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vcmi/lib/mapping/CCampaignHandler.cpp
Ivan Savenko 7e02f6b670 Support for overriding victory/defeat conditions from h3m map or
campaign:
- new file MapFormatJson that implements small subset of Json map
format, as described on wiki
- vcmi will read overrides from file config/mapOverrides.json (currently
empty)
- Json writer for logical expressions

TODO: write data for map overrides
2013-12-30 23:09:58 +00:00

428 lines
12 KiB
C++

#include "StdInc.h"
#include "CCampaignHandler.h"
#include "../filesystem/Filesystem.h"
#include "../filesystem/CCompressedStream.h"
#include "../VCMI_Lib.h"
#include "../vcmi_endian.h"
#include "../CGeneralTextHandler.h"
#include "../StartInfo.h"
#include "../CArtHandler.h" //for hero crossover
#include "../CObjectHandler.h" //for hero crossover
#include "../CHeroHandler.h"
#include "CMapService.h"
#include "CMap.h"
namespace fs = boost::filesystem;
/*
* CCampaignHandler.cpp, 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
*
*/
CCampaignHeader CCampaignHandler::getHeader( const std::string & name)
{
std::vector<ui8> cmpgn = getFile(name, true)[0];
int it = 0;//iterator for reading
CCampaignHeader ret = readHeaderFromMemory(cmpgn.data(), it);
ret.filename = name;
return ret;
}
unique_ptr<CCampaign> CCampaignHandler::getCampaign( const std::string & name )
{
auto ret = make_unique<CCampaign>();
std::vector<std::vector<ui8>> file = getFile(name, false);
int it = 0; //iterator for reading
ret->header = readHeaderFromMemory(file[0].data(), it);
ret->header.filename = name;
int howManyScenarios = VLC->generaltexth->campaignRegionNames[ret->header.mapVersion].size();
for(int g=0; g<howManyScenarios; ++g)
{
CCampaignScenario sc = readScenarioFromMemory(file[0].data(), it, ret->header.version, ret->header.mapVersion);
ret->scenarios.push_back(sc);
}
int scenarioID = 0;
//first entry is campaign header. start loop from 1
for (int g=1; g<file.size() && scenarioID<howManyScenarios; ++g)
{
while(!ret->scenarios[scenarioID].isNotVoid()) //skip void scenarios
{
scenarioID++;
}
std::string scenarioName = name.substr(0, name.find('.'));
boost::to_lower(scenarioName);
scenarioName += ':' + boost::lexical_cast<std::string>(g-1);
//set map piece appropriately, convert vector to string
ret->mapPieces[scenarioID].assign(reinterpret_cast< const char* >(file[g].data()), file[g].size());
ret->scenarios[scenarioID].scenarioName = CMapService::loadMapHeader((const ui8*)ret->mapPieces[scenarioID].c_str(), ret->mapPieces[scenarioID].size(), scenarioName)->name;
scenarioID++;
}
return ret;
}
CCampaignHeader CCampaignHandler::readHeaderFromMemory( const ui8 *buffer, int & outIt )
{
CCampaignHeader ret;
ret.version = read_le_u32(buffer + outIt); outIt+=4;
ret.mapVersion = buffer[outIt++]; //1 byte only
ret.mapVersion -= 1; //change range of it from [1, 20] to [0, 19]
ret.name = readString(buffer, outIt);
ret.description = readString(buffer, outIt);
if (ret.version > CampaignVersion::RoE)
ret.difficultyChoosenByPlayer = readChar(buffer, outIt);
else
ret.difficultyChoosenByPlayer = 0;
ret.music = readChar(buffer, outIt);
return ret;
}
CCampaignScenario CCampaignHandler::readScenarioFromMemory( const ui8 *buffer, int & outIt, int version, int mapVersion )
{
struct HLP
{
//reads prolog/epilog info from memory
static CCampaignScenario::SScenarioPrologEpilog prologEpilogReader( const ui8 *buffer, int & outIt )
{
CCampaignScenario::SScenarioPrologEpilog ret;
ret.hasPrologEpilog = buffer[outIt++];
if(ret.hasPrologEpilog)
{
ret.prologVideo = buffer[outIt++];
ret.prologMusic = buffer[outIt++];
ret.prologText = readString(buffer, outIt);
}
return ret;
}
};
CCampaignScenario ret;
ret.conquered = false;
ret.mapName = readString(buffer, outIt);
ret.packedMapSize = read_le_u32(buffer + outIt); outIt += 4;
if(mapVersion == 18)//unholy alliance
{
ret.loadPreconditionRegions(read_le_u16(buffer + outIt)); outIt += 2;
}
else
{
ret.loadPreconditionRegions(buffer[outIt++]);
}
ret.regionColor = buffer[outIt++];
ret.difficulty = buffer[outIt++];
ret.regionText = readString(buffer, outIt);
ret.prolog = HLP::prologEpilogReader(buffer, outIt);
ret.epilog = HLP::prologEpilogReader(buffer, outIt);
ret.travelOptions = readScenarioTravelFromMemory(buffer, outIt, version);
return ret;
}
void CCampaignScenario::loadPreconditionRegions(ui32 regions)
{
for (int i=0; i<32; i++) //for each bit in region. h3c however can only hold up to 16
{
if ( (1 << i) & regions)
preconditionRegions.insert(i);
}
}
CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory( const ui8 * buffer, int & outIt , int version )
{
CScenarioTravel ret;
ret.whatHeroKeeps = buffer[outIt++];
memcpy(ret.monstersKeptByHero, buffer+outIt, ARRAY_COUNT(ret.monstersKeptByHero));
outIt += ARRAY_COUNT(ret.monstersKeptByHero);
int artifBytes;
if (version < CampaignVersion::SoD)
{
artifBytes = 17;
ret.artifsKeptByHero[17] = 0;
}
else
{
artifBytes = 18;
}
memcpy(ret.artifsKeptByHero, buffer+outIt, artifBytes);
outIt += artifBytes;
ret.startOptions = buffer[outIt++];
switch(ret.startOptions)
{
case 0:
//no bonuses. Seems to be OK
break;
case 1: //reading of bonuses player can choose
{
ret.playerColor = buffer[outIt++];
ui8 numOfBonuses = buffer[outIt++];
for (int g=0; g<numOfBonuses; ++g)
{
CScenarioTravel::STravelBonus bonus;
bonus.type = static_cast<CScenarioTravel::STravelBonus::EBonusType>(buffer[outIt++]);
//hero: FFFD means 'most powerful' and FFFE means 'generated'
switch(bonus.type)
{
case CScenarioTravel::STravelBonus::SPELL:
{
bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
bonus.info2 = buffer[outIt++]; //spell ID
break;
}
case CScenarioTravel::STravelBonus::MONSTER:
{
bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //monster type
bonus.info3 = read_le_u16(buffer + outIt); outIt += 2; //monster count
break;
}
case CScenarioTravel::STravelBonus::BUILDING:
{
bonus.info1 = buffer[outIt++]; //building ID (0 - town hall, 1 - city hall, 2 - capitol, etc)
break;
}
case CScenarioTravel::STravelBonus::ARTIFACT:
{
bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //artifact ID
break;
}
case CScenarioTravel::STravelBonus::SPELL_SCROLL:
{
bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
bonus.info2 = buffer[outIt++]; //spell ID
break;
}
case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
{
bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //bonuses (4 bytes for 4 skills)
break;
}
case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
{
bonus.info1 = read_le_u16(buffer + outIt); outIt += 2; //hero
bonus.info2 = buffer[outIt++]; //skill ID
bonus.info3 = buffer[outIt++]; //skill level
break;
}
case CScenarioTravel::STravelBonus::RESOURCE:
{
bonus.info1 = buffer[outIt++]; //type
//FD - wood+ore
//FE - mercury+sulfur+crystal+gem
bonus.info2 = read_le_u32(buffer + outIt); outIt += 4; //count
break;
}
default:
logGlobal->warnStream() << "Corrupted h3c file";
break;
}
ret.bonusesToChoose.push_back(bonus);
}
break;
}
case 2: //reading of players (colors / scenarios ?) player can choose
{
ui8 numOfBonuses = buffer[outIt++];
for (int g=0; g<numOfBonuses; ++g)
{
CScenarioTravel::STravelBonus bonus;
bonus.type = CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO;
bonus.info1 = buffer[outIt++]; //player color
bonus.info2 = buffer[outIt++]; //from what scenario
ret.bonusesToChoose.push_back(bonus);
}
break;
}
case 3: //heroes player can choose between
{
ui8 numOfBonuses = buffer[outIt++];
for (int g=0; g<numOfBonuses; ++g)
{
CScenarioTravel::STravelBonus bonus;
bonus.type = CScenarioTravel::STravelBonus::HERO;
bonus.info1 = buffer[outIt++]; //player color
bonus.info2 = read_le_u16(buffer + outIt); outIt += 2; //hero, FF FF - random
ret.bonusesToChoose.push_back(bonus);
}
break;
}
default:
{
logGlobal->warnStream() << "Corrupted h3c file";
break;
}
}
return ret;
}
std::vector< std::vector<ui8> > CCampaignHandler::getFile(const std::string & name, bool headerOnly)
{
CCompressedStream stream(std::move(CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN))), true);
std::vector< std::vector<ui8> > ret;
do
{
std::vector<ui8> block(stream.getSize());
stream.read(block.data(), block.size());
ret.push_back(block);
}
while (!headerOnly && stream.getNextBlock());
return ret;
}
bool CCampaign::conquerable( int whichScenario ) const
{
//check for void scenraio
if (!scenarios[whichScenario].isNotVoid())
{
return false;
}
if (scenarios[whichScenario].conquered)
{
return false;
}
//check preconditioned regions
for (int g=0; g<scenarios.size(); ++g)
{
if( vstd::contains(scenarios[whichScenario].preconditionRegions, g) && !scenarios[g].conquered)
return false; //prerequisite does not met
}
return true;
}
CCampaign::CCampaign()
{
}
bool CCampaignScenario::isNotVoid() const
{
return mapName.size() > 0;
}
const CGHeroInstance * CCampaignScenario::strongestHero( PlayerColor owner ) const
{
using boost::adaptors::filtered;
std::function<bool(CGHeroInstance*)> isOwned = [=](const CGHeroInstance *h){ return h->tempOwner == owner; };
auto ownedHeroes = crossoverHeroes | filtered(isOwned);
auto i = vstd::maxElementByFun(ownedHeroes,
[](const CGHeroInstance * h) {return h->getHeroStrength();});
return i == ownedHeroes.end() ? nullptr : *i;
}
bool CScenarioTravel::STravelBonus::isBonusForHero() const
{
return type == SPELL || type == MONSTER || type == ARTIFACT || type == SPELL_SCROLL || type == PRIMARY_SKILL
|| type == SECONDARY_SKILL;
}
// void CCampaignState::initNewCampaign( const StartInfo &si )
// {
// assert(si.mode == StartInfo::CAMPAIGN);
// campaignName = si.mapname;
// currentMap = si.campState->currentMap;
//
// camp = CCampaignHandler::getCampaign(campaignName);
// for (ui8 i = 0; i < camp->mapPieces.size(); i++)
// mapsRemaining.push_back(i);
// }
void CCampaignState::setCurrentMapAsConquered( const std::vector<CGHeroInstance*> & heroes )
{
camp->scenarios[*currentMap].crossoverHeroes = heroes;
mapsConquered.push_back(*currentMap);
mapsRemaining -= *currentMap;
camp->scenarios[*currentMap].conquered = true;
}
boost::optional<CScenarioTravel::STravelBonus> CCampaignState::getBonusForCurrentMap() const
{
auto bonuses = getCurrentScenario().travelOptions.bonusesToChoose;
assert(chosenCampaignBonuses.count(*currentMap) || bonuses.size() == 0);
if(bonuses.empty()) return boost::optional<CScenarioTravel::STravelBonus>();
else return bonuses[currentBonusID()];
}
const CCampaignScenario & CCampaignState::getCurrentScenario() const
{
return camp->scenarios[*currentMap];
}
ui8 CCampaignState::currentBonusID() const
{
return chosenCampaignBonuses.at(*currentMap);
}
CCampaignState::CCampaignState()
{
}
CCampaignState::CCampaignState( unique_ptr<CCampaign> _camp ) : camp(std::move(_camp))
{
for(int i = 0; i < camp->scenarios.size(); i++)
{
if(vstd::contains(camp->mapPieces, i)) //not all maps must be present in a campaign
mapsRemaining.push_back(i);
}
}
std::string CCampaignHandler::prologVideoName(ui8 index)
{
JsonNode config(ResourceID(std::string("CONFIG/campaignMedia"), EResType::TEXT));
auto vids = config["videos"].Vector();
if(index < vids.size())
return vids[index].String();
return "";
}
std::string CCampaignHandler::prologMusicName(ui8 index)
{
std::vector<std::string> music;
VLC->generaltexth->readToVector("Data/CmpMusic.txt", music);
if(index < music.size())
return music[index];
return "";
}
std::string CCampaignHandler::prologVoiceName(ui8 index)
{
JsonNode config(ResourceID(std::string("CONFIG/campaignMedia"), EResType::TEXT));
auto audio = config["voice"].Vector();
if(index < audio.size())
return audio[index].String();
return "";
}