 4 - spell scroll, 5 - prim skill, 6 - sec skill, 7 - resource,
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//8 - player from previous scenario, 9 - hero [???]
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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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std::string mapName;
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ui32 packedMapSize; //generally not used
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ui16 preconditionRegion; //what we need to conquer to conquer this one (bitfield!)
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ui8 regionColor;
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ui8 difficulty;
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ui8 conquered;
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std::string regionText;
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struct DLL_LINKAGE SScenarioPrologEpilog
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{
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ui8 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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SScenarioPrologEpilog prolog, epilog;
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CScenarioTravel travelOptions;
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std::vector<CGHeroInstance*> crossoverHeroes;
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void prepareCrossoverHeroes(std::vector<CGHeroInstance *> heroes);
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bool isNotVoid() const;
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template <typename Handler> void serialize(Handler &h, const int formatVersion)
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{
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h & mapName & packedMapSize & preconditionRegion & regionColor & difficulty & conquered & regionText &
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prolog & epilog & travelOptions & crossoverHeroes;
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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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CCampaign *camp;
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std::string campaignName;
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std::vector<ui8> mapsConquered, mapsRemaining;
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ui8 currentMap;
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void initNewCampaign(const StartInfo &si);
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void mapConquered(const std::vector<CGHeroInstance*> & heroes);
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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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}
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};
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class DLL_LINKAGE CCampaignHandler
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{
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static CCampaignHeader readHeaderFromMemory( const ui8 *buffer, int & outIt );
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static CCampaignScenario readScenarioFromMemory( const ui8 *buffer, int & outIt, int version, int mapVersion );
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static CScenarioTravel readScenarioTravelFromMemory( const ui8 * buffer, int & outIt , int version);
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static std::vector<ui32> locateH3mStarts(const ui8 * buffer, int start, int size);
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static bool startsAt( const ui8 * buffer, int size, int pos ); //a simple heuristic that checks if a h3m starts at given pos
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static ui8 * getFile(const std::string & name, bool fromLod, int & outSize);
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public:
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enum GetMode {RoE, AB, SoD, WoG, Custom, ALL};
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static std::vector<CCampaignHeader> getCampaignHeaders(GetMode mode);
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static CCampaignHeader getHeader( const std::string & name, bool fromLod ); //name - name of appropriate file
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static CCampaign * getCampaign(const std::string & name, bool fromLod); //name - name of appropriate file
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};
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