| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656 |
- /*
- * CGameStateCampaign.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 "CGameStateCampaign.h"
- #include "CGameState.h"
- #include "QuestInfo.h"
- #include "../mapping/CMapEditManager.h"
- #include "../mapping/CCampaignHandler.h"
- #include "../mapObjects/CGHeroInstance.h"
- #include "../registerTypes/RegisterTypes.h"
- #include "../mapObjectConstructors/AObjectTypeHandler.h"
- #include "../mapObjectConstructors/CObjectClassesHandler.h"
- #include "../StartInfo.h"
- #include "../CBuildingHandler.h"
- #include "../CHeroHandler.h"
- #include "../mapping/CMap.h"
- #include "../ArtifactUtils.h"
- #include "../CPlayerState.h"
- #include "../serializer/CMemorySerializer.h"
- VCMI_LIB_NAMESPACE_BEGIN
- void CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
- {
- heroesFromPreviousScenario.push_back(hero);
- heroesFromAnyPreviousScenarios.push_back(hero);
- }
- void CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
- {
- heroesFromPreviousScenario -= hero;
- heroesFromAnyPreviousScenarios -= hero;
- }
- CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
- hero(hero),
- heroPlaceholderId(heroPlaceholderId)
- {
- }
- CGameStateCampaign::CGameStateCampaign(CGameState * owner):
- gameState(owner)
- {
- assert(gameState->scenarioOps->mode == StartInfo::CAMPAIGN);
- assert(gameState->scenarioOps->campState != nullptr);
- }
- CrossoverHeroesList CGameStateCampaign::getCrossoverHeroesFromPreviousScenarios() const
- {
- CrossoverHeroesList crossoverHeroes;
- auto campaignState = gameState->scenarioOps->campState;
- auto bonus = campaignState->getBonusForCurrentMap();
- if(bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)
- {
- std::vector<CGHeroInstance *> heroes;
- for(auto & node : campaignState->camp->scenarios[bonus->info2].crossoverHeroes)
- {
- auto * h = CCampaignState::crossoverDeserialize(node);
- heroes.push_back(h);
- }
- crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = heroes;
- }
- else
- {
- if(!campaignState->mapsConquered.empty())
- {
- std::vector<CGHeroInstance *> heroes = {};
- crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = heroes;
- crossoverHeroes.heroesFromPreviousScenario = heroes;
- for(auto mapNr : campaignState->mapsConquered)
- {
- // create a list of deleted heroes
- auto & scenario = campaignState->camp->scenarios[mapNr];
- auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();
- // remove heroes which didn't reached the end of the scenario, but were available at the start
- for(auto * hero : lostCrossoverHeroes)
- {
- // auto hero = CCampaignState::crossoverDeserialize(node);
- vstd::erase_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h)
- {
- return hero->subID == h->subID;
- });
- }
- // now add heroes which completed the scenario
- for(auto node : scenario.crossoverHeroes)
- {
- auto * hero = CCampaignState::crossoverDeserialize(node);
- // add new heroes and replace old heroes with newer ones
- auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h)
- {
- return hero->subID == h->subID;
- });
- if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
- {
- // replace old hero with newer one
- crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;
- }
- else
- {
- // add new hero
- crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
- }
- if(mapNr == campaignState->mapsConquered.back())
- {
- crossoverHeroes.heroesFromPreviousScenario.push_back(hero);
- }
- }
- }
- }
- }
- return crossoverHeroes;
- }
- void CGameStateCampaign::prepareCrossoverHeroes(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions)
- {
- // create heroes list for convenience iterating
- std::vector<CGHeroInstance *> crossoverHeroes;
- crossoverHeroes.reserve(campaignHeroReplacements.size());
- for(auto & campaignHeroReplacement : campaignHeroReplacements)
- {
- crossoverHeroes.push_back(campaignHeroReplacement.hero);
- }
- // TODO replace magic numbers with named constants
- // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
- if(!travelOptions.whatHeroKeeps.experience)
- {
- //trimming experience
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- cgh->initExp(gameState->getRandomGenerator());
- }
- }
- if(!travelOptions.whatHeroKeeps.primarySkills)
- {
- //trimming prim skills
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
- {
- auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
- .And(Selector::subtype()(g))
- .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
- cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
- }
- }
- }
- if(!travelOptions.whatHeroKeeps.secondarySkills)
- {
- //trimming sec skills
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- cgh->secSkills = cgh->type->secSkillsInit;
- cgh->recreateSecondarySkillsBonuses();
- }
- }
- if(!travelOptions.whatHeroKeeps.spells)
- {
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- cgh->removeSpellbook();
- }
- }
- if(!travelOptions.whatHeroKeeps.artifacts)
- {
- //trimming artifacts
- for(CGHeroInstance * hero : crossoverHeroes)
- {
- size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
- for (size_t i = 0; i < totalArts; i++ )
- {
- auto artifactPosition = ArtifactPosition((si32)i);
- if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way
- const ArtSlotInfo *info = hero->getSlot(artifactPosition);
- if(!info)
- continue;
- // TODO: why would there be nullptr artifacts?
- const CArtifactInstance *art = info->artifact;
- if(!art)
- continue;
- bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
- ArtifactLocation al(hero, artifactPosition);
- if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719
- al.removeArtifact();
- }
- }
- }
- //trimming creatures
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
- {
- CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
- return !travelOptions.monstersKeptByHero.count(crid);
- };
- auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
- for(auto &slotPair : stacksCopy)
- if(shouldSlotBeErased(slotPair))
- cgh->eraseStack(slotPair.first);
- }
- // Removing short-term bonuses
- for(CGHeroInstance * cgh : crossoverHeroes)
- {
- cgh->removeBonusesRecursive(CSelector(Bonus::OneDay)
- .Or(CSelector(Bonus::OneWeek))
- .Or(CSelector(Bonus::NTurns))
- .Or(CSelector(Bonus::NDays))
- .Or(CSelector(Bonus::OneBattle)));
- }
- }
- void CGameStateCampaign::placeCampaignHeroes()
- {
- if (gameState->scenarioOps->campState)
- {
- // place bonus hero
- auto campaignBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
- bool campaignGiveHero = campaignBonus && campaignBonus->type == CScenarioTravel::STravelBonus::HERO;
- if(campaignGiveHero)
- {
- auto playerColor = PlayerColor(campaignBonus->info1);
- auto it = gameState->scenarioOps->playerInfos.find(playerColor);
- if(it != gameState->scenarioOps->playerInfos.end())
- {
- auto heroTypeId = campaignBonus->info2;
- if(heroTypeId == 0xffff) // random bonus hero
- {
- heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor);
- }
- gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);
- }
- }
- // replace heroes placeholders
- auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
- if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
- {
- logGlobal->debug("\tGenerate list of hero placeholders");
- auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
- logGlobal->debug("\tPrepare crossover heroes");
- prepareCrossoverHeroes(campaignHeroReplacements, gameState->scenarioOps->campState->getCurrentScenario().travelOptions);
- // remove same heroes on the map which will be added through crossover heroes
- // INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
- // with the same hero type id
- std::vector<CGHeroInstance *> removedHeroes;
- for(auto & campaignHeroReplacement : campaignHeroReplacements)
- {
- auto * hero = gameState->getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
- if(hero)
- {
- removedHeroes.push_back(hero);
- gameState->map->heroesOnMap -= hero;
- gameState->map->objects[hero->id.getNum()] = nullptr;
- gameState->map->removeBlockVisTiles(hero, true);
- }
- }
- logGlobal->debug("\tReplace placeholders with heroes");
- replaceHeroesPlaceholders(campaignHeroReplacements);
- // now add removed heroes again with unused type ID
- for(auto * hero : removedHeroes)
- {
- si32 heroTypeId = 0;
- if(hero->ID == Obj::HERO)
- {
- heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner);
- }
- else if(hero->ID == Obj::PRISON)
- {
- auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();
- if(!unusedHeroTypeIds.empty())
- {
- heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator())).getNum();
- }
- else
- {
- logGlobal->error("No free hero type ID found to replace prison.");
- assert(0);
- }
- }
- else
- {
- assert(0); // should not happen
- }
- hero->subID = heroTypeId;
- hero->portrait = hero->subID;
- gameState->map->getEditManager()->insertObject(hero);
- }
- }
- }
- // remove hero placeholders on map
- for(auto obj : gameState->map->objects)
- {
- if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
- {
- auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
- gameState->map->removeBlockVisTiles(heroPlaceholder, true);
- gameState->map->instanceNames.erase(obj->instanceName);
- gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
- delete heroPlaceholder;
- }
- }
- }
- void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
- {
- const std::optional<CScenarioTravel::STravelBonus> & curBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
- if(!curBonus)
- return;
- if(curBonus->isBonusForHero())
- {
- //apply bonus
- switch (curBonus->type)
- {
- case CScenarioTravel::STravelBonus::SPELL:
- hero->addSpellToSpellbook(SpellID(curBonus->info2));
- break;
- case CScenarioTravel::STravelBonus::MONSTER:
- {
- for(int i=0; i<GameConstants::ARMY_SIZE; i++)
- {
- if(hero->slotEmpty(SlotID(i)))
- {
- hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
- break;
- }
- }
- }
- break;
- case CScenarioTravel::STravelBonus::ARTIFACT:
- if(!gameState->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
- logGlobal->error("Cannot give starting artifact - no free slots!");
- break;
- case CScenarioTravel::STravelBonus::SPELL_SCROLL:
- {
- CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
- const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
- if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
- scroll->putAt(ArtifactLocation(hero, slot));
- else
- logGlobal->error("Cannot give starting scroll - no free slots!");
- }
- break;
- case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
- {
- const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
- for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
- {
- int val = ptr[g];
- if (val == 0)
- {
- continue;
- }
- auto bb = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, *gameState->scenarioOps->campState->currentMap, g);
- hero->addNewBonus(bb);
- }
- }
- break;
- case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
- hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
- break;
- }
- }
- }
- void CGameStateCampaign::replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements)
- {
- for(const auto & campaignHeroReplacement : campaignHeroReplacements)
- {
- auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(gameState->getObjInstance(campaignHeroReplacement.heroPlaceholderId));
- CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
- heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
- heroToPlace->tempOwner = heroPlaceholder->tempOwner;
- heroToPlace->pos = heroPlaceholder->pos;
- heroToPlace->type = VLC->heroh->objects[heroToPlace->subID];
- heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO,
- heroToPlace->type->heroClass->getIndex())->getTemplates().front();
- for(auto &&i : heroToPlace->stacks)
- i.second->type = VLC->creh->objects[i.second->getCreatureID()];
- auto fixArtifact = [&](CArtifactInstance * art)
- {
- art->artType = VLC->arth->objects[art->artType->getId()];
- gameState->map->artInstances.emplace_back(art);
- art->id = ArtifactInstanceID((si32)gameState->map->artInstances.size() - 1);
- };
- for(auto &&i : heroToPlace->artifactsWorn)
- fixArtifact(i.second.artifact);
- for(auto &&i : heroToPlace->artifactsInBackpack)
- fixArtifact(i.artifact);
- gameState->map->removeBlockVisTiles(heroPlaceholder, true);
- gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
- gameState->map->instanceNames.erase(heroPlaceholder->instanceName);
- gameState->map->heroesOnMap.emplace_back(heroToPlace);
- gameState->map->objects[heroToPlace->id.getNum()] = heroToPlace;
- gameState->map->addBlockVisTiles(heroToPlace);
- gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace;
- delete heroPlaceholder;
- gameState->scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(CCampaignState::crossoverSerialize(heroToPlace));
- }
- }
- std::vector<CampaignHeroReplacement> CGameStateCampaign::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
- {
- std::vector<CampaignHeroReplacement> campaignHeroReplacements;
- //selecting heroes by type
- for(auto obj : gameState->map->objects)
- {
- if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
- {
- auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
- if(heroPlaceholder->subID != 0xFF) //select by type
- {
- auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero)
- {
- return hero->subID == heroPlaceholder->subID;
- });
- if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
- {
- auto * hero = *it;
- crossoverHeroes.removeHeroFromBothLists(hero);
- campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
- }
- }
- }
- }
- //selecting heroes by power
- range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b)
- {
- return a->getHeroStrength() > b->getHeroStrength();
- }); //sort, descending strength
- // sort hero placeholders descending power
- std::vector<CGHeroPlaceholder *> heroPlaceholders;
- for(auto obj : gameState->map->objects)
- {
- if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
- {
- auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
- if(heroPlaceholder->subID == 0xFF) //select by power
- {
- heroPlaceholders.push_back(heroPlaceholder);
- }
- }
- }
- range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
- {
- return a->power > b->power;
- });
- for(int i = 0; i < heroPlaceholders.size(); ++i)
- {
- auto * heroPlaceholder = heroPlaceholders[i];
- if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
- {
- auto * hero = crossoverHeroes.heroesFromPreviousScenario[i];
- campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
- }
- }
- return campaignHeroReplacements;
- }
- void CGameStateCampaign::initHeroes()
- {
- auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
- if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
- {
- //find human player
- PlayerColor humanPlayer=PlayerColor::NEUTRAL;
- for (auto & elem : gameState->players)
- {
- if(elem.second.human)
- {
- humanPlayer = elem.first;
- break;
- }
- }
- assert(humanPlayer != PlayerColor::NEUTRAL);
- std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = gameState->players[humanPlayer].heroes;
- if (chosenBonus->info1 == 0xFFFD) //most powerful
- {
- int maxB = -1;
- for (int b=0; b<heroes.size(); ++b)
- {
- if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
- {
- maxB = b;
- }
- }
- if(maxB < 0)
- logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
- else
- giveCampaignBonusToHero(heroes[maxB]);
- }
- else //specific hero
- {
- for (auto & heroe : heroes)
- {
- if (heroe->subID == chosenBonus->info1)
- {
- giveCampaignBonusToHero(heroe);
- break;
- }
- }
- }
- }
- }
- void CGameStateCampaign::initStartingResources()
- {
- auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
- {
- std::vector<const PlayerSettings *> ret;
- for(const auto & playerInfo : gameState->scenarioOps->playerInfos)
- {
- if(playerInfo.second.isControlledByHuman())
- ret.push_back(&playerInfo.second);
- }
- return ret;
- };
- auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
- if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
- {
- std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
- for(const PlayerSettings *ps : people)
- {
- std::vector<int> res; //resources we will give
- switch (chosenBonus->info1)
- {
- case 0: case 1: case 2: case 3: case 4: case 5: case 6:
- res.push_back(chosenBonus->info1);
- break;
- case 0xFD: //wood+ore
- res.push_back(GameResID(EGameResID::WOOD));
- res.push_back(GameResID(EGameResID::ORE));
- break;
- case 0xFE: //rare
- res.push_back(GameResID(EGameResID::MERCURY));
- res.push_back(GameResID(EGameResID::SULFUR));
- res.push_back(GameResID(EGameResID::CRYSTAL));
- res.push_back(GameResID(EGameResID::GEMS));
- break;
- default:
- assert(0);
- break;
- }
- //increasing resource quantity
- for (auto & re : res)
- {
- gameState->players[ps->color].resources[re] += chosenBonus->info2;
- }
- }
- }
- }
- void CGameStateCampaign::initTowns()
- {
- auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
- if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
- {
- for (int g=0; g<gameState->map->towns.size(); ++g)
- {
- PlayerState * owner = gameState->getPlayerState(gameState->map->towns[g]->getOwner());
- if (owner)
- {
- PlayerInfo & pi = gameState->map->players[owner->color.getNum()];
- if (owner->human && //human-owned
- gameState->map->towns[g]->pos == pi.posOfMainTown)
- {
- BuildingID buildingId;
- if(gameState->scenarioOps->campState->camp->header.version == CampaignVersion::VCMI)
- buildingId = BuildingID(chosenBonus->info1);
- else
- buildingId = CBuildingHandler::campToERMU(chosenBonus->info1, gameState->map->towns[g]->subID, gameState->map->towns[g]->builtBuildings);
- gameState->map->towns[g]->builtBuildings.insert(buildingId);
- break;
- }
- }
- }
- }
- }
- bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const
- {
- auto campaignBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
- if (!campaignBonus)
- return false;
- if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1))
- return true;
- return false;
- }
- CMap * CGameStateCampaign::getCurrentMap() const
- {
- return gameState->scenarioOps->campState->getMap();
- }
- VCMI_LIB_NAMESPACE_END
|