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ac66fc7f42
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
257 lines
7.1 KiB
C++
257 lines
7.1 KiB
C++
/*
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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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#pragma once
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#include "../../lib/GameConstants.h"
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struct StartInfo;
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class CGHeroInstance;
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class CBinaryReader;
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class CMap;
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class CMapHeader;
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class CMapInfo;
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class JsonNode;
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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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CCampaignHeader();
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template <typename Handler> void serialize(Handler &h, const int formatVersion)
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{
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h & version;
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h & mapVersion;
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h & name;
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h & description;
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h & difficultyChoosenByPlayer;
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h & music;
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h & filename;
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h & 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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STravelBonus();
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template <typename Handler> void serialize(Handler &h, const int formatVersion)
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{
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h & type;
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h & info1;
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h & info2;
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h & info3;
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}
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};
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std::vector<STravelBonus> bonusesToChoose;
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CScenarioTravel();
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template <typename Handler> void serialize(Handler &h, const int formatVersion)
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{
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h & whatHeroKeeps;
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h & monstersKeptByHero;
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h & artifsKeptByHero;
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h & startOptions;
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h & playerColor;
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h & 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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SScenarioPrologEpilog();
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template <typename Handler> void serialize(Handler &h, const int formatVersion)
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{
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h & hasPrologEpilog;
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h & prologVideo;
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h & prologMusic;
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h & 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<JsonNode> crossoverHeroes; // contains all heroes with the same state when the campaign scenario was finished
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std::vector<JsonNode> placedCrossoverHeroes; // contains all placed crossover heroes defined by hero placeholders when the scenario was started
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void loadPreconditionRegions(ui32 regions);
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bool isNotVoid() const;
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// FIXME: due to usage of JsonNode I can't make these methods const
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const CGHeroInstance * strongestHero(PlayerColor owner);
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std::vector<CGHeroInstance *> getLostCrossoverHeroes(); /// returns a list of crossover heroes which started the scenario, but didn't complete it
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std::vector<JsonNode> update787(std::vector<CGHeroInstance *> & heroes);
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CCampaignScenario();
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template <typename Handler> void serialize(Handler &h, const int formatVersion)
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{
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h & mapName;
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h & scenarioName;
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h & packedMapSize;
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h & preconditionRegions;
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h & regionColor;
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h & difficulty;
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h & conquered;
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h & regionText;
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h & prolog;
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h & epilog;
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h & travelOptions;
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if(formatVersion < 787)
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{
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std::vector<CGHeroInstance *> crossoverHeroesOld, placedCrossoverHeroesOld;
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h & crossoverHeroesOld;
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h & placedCrossoverHeroesOld;
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crossoverHeroes = update787(crossoverHeroesOld);
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placedCrossoverHeroes = update787(placedCrossoverHeroesOld);
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}
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else
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{
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h & crossoverHeroes;
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h & placedCrossoverHeroes;
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}
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h & 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;
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h & scenarios;
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h & 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 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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CMap * getMap(int scenarioId = -1) const;
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std::unique_ptr<CMapHeader> getHeader(int scenarioId = -1) const;
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std::shared_ptr<CMapInfo> getMapInfo(int scenarioId = -1) const;
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static JsonNode crossoverSerialize(CGHeroInstance * hero);
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static CGHeroInstance * crossoverDeserialize(JsonNode & node);
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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;
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h & campaignName;
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h & mapsRemaining;
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h & mapsConquered;
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h & 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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