mirror of
https://github.com/vcmi/vcmi.git
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0b70baa95e
* 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
482 lines
13 KiB
C++
482 lines
13 KiB
C++
/*
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* CCampaignHandler.cpp, 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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#include "StdInc.h"
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#include "CCampaignHandler.h"
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#include "../filesystem/Filesystem.h"
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#include "../filesystem/CCompressedStream.h"
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#include "../filesystem/CMemoryStream.h"
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#include "../filesystem/CBinaryReader.h"
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#include "../VCMI_Lib.h"
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#include "../vcmi_endian.h"
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#include "../CGeneralTextHandler.h"
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#include "../StartInfo.h"
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#include "../CArtHandler.h" //for hero crossover
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#include "../mapObjects/CGHeroInstance.h"//for hero crossover
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#include "../CHeroHandler.h"
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#include "CMapService.h"
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#include "CMap.h"
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namespace fs = boost::filesystem;
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CCampaignHeader::CCampaignHeader()
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: version(0), mapVersion(0), difficultyChoosenByPlayer(0), music(0), filename(), loadFromLod(0)
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{
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}
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CScenarioTravel::STravelBonus::STravelBonus()
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:type(SPELL), info1(0), info2(0), info3(0)
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{
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}
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bool CScenarioTravel::STravelBonus::isBonusForHero() const
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{
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return type == SPELL || type == MONSTER || type == ARTIFACT || type == SPELL_SCROLL || type == PRIMARY_SKILL
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|| type == SECONDARY_SKILL;
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}
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CScenarioTravel::CScenarioTravel()
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:whatHeroKeeps(0), startOptions(0), playerColor(0)
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{
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}
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CCampaignHeader CCampaignHandler::getHeader( const std::string & name)
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{
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std::vector<ui8> cmpgn = getFile(name, true)[0];
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CMemoryStream stream(cmpgn.data(), cmpgn.size());
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CBinaryReader reader(&stream);
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CCampaignHeader ret = readHeaderFromMemory(reader);
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ret.filename = name;
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return ret;
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}
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std::unique_ptr<CCampaign> CCampaignHandler::getCampaign( const std::string & name )
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{
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auto ret = make_unique<CCampaign>();
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std::vector<std::vector<ui8>> file = getFile(name, false);
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CMemoryStream stream(file[0].data(), file[0].size());
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CBinaryReader reader(&stream);
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ret->header = readHeaderFromMemory(reader);
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ret->header.filename = name;
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int howManyScenarios = VLC->generaltexth->campaignRegionNames[ret->header.mapVersion].size();
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for(int g=0; g<howManyScenarios; ++g)
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{
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CCampaignScenario sc = readScenarioFromMemory(reader, ret->header.version, ret->header.mapVersion);
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ret->scenarios.push_back(sc);
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}
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int scenarioID = 0;
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//first entry is campaign header. start loop from 1
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for (int g=1; g<file.size() && scenarioID<howManyScenarios; ++g)
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{
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while(!ret->scenarios[scenarioID].isNotVoid()) //skip void scenarios
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{
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scenarioID++;
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}
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std::string scenarioName = name.substr(0, name.find('.'));
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boost::to_lower(scenarioName);
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scenarioName += ':' + boost::lexical_cast<std::string>(g-1);
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//set map piece appropriately, convert vector to string
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ret->mapPieces[scenarioID].assign(reinterpret_cast< const char* >(file[g].data()), file[g].size());
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CMapService mapService;
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ret->scenarios[scenarioID].scenarioName = mapService.loadMapHeader((const ui8*)ret->mapPieces[scenarioID].c_str(), ret->mapPieces[scenarioID].size(), scenarioName)->name;
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scenarioID++;
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}
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// handle campaign specific discrepancies
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if(name == "DATA/AB.H3C")
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{
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ret->scenarios[6].keepHeroes.push_back(HeroTypeID(155)); // keep hero Xeron for map 7 To Kill A Hero
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}
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else if(name == "DATA/FINAL.H3C")
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{
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// keep following heroes for map 8 Final H
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ret->scenarios[7].keepHeroes.push_back(HeroTypeID(148)); // Gelu
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ret->scenarios[7].keepHeroes.push_back(HeroTypeID(27)); // Gem
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ret->scenarios[7].keepHeroes.push_back(HeroTypeID(102)); // Crag Hack
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ret->scenarios[7].keepHeroes.push_back(HeroTypeID(96)); // Yog
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}
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return ret;
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}
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CCampaignHeader CCampaignHandler::readHeaderFromMemory( CBinaryReader & reader )
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{
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CCampaignHeader ret;
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ret.version = reader.readUInt32();
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ret.mapVersion = reader.readUInt8() - 1;//change range of it from [1, 20] to [0, 19]
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ret.name = reader.readString();
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ret.description = reader.readString();
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if (ret.version > CampaignVersion::RoE)
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ret.difficultyChoosenByPlayer = reader.readInt8();
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else
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ret.difficultyChoosenByPlayer = 0;
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ret.music = reader.readInt8();
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return ret;
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}
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CCampaignScenario CCampaignHandler::readScenarioFromMemory( CBinaryReader & reader, int version, int mapVersion )
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{
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auto prologEpilogReader = [&]() -> CCampaignScenario::SScenarioPrologEpilog
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{
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CCampaignScenario::SScenarioPrologEpilog ret;
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ret.hasPrologEpilog = reader.readUInt8();
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if(ret.hasPrologEpilog)
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{
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ret.prologVideo = reader.readUInt8();
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ret.prologMusic = reader.readUInt8();
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ret.prologText = reader.readString();
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}
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return ret;
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};
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CCampaignScenario ret;
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ret.conquered = false;
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ret.mapName = reader.readString();
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ret.packedMapSize = reader.readUInt32();
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if(mapVersion == 18)//unholy alliance
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{
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ret.loadPreconditionRegions(reader.readUInt16());
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}
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else
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{
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ret.loadPreconditionRegions(reader.readUInt8());
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}
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ret.regionColor = reader.readUInt8();
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ret.difficulty = reader.readUInt8();
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ret.regionText = reader.readString();
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ret.prolog = prologEpilogReader();
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ret.epilog = prologEpilogReader();
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ret.travelOptions = readScenarioTravelFromMemory(reader, version);
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return ret;
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}
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void CCampaignScenario::loadPreconditionRegions(ui32 regions)
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{
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for (int i=0; i<32; i++) //for each bit in region. h3c however can only hold up to 16
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{
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if ( (1 << i) & regions)
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preconditionRegions.insert(i);
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}
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}
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CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory(CBinaryReader & reader, int version )
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{
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CScenarioTravel ret;
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ret.whatHeroKeeps = reader.readUInt8();
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reader.getStream()->read(ret.monstersKeptByHero.data(), ret.monstersKeptByHero.size());
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if (version < CampaignVersion::SoD)
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{
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ret.artifsKeptByHero.fill(0);
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reader.getStream()->read(ret.artifsKeptByHero.data(), ret.artifsKeptByHero.size() - 1);
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}
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else
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{
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reader.getStream()->read(ret.artifsKeptByHero.data(), ret.artifsKeptByHero.size());
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}
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ret.startOptions = reader.readUInt8();
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switch(ret.startOptions)
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{
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case 0:
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//no bonuses. Seems to be OK
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break;
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case 1: //reading of bonuses player can choose
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{
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ret.playerColor = reader.readUInt8();
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ui8 numOfBonuses = reader.readUInt8();
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for (int g=0; g<numOfBonuses; ++g)
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{
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CScenarioTravel::STravelBonus bonus;
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bonus.type = static_cast<CScenarioTravel::STravelBonus::EBonusType>(reader.readUInt8());
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//hero: FFFD means 'most powerful' and FFFE means 'generated'
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switch(bonus.type)
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{
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case CScenarioTravel::STravelBonus::SPELL:
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{
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bonus.info1 = reader.readUInt16(); //hero
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bonus.info2 = reader.readUInt8(); //spell ID
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break;
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}
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case CScenarioTravel::STravelBonus::MONSTER:
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{
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bonus.info1 = reader.readUInt16(); //hero
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bonus.info2 = reader.readUInt16(); //monster type
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bonus.info3 = reader.readUInt16(); //monster count
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break;
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}
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case CScenarioTravel::STravelBonus::BUILDING:
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{
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bonus.info1 = reader.readUInt8(); //building ID (0 - town hall, 1 - city hall, 2 - capitol, etc)
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break;
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}
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case CScenarioTravel::STravelBonus::ARTIFACT:
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{
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bonus.info1 = reader.readUInt16(); //hero
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bonus.info2 = reader.readUInt16(); //artifact ID
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break;
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}
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case CScenarioTravel::STravelBonus::SPELL_SCROLL:
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{
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bonus.info1 = reader.readUInt16(); //hero
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bonus.info2 = reader.readUInt8(); //spell ID
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break;
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}
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case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
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{
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bonus.info1 = reader.readUInt16(); //hero
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bonus.info2 = reader.readUInt32(); //bonuses (4 bytes for 4 skills)
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break;
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}
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case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
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{
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bonus.info1 = reader.readUInt16(); //hero
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bonus.info2 = reader.readUInt8(); //skill ID
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bonus.info3 = reader.readUInt8(); //skill level
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break;
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}
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case CScenarioTravel::STravelBonus::RESOURCE:
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{
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bonus.info1 = reader.readUInt8(); //type
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//FD - wood+ore
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//FE - mercury+sulfur+crystal+gem
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bonus.info2 = reader.readUInt32(); //count
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break;
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}
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default:
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logGlobal->warn("Corrupted h3c file");
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break;
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}
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ret.bonusesToChoose.push_back(bonus);
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}
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break;
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}
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case 2: //reading of players (colors / scenarios ?) player can choose
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{
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ui8 numOfBonuses = reader.readUInt8();
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for (int g=0; g<numOfBonuses; ++g)
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{
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CScenarioTravel::STravelBonus bonus;
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bonus.type = CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO;
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bonus.info1 = reader.readUInt8(); //player color
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bonus.info2 = reader.readUInt8(); //from what scenario
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ret.bonusesToChoose.push_back(bonus);
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}
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break;
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}
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case 3: //heroes player can choose between
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{
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ui8 numOfBonuses = reader.readUInt8();
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for (int g=0; g<numOfBonuses; ++g)
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{
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CScenarioTravel::STravelBonus bonus;
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bonus.type = CScenarioTravel::STravelBonus::HERO;
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bonus.info1 = reader.readUInt8(); //player color
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bonus.info2 = reader.readUInt16(); //hero, FF FF - random
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ret.bonusesToChoose.push_back(bonus);
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}
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break;
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}
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default:
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{
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logGlobal->warn("Corrupted h3c file");
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break;
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}
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}
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return ret;
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}
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std::vector< std::vector<ui8> > CCampaignHandler::getFile(const std::string & name, bool headerOnly)
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{
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CCompressedStream stream(CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN)), true);
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std::vector< std::vector<ui8> > ret;
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do
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{
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std::vector<ui8> block(stream.getSize());
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stream.read(block.data(), block.size());
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ret.push_back(block);
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}
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while (!headerOnly && stream.getNextBlock());
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return ret;
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}
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bool CCampaign::conquerable( int whichScenario ) const
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{
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//check for void scenraio
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if (!scenarios[whichScenario].isNotVoid())
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{
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return false;
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}
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if (scenarios[whichScenario].conquered)
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{
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return false;
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}
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//check preconditioned regions
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for (int g=0; g<scenarios.size(); ++g)
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{
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if( vstd::contains(scenarios[whichScenario].preconditionRegions, g) && !scenarios[g].conquered)
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return false; //prerequisite does not met
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}
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return true;
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}
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CCampaign::CCampaign()
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{
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}
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CCampaignScenario::SScenarioPrologEpilog::SScenarioPrologEpilog()
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: hasPrologEpilog(false), prologVideo(0), prologMusic(0), prologText()
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{
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}
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CCampaignScenario::CCampaignScenario()
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: mapName(), scenarioName(), packedMapSize(0), regionColor(0), difficulty(0), conquered(false)
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{
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}
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bool CCampaignScenario::isNotVoid() const
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{
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return mapName.size() > 0;
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}
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const CGHeroInstance * CCampaignScenario::strongestHero( PlayerColor owner ) const
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{
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using boost::adaptors::filtered;
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std::function<bool(CGHeroInstance*)> isOwned = [=](const CGHeroInstance *h){ return h->tempOwner == owner; };
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auto ownedHeroes = crossoverHeroes | filtered(isOwned);
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auto i = vstd::maxElementByFun(ownedHeroes,
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[](const CGHeroInstance * h) {return h->getHeroStrength();});
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return i == ownedHeroes.end() ? nullptr : *i;
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}
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std::vector<CGHeroInstance *> CCampaignScenario::getLostCrossoverHeroes() const
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{
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std::vector<CGHeroInstance *> lostCrossoverHeroes;
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if(conquered)
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{
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for(auto hero : placedCrossoverHeroes)
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{
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auto it = range::find_if(crossoverHeroes, CGObjectInstanceBySubIdFinder(hero));
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if(it == crossoverHeroes.end())
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{
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lostCrossoverHeroes.push_back(hero);
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}
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}
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}
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return lostCrossoverHeroes;
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}
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void CCampaignState::setCurrentMapAsConquered( const std::vector<CGHeroInstance*> & heroes )
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{
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camp->scenarios[*currentMap].crossoverHeroes = heroes;
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mapsConquered.push_back(*currentMap);
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mapsRemaining -= *currentMap;
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camp->scenarios[*currentMap].conquered = true;
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}
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boost::optional<CScenarioTravel::STravelBonus> CCampaignState::getBonusForCurrentMap() const
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{
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auto bonuses = getCurrentScenario().travelOptions.bonusesToChoose;
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assert(chosenCampaignBonuses.count(*currentMap) || bonuses.size() == 0);
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if(bonuses.empty())
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return boost::optional<CScenarioTravel::STravelBonus>();
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else
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return bonuses[currentBonusID()];
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}
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const CCampaignScenario & CCampaignState::getCurrentScenario() const
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{
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return camp->scenarios[*currentMap];
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}
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CCampaignScenario & CCampaignState::getCurrentScenario()
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{
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return camp->scenarios[*currentMap];
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}
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ui8 CCampaignState::currentBonusID() const
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{
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return chosenCampaignBonuses.at(*currentMap);
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}
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CCampaignState::CCampaignState()
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{
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}
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CCampaignState::CCampaignState( std::unique_ptr<CCampaign> _camp ) : camp(std::move(_camp))
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{
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for(int i = 0; i < camp->scenarios.size(); i++)
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{
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if(vstd::contains(camp->mapPieces, i)) //not all maps must be present in a campaign
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mapsRemaining.push_back(i);
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}
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}
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std::string CCampaignHandler::prologVideoName(ui8 index)
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{
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JsonNode config(ResourceID(std::string("CONFIG/campaignMedia"), EResType::TEXT));
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auto vids = config["videos"].Vector();
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if(index < vids.size())
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return vids[index].String();
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return "";
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}
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std::string CCampaignHandler::prologMusicName(ui8 index)
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{
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std::vector<std::string> music;
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VLC->generaltexth->readToVector("Data/CmpMusic.txt", music);
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if(index < music.size())
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return music[index];
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return "";
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}
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std::string CCampaignHandler::prologVoiceName(ui8 index)
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{
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JsonNode config(ResourceID(std::string("CONFIG/campaignMedia"), EResType::TEXT));
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auto audio = config["voice"].Vector();
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if(index < audio.size())
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return audio[index].String();
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return "";
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}
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