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vcmi/lib/mapping/CCampaignHandler.cpp
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

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/*
* 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
*
*/
#include "StdInc.h"
#include "CCampaignHandler.h"
#include "../filesystem/Filesystem.h"
#include "../filesystem/CCompressedStream.h"
#include "../filesystem/CMemoryStream.h"
#include "../filesystem/CBinaryReader.h"
#include "../VCMI_Lib.h"
#include "../vcmi_endian.h"
#include "../CGeneralTextHandler.h"
#include "../StartInfo.h"
#include "../CArtHandler.h" //for hero crossover
#include "../mapObjects/CGHeroInstance.h"//for hero crossover
#include "../CHeroHandler.h"
#include "CMapService.h"
#include "CMap.h"
namespace fs = boost::filesystem;
CCampaignHeader::CCampaignHeader()
: version(0), mapVersion(0), difficultyChoosenByPlayer(0), music(0), filename(), loadFromLod(0)
{
}
CScenarioTravel::STravelBonus::STravelBonus()
:type(SPELL), info1(0), info2(0), info3(0)
{
}
bool CScenarioTravel::STravelBonus::isBonusForHero() const
{
return type == SPELL || type == MONSTER || type == ARTIFACT || type == SPELL_SCROLL || type == PRIMARY_SKILL
|| type == SECONDARY_SKILL;
}
CScenarioTravel::CScenarioTravel()
:whatHeroKeeps(0), startOptions(0), playerColor(0)
{
}
CCampaignHeader CCampaignHandler::getHeader( const std::string & name)
{
std::vector<ui8> cmpgn = getFile(name, true)[0];
CMemoryStream stream(cmpgn.data(), cmpgn.size());
CBinaryReader reader(&stream);
CCampaignHeader ret = readHeaderFromMemory(reader);
ret.filename = name;
return ret;
}
std::unique_ptr<CCampaign> CCampaignHandler::getCampaign( const std::string & name )
{
auto ret = make_unique<CCampaign>();
std::vector<std::vector<ui8>> file = getFile(name, false);
CMemoryStream stream(file[0].data(), file[0].size());
CBinaryReader reader(&stream);
ret->header = readHeaderFromMemory(reader);
ret->header.filename = name;
int howManyScenarios = VLC->generaltexth->campaignRegionNames[ret->header.mapVersion].size();
for(int g=0; g<howManyScenarios; ++g)
{
CCampaignScenario sc = readScenarioFromMemory(reader, 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());
CMapService mapService;
ret->scenarios[scenarioID].scenarioName = mapService.loadMapHeader((const ui8*)ret->mapPieces[scenarioID].c_str(), ret->mapPieces[scenarioID].size(), scenarioName)->name;
scenarioID++;
}
// handle campaign specific discrepancies
if(name == "DATA/AB.H3C")
{
ret->scenarios[6].keepHeroes.push_back(HeroTypeID(155)); // keep hero Xeron for map 7 To Kill A Hero
}
else if(name == "DATA/FINAL.H3C")
{
// keep following heroes for map 8 Final H
ret->scenarios[7].keepHeroes.push_back(HeroTypeID(148)); // Gelu
ret->scenarios[7].keepHeroes.push_back(HeroTypeID(27)); // Gem
ret->scenarios[7].keepHeroes.push_back(HeroTypeID(102)); // Crag Hack
ret->scenarios[7].keepHeroes.push_back(HeroTypeID(96)); // Yog
}
return ret;
}
CCampaignHeader CCampaignHandler::readHeaderFromMemory( CBinaryReader & reader )
{
CCampaignHeader ret;
ret.version = reader.readUInt32();
ret.mapVersion = reader.readUInt8() - 1;//change range of it from [1, 20] to [0, 19]
ret.name = reader.readString();
ret.description = reader.readString();
if (ret.version > CampaignVersion::RoE)
ret.difficultyChoosenByPlayer = reader.readInt8();
else
ret.difficultyChoosenByPlayer = 0;
ret.music = reader.readInt8();
return ret;
}
CCampaignScenario CCampaignHandler::readScenarioFromMemory( CBinaryReader & reader, int version, int mapVersion )
{
auto prologEpilogReader = [&]() -> CCampaignScenario::SScenarioPrologEpilog
{
CCampaignScenario::SScenarioPrologEpilog ret;
ret.hasPrologEpilog = reader.readUInt8();
if(ret.hasPrologEpilog)
{
ret.prologVideo = reader.readUInt8();
ret.prologMusic = reader.readUInt8();
ret.prologText = reader.readString();
}
return ret;
};
CCampaignScenario ret;
ret.conquered = false;
ret.mapName = reader.readString();
ret.packedMapSize = reader.readUInt32();
if(mapVersion == 18)//unholy alliance
{
ret.loadPreconditionRegions(reader.readUInt16());
}
else
{
ret.loadPreconditionRegions(reader.readUInt8());
}
ret.regionColor = reader.readUInt8();
ret.difficulty = reader.readUInt8();
ret.regionText = reader.readString();
ret.prolog = prologEpilogReader();
ret.epilog = prologEpilogReader();
ret.travelOptions = readScenarioTravelFromMemory(reader, 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(CBinaryReader & reader, int version )
{
CScenarioTravel ret;
ret.whatHeroKeeps = reader.readUInt8();
reader.getStream()->read(ret.monstersKeptByHero.data(), ret.monstersKeptByHero.size());
if (version < CampaignVersion::SoD)
{
ret.artifsKeptByHero.fill(0);
reader.getStream()->read(ret.artifsKeptByHero.data(), ret.artifsKeptByHero.size() - 1);
}
else
{
reader.getStream()->read(ret.artifsKeptByHero.data(), ret.artifsKeptByHero.size());
}
ret.startOptions = reader.readUInt8();
switch(ret.startOptions)
{
case 0:
//no bonuses. Seems to be OK
break;
case 1: //reading of bonuses player can choose
{
ret.playerColor = reader.readUInt8();
ui8 numOfBonuses = reader.readUInt8();
for (int g=0; g<numOfBonuses; ++g)
{
CScenarioTravel::STravelBonus bonus;
bonus.type = static_cast<CScenarioTravel::STravelBonus::EBonusType>(reader.readUInt8());
//hero: FFFD means 'most powerful' and FFFE means 'generated'
switch(bonus.type)
{
case CScenarioTravel::STravelBonus::SPELL:
{
bonus.info1 = reader.readUInt16(); //hero
bonus.info2 = reader.readUInt8(); //spell ID
break;
}
case CScenarioTravel::STravelBonus::MONSTER:
{
bonus.info1 = reader.readUInt16(); //hero
bonus.info2 = reader.readUInt16(); //monster type
bonus.info3 = reader.readUInt16(); //monster count
break;
}
case CScenarioTravel::STravelBonus::BUILDING:
{
bonus.info1 = reader.readUInt8(); //building ID (0 - town hall, 1 - city hall, 2 - capitol, etc)
break;
}
case CScenarioTravel::STravelBonus::ARTIFACT:
{
bonus.info1 = reader.readUInt16(); //hero
bonus.info2 = reader.readUInt16(); //artifact ID
break;
}
case CScenarioTravel::STravelBonus::SPELL_SCROLL:
{
bonus.info1 = reader.readUInt16(); //hero
bonus.info2 = reader.readUInt8(); //spell ID
break;
}
case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
{
bonus.info1 = reader.readUInt16(); //hero
bonus.info2 = reader.readUInt32(); //bonuses (4 bytes for 4 skills)
break;
}
case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
{
bonus.info1 = reader.readUInt16(); //hero
bonus.info2 = reader.readUInt8(); //skill ID
bonus.info3 = reader.readUInt8(); //skill level
break;
}
case CScenarioTravel::STravelBonus::RESOURCE:
{
bonus.info1 = reader.readUInt8(); //type
//FD - wood+ore
//FE - mercury+sulfur+crystal+gem
bonus.info2 = reader.readUInt32(); //count
break;
}
default:
logGlobal->warn("Corrupted h3c file");
break;
}
ret.bonusesToChoose.push_back(bonus);
}
break;
}
case 2: //reading of players (colors / scenarios ?) player can choose
{
ui8 numOfBonuses = reader.readUInt8();
for (int g=0; g<numOfBonuses; ++g)
{
CScenarioTravel::STravelBonus bonus;
bonus.type = CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO;
bonus.info1 = reader.readUInt8(); //player color
bonus.info2 = reader.readUInt8(); //from what scenario
ret.bonusesToChoose.push_back(bonus);
}
break;
}
case 3: //heroes player can choose between
{
ui8 numOfBonuses = reader.readUInt8();
for (int g=0; g<numOfBonuses; ++g)
{
CScenarioTravel::STravelBonus bonus;
bonus.type = CScenarioTravel::STravelBonus::HERO;
bonus.info1 = reader.readUInt8(); //player color
bonus.info2 = reader.readUInt16(); //hero, FF FF - random
ret.bonusesToChoose.push_back(bonus);
}
break;
}
default:
{
logGlobal->warn("Corrupted h3c file");
break;
}
}
return ret;
}
std::vector< std::vector<ui8> > CCampaignHandler::getFile(const std::string & name, bool headerOnly)
{
CCompressedStream stream(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()
{
}
CCampaignScenario::SScenarioPrologEpilog::SScenarioPrologEpilog()
: hasPrologEpilog(false), prologVideo(0), prologMusic(0), prologText()
{
}
CCampaignScenario::CCampaignScenario()
: mapName(), scenarioName(), packedMapSize(0), regionColor(0), difficulty(0), conquered(false)
{
}
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;
}
std::vector<CGHeroInstance *> CCampaignScenario::getLostCrossoverHeroes() const
{
std::vector<CGHeroInstance *> lostCrossoverHeroes;
if(conquered)
{
for(auto hero : placedCrossoverHeroes)
{
auto it = range::find_if(crossoverHeroes, CGObjectInstanceBySubIdFinder(hero));
if(it == crossoverHeroes.end())
{
lostCrossoverHeroes.push_back(hero);
}
}
}
return lostCrossoverHeroes;
}
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];
}
CCampaignScenario & CCampaignState::getCurrentScenario()
{
return camp->scenarios[*currentMap];
}
ui8 CCampaignState::currentBonusID() const
{
return chosenCampaignBonuses.at(*currentMap);
}
CCampaignState::CCampaignState()
{
}
CCampaignState::CCampaignState( std::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 "";
}