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vcmi/lib/mapping/CCampaignHandler.h
Arseniy Shestakov ac66fc7f42 Full rework of pre-game interface and networking
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.
2018-04-04 14:24:26 +07:00

257 lines
7.1 KiB
C++

/*
* 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
*
*/
#pragma once
#include "../../lib/GameConstants.h"
struct StartInfo;
class CGHeroInstance;
class CBinaryReader;
class CMap;
class CMapHeader;
class CMapInfo;
class JsonNode;
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
CCampaignHeader();
template <typename Handler> void serialize(Handler &h, const int formatVersion)
{
h & version;
h & mapVersion;
h & name;
h & description;
h & difficultyChoosenByPlayer;
h & music;
h & filename;
h & loadFromLod;
}
};
class DLL_LINKAGE CScenarioTravel
{
public:
ui8 whatHeroKeeps; //bitfield [0] - experience, [1] - prim skills, [2] - sec skills, [3] - spells, [4] - artifacts
std::array<ui8, 19> monstersKeptByHero;
std::array<ui8, 18> artifsKeptByHero;
ui8 startOptions; //1 - start bonus, 2 - traveling hero, 3 - hero options
ui8 playerColor; //only for startOptions == 1
struct DLL_LINKAGE STravelBonus
{
enum EBonusType {SPELL, MONSTER, BUILDING, ARTIFACT, SPELL_SCROLL, PRIMARY_SKILL, SECONDARY_SKILL, RESOURCE,
HEROES_FROM_PREVIOUS_SCENARIO, HERO};
EBonusType type; //uses EBonusType
si32 info1, info2, info3; //purpose depends on type
bool isBonusForHero() const;
STravelBonus();
template <typename Handler> void serialize(Handler &h, const int formatVersion)
{
h & type;
h & info1;
h & info2;
h & info3;
}
};
std::vector<STravelBonus> bonusesToChoose;
CScenarioTravel();
template <typename Handler> void serialize(Handler &h, const int formatVersion)
{
h & whatHeroKeeps;
h & monstersKeptByHero;
h & artifsKeptByHero;
h & startOptions;
h & playerColor;
h & bonusesToChoose;
}
};
class DLL_LINKAGE CCampaignScenario
{
public:
struct DLL_LINKAGE SScenarioPrologEpilog
{
bool hasPrologEpilog;
ui8 prologVideo; // from CmpMovie.txt
ui8 prologMusic; // from CmpMusic.txt
std::string prologText;
SScenarioPrologEpilog();
template <typename Handler> void serialize(Handler &h, const int formatVersion)
{
h & hasPrologEpilog;
h & prologVideo;
h & prologMusic;
h & prologText;
}
};
std::string mapName; //*.h3m
std::string scenarioName; //from header. human-readble
ui32 packedMapSize; //generally not used
std::set<ui8> preconditionRegions; //what we need to conquer to conquer this one (stored as bitfield in h3c)
ui8 regionColor;
ui8 difficulty;
bool conquered;
std::string regionText;
SScenarioPrologEpilog prolog, epilog;
CScenarioTravel travelOptions;
std::vector<HeroTypeID> keepHeroes; // contains list of heroes which should be kept for next scenario (doesn't matter if they lost)
std::vector<JsonNode> crossoverHeroes; // contains all heroes with the same state when the campaign scenario was finished
std::vector<JsonNode> placedCrossoverHeroes; // contains all placed crossover heroes defined by hero placeholders when the scenario was started
void loadPreconditionRegions(ui32 regions);
bool isNotVoid() const;
// FIXME: due to usage of JsonNode I can't make these methods const
const CGHeroInstance * strongestHero(PlayerColor owner);
std::vector<CGHeroInstance *> getLostCrossoverHeroes(); /// returns a list of crossover heroes which started the scenario, but didn't complete it
std::vector<JsonNode> update787(std::vector<CGHeroInstance *> & heroes);
CCampaignScenario();
template <typename Handler> void serialize(Handler &h, const int formatVersion)
{
h & mapName;
h & scenarioName;
h & packedMapSize;
h & preconditionRegions;
h & regionColor;
h & difficulty;
h & conquered;
h & regionText;
h & prolog;
h & epilog;
h & travelOptions;
if(formatVersion < 787)
{
std::vector<CGHeroInstance *> crossoverHeroesOld, placedCrossoverHeroesOld;
h & crossoverHeroesOld;
h & placedCrossoverHeroesOld;
crossoverHeroes = update787(crossoverHeroesOld);
placedCrossoverHeroes = update787(placedCrossoverHeroesOld);
}
else
{
h & crossoverHeroes;
h & placedCrossoverHeroes;
}
h & keepHeroes;
}
};
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;
h & scenarios;
h & mapPieces;
}
bool conquerable(int whichScenario) const;
CCampaign();
};
class DLL_LINKAGE CCampaignState
{
public:
std::unique_ptr<CCampaign> camp;
std::string campaignName;
std::vector<ui8> mapsConquered, mapsRemaining;
boost::optional<si32> currentMap;
std::map<ui8, ui8> chosenCampaignBonuses;
void setCurrentMapAsConquered(const std::vector<CGHeroInstance*> & heroes);
boost::optional<CScenarioTravel::STravelBonus> getBonusForCurrentMap() const;
const CCampaignScenario & getCurrentScenario() const;
CCampaignScenario & getCurrentScenario();
ui8 currentBonusID() const;
CMap * getMap(int scenarioId = -1) const;
std::unique_ptr<CMapHeader> getHeader(int scenarioId = -1) const;
std::shared_ptr<CMapInfo> getMapInfo(int scenarioId = -1) const;
static JsonNode crossoverSerialize(CGHeroInstance * hero);
static CGHeroInstance * crossoverDeserialize(JsonNode & node);
CCampaignState();
CCampaignState(std::unique_ptr<CCampaign> _camp);
~CCampaignState(){};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & camp;
h & campaignName;
h & mapsRemaining;
h & mapsConquered;
h & currentMap;
h & chosenCampaignBonuses;
}
};
class DLL_LINKAGE CCampaignHandler
{
static CCampaignHeader readHeaderFromMemory(CBinaryReader & reader);
static CCampaignScenario readScenarioFromMemory(CBinaryReader & reader, int version, int mapVersion );
static CScenarioTravel readScenarioTravelFromMemory(CBinaryReader & reader, int version);
/// returns h3c split in parts. 0 = h3c header, 1-end - maps (binary h3m)
/// headerOnly - only header will be decompressed, returned vector wont have any maps
static std::vector< std::vector<ui8> > getFile(const std::string & name, bool headerOnly);
public:
static std::string prologVideoName(ui8 index);
static std::string prologMusicName(ui8 index);
static std::string prologVoiceName(ui8 index);
static CCampaignHeader getHeader( const std::string & name); //name - name of appropriate file
static std::unique_ptr<CCampaign> getCampaign(const std::string & name); //name - name of appropriate file
};