CGameStateCampaign.cpp 20 KB

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  1. /*
  2. * CGameStateCampaign.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameStateCampaign.h"
  12. #include "CGameState.h"
  13. #include "QuestInfo.h"
  14. #include "../mapping/CMapEditManager.h"
  15. #include "../mapping/CCampaignHandler.h"
  16. #include "../mapObjects/CGHeroInstance.h"
  17. #include "../registerTypes/RegisterTypes.h"
  18. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  19. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  20. #include "../StartInfo.h"
  21. #include "../CBuildingHandler.h"
  22. #include "../CHeroHandler.h"
  23. #include "../mapping/CMap.h"
  24. #include "../ArtifactUtils.h"
  25. #include "../CPlayerState.h"
  26. #include "../serializer/CMemorySerializer.h"
  27. VCMI_LIB_NAMESPACE_BEGIN
  28. void CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
  29. {
  30. heroesFromPreviousScenario.push_back(hero);
  31. heroesFromAnyPreviousScenarios.push_back(hero);
  32. }
  33. void CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
  34. {
  35. heroesFromPreviousScenario -= hero;
  36. heroesFromAnyPreviousScenarios -= hero;
  37. }
  38. CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
  39. hero(hero),
  40. heroPlaceholderId(heroPlaceholderId)
  41. {
  42. }
  43. CGameStateCampaign::CGameStateCampaign(CGameState * owner):
  44. gameState(owner)
  45. {
  46. assert(gameState->scenarioOps->mode == StartInfo::CAMPAIGN);
  47. assert(gameState->scenarioOps->campState != nullptr);
  48. }
  49. CrossoverHeroesList CGameStateCampaign::getCrossoverHeroesFromPreviousScenarios() const
  50. {
  51. CrossoverHeroesList crossoverHeroes;
  52. auto campaignState = gameState->scenarioOps->campState;
  53. auto bonus = campaignState->getBonusForCurrentMap();
  54. if(bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)
  55. {
  56. std::vector<CGHeroInstance *> heroes;
  57. for(auto & node : campaignState->camp->scenarios[bonus->info2].crossoverHeroes)
  58. {
  59. auto * h = CCampaignState::crossoverDeserialize(node);
  60. heroes.push_back(h);
  61. }
  62. crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = heroes;
  63. }
  64. else
  65. {
  66. if(!campaignState->mapsConquered.empty())
  67. {
  68. std::vector<CGHeroInstance *> heroes = {};
  69. crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = heroes;
  70. crossoverHeroes.heroesFromPreviousScenario = heroes;
  71. for(auto mapNr : campaignState->mapsConquered)
  72. {
  73. // create a list of deleted heroes
  74. auto & scenario = campaignState->camp->scenarios[mapNr];
  75. auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();
  76. // remove heroes which didn't reached the end of the scenario, but were available at the start
  77. for(auto * hero : lostCrossoverHeroes)
  78. {
  79. // auto hero = CCampaignState::crossoverDeserialize(node);
  80. vstd::erase_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h)
  81. {
  82. return hero->subID == h->subID;
  83. });
  84. }
  85. // now add heroes which completed the scenario
  86. for(auto node : scenario.crossoverHeroes)
  87. {
  88. auto * hero = CCampaignState::crossoverDeserialize(node);
  89. // add new heroes and replace old heroes with newer ones
  90. auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h)
  91. {
  92. return hero->subID == h->subID;
  93. });
  94. if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
  95. {
  96. // replace old hero with newer one
  97. crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;
  98. }
  99. else
  100. {
  101. // add new hero
  102. crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
  103. }
  104. if(mapNr == campaignState->mapsConquered.back())
  105. {
  106. crossoverHeroes.heroesFromPreviousScenario.push_back(hero);
  107. }
  108. }
  109. }
  110. }
  111. }
  112. return crossoverHeroes;
  113. }
  114. void CGameStateCampaign::prepareCrossoverHeroes(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions)
  115. {
  116. // create heroes list for convenience iterating
  117. std::vector<CGHeroInstance *> crossoverHeroes;
  118. crossoverHeroes.reserve(campaignHeroReplacements.size());
  119. for(auto & campaignHeroReplacement : campaignHeroReplacements)
  120. {
  121. crossoverHeroes.push_back(campaignHeroReplacement.hero);
  122. }
  123. // TODO replace magic numbers with named constants
  124. // TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
  125. if(!travelOptions.whatHeroKeeps.experience)
  126. {
  127. //trimming experience
  128. for(CGHeroInstance * cgh : crossoverHeroes)
  129. {
  130. cgh->initExp(gameState->getRandomGenerator());
  131. }
  132. }
  133. if(!travelOptions.whatHeroKeeps.primarySkills)
  134. {
  135. //trimming prim skills
  136. for(CGHeroInstance * cgh : crossoverHeroes)
  137. {
  138. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  139. {
  140. auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
  141. .And(Selector::subtype()(g))
  142. .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
  143. cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
  144. }
  145. }
  146. }
  147. if(!travelOptions.whatHeroKeeps.secondarySkills)
  148. {
  149. //trimming sec skills
  150. for(CGHeroInstance * cgh : crossoverHeroes)
  151. {
  152. cgh->secSkills = cgh->type->secSkillsInit;
  153. cgh->recreateSecondarySkillsBonuses();
  154. }
  155. }
  156. if(!travelOptions.whatHeroKeeps.spells)
  157. {
  158. for(CGHeroInstance * cgh : crossoverHeroes)
  159. {
  160. cgh->removeSpellbook();
  161. }
  162. }
  163. if(!travelOptions.whatHeroKeeps.artifacts)
  164. {
  165. //trimming artifacts
  166. for(CGHeroInstance * hero : crossoverHeroes)
  167. {
  168. size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
  169. for (size_t i = 0; i < totalArts; i++ )
  170. {
  171. auto artifactPosition = ArtifactPosition((si32)i);
  172. if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way
  173. const ArtSlotInfo *info = hero->getSlot(artifactPosition);
  174. if(!info)
  175. continue;
  176. // TODO: why would there be nullptr artifacts?
  177. const CArtifactInstance *art = info->artifact;
  178. if(!art)
  179. continue;
  180. bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
  181. ArtifactLocation al(hero, artifactPosition);
  182. if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719
  183. al.removeArtifact();
  184. }
  185. }
  186. }
  187. //trimming creatures
  188. for(CGHeroInstance * cgh : crossoverHeroes)
  189. {
  190. auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
  191. {
  192. CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
  193. return !travelOptions.monstersKeptByHero.count(crid);
  194. };
  195. auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
  196. for(auto &slotPair : stacksCopy)
  197. if(shouldSlotBeErased(slotPair))
  198. cgh->eraseStack(slotPair.first);
  199. }
  200. // Removing short-term bonuses
  201. for(CGHeroInstance * cgh : crossoverHeroes)
  202. {
  203. cgh->removeBonusesRecursive(CSelector(Bonus::OneDay)
  204. .Or(CSelector(Bonus::OneWeek))
  205. .Or(CSelector(Bonus::NTurns))
  206. .Or(CSelector(Bonus::NDays))
  207. .Or(CSelector(Bonus::OneBattle)));
  208. }
  209. }
  210. void CGameStateCampaign::placeCampaignHeroes()
  211. {
  212. if (gameState->scenarioOps->campState)
  213. {
  214. // place bonus hero
  215. auto campaignBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
  216. bool campaignGiveHero = campaignBonus && campaignBonus->type == CScenarioTravel::STravelBonus::HERO;
  217. if(campaignGiveHero)
  218. {
  219. auto playerColor = PlayerColor(campaignBonus->info1);
  220. auto it = gameState->scenarioOps->playerInfos.find(playerColor);
  221. if(it != gameState->scenarioOps->playerInfos.end())
  222. {
  223. auto heroTypeId = campaignBonus->info2;
  224. if(heroTypeId == 0xffff) // random bonus hero
  225. {
  226. heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor);
  227. }
  228. gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);
  229. }
  230. }
  231. // replace heroes placeholders
  232. auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
  233. if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
  234. {
  235. logGlobal->debug("\tGenerate list of hero placeholders");
  236. auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
  237. logGlobal->debug("\tPrepare crossover heroes");
  238. prepareCrossoverHeroes(campaignHeroReplacements, gameState->scenarioOps->campState->getCurrentScenario().travelOptions);
  239. // remove same heroes on the map which will be added through crossover heroes
  240. // INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
  241. // with the same hero type id
  242. std::vector<CGHeroInstance *> removedHeroes;
  243. for(auto & campaignHeroReplacement : campaignHeroReplacements)
  244. {
  245. auto * hero = gameState->getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
  246. if(hero)
  247. {
  248. removedHeroes.push_back(hero);
  249. gameState->map->heroesOnMap -= hero;
  250. gameState->map->objects[hero->id.getNum()] = nullptr;
  251. gameState->map->removeBlockVisTiles(hero, true);
  252. }
  253. }
  254. logGlobal->debug("\tReplace placeholders with heroes");
  255. replaceHeroesPlaceholders(campaignHeroReplacements);
  256. // now add removed heroes again with unused type ID
  257. for(auto * hero : removedHeroes)
  258. {
  259. si32 heroTypeId = 0;
  260. if(hero->ID == Obj::HERO)
  261. {
  262. heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner);
  263. }
  264. else if(hero->ID == Obj::PRISON)
  265. {
  266. auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();
  267. if(!unusedHeroTypeIds.empty())
  268. {
  269. heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator())).getNum();
  270. }
  271. else
  272. {
  273. logGlobal->error("No free hero type ID found to replace prison.");
  274. assert(0);
  275. }
  276. }
  277. else
  278. {
  279. assert(0); // should not happen
  280. }
  281. hero->subID = heroTypeId;
  282. hero->portrait = hero->subID;
  283. gameState->map->getEditManager()->insertObject(hero);
  284. }
  285. }
  286. }
  287. // remove hero placeholders on map
  288. for(auto obj : gameState->map->objects)
  289. {
  290. if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
  291. {
  292. auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
  293. gameState->map->removeBlockVisTiles(heroPlaceholder, true);
  294. gameState->map->instanceNames.erase(obj->instanceName);
  295. gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
  296. delete heroPlaceholder;
  297. }
  298. }
  299. }
  300. void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
  301. {
  302. const std::optional<CScenarioTravel::STravelBonus> & curBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
  303. if(!curBonus)
  304. return;
  305. if(curBonus->isBonusForHero())
  306. {
  307. //apply bonus
  308. switch (curBonus->type)
  309. {
  310. case CScenarioTravel::STravelBonus::SPELL:
  311. hero->addSpellToSpellbook(SpellID(curBonus->info2));
  312. break;
  313. case CScenarioTravel::STravelBonus::MONSTER:
  314. {
  315. for(int i=0; i<GameConstants::ARMY_SIZE; i++)
  316. {
  317. if(hero->slotEmpty(SlotID(i)))
  318. {
  319. hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
  320. break;
  321. }
  322. }
  323. }
  324. break;
  325. case CScenarioTravel::STravelBonus::ARTIFACT:
  326. if(!gameState->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
  327. logGlobal->error("Cannot give starting artifact - no free slots!");
  328. break;
  329. case CScenarioTravel::STravelBonus::SPELL_SCROLL:
  330. {
  331. CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
  332. const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
  333. if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
  334. scroll->putAt(ArtifactLocation(hero, slot));
  335. else
  336. logGlobal->error("Cannot give starting scroll - no free slots!");
  337. }
  338. break;
  339. case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
  340. {
  341. const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
  342. for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  343. {
  344. int val = ptr[g];
  345. if (val == 0)
  346. {
  347. continue;
  348. }
  349. auto bb = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, *gameState->scenarioOps->campState->currentMap, g);
  350. hero->addNewBonus(bb);
  351. }
  352. }
  353. break;
  354. case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
  355. hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
  356. break;
  357. }
  358. }
  359. }
  360. void CGameStateCampaign::replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements)
  361. {
  362. for(const auto & campaignHeroReplacement : campaignHeroReplacements)
  363. {
  364. auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(gameState->getObjInstance(campaignHeroReplacement.heroPlaceholderId));
  365. CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
  366. heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
  367. heroToPlace->tempOwner = heroPlaceholder->tempOwner;
  368. heroToPlace->pos = heroPlaceholder->pos;
  369. heroToPlace->type = VLC->heroh->objects[heroToPlace->subID];
  370. heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO,
  371. heroToPlace->type->heroClass->getIndex())->getTemplates().front();
  372. for(auto &&i : heroToPlace->stacks)
  373. i.second->type = VLC->creh->objects[i.second->getCreatureID()];
  374. auto fixArtifact = [&](CArtifactInstance * art)
  375. {
  376. art->artType = VLC->arth->objects[art->artType->getId()];
  377. gameState->map->artInstances.emplace_back(art);
  378. art->id = ArtifactInstanceID((si32)gameState->map->artInstances.size() - 1);
  379. };
  380. for(auto &&i : heroToPlace->artifactsWorn)
  381. fixArtifact(i.second.artifact);
  382. for(auto &&i : heroToPlace->artifactsInBackpack)
  383. fixArtifact(i.artifact);
  384. gameState->map->removeBlockVisTiles(heroPlaceholder, true);
  385. gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
  386. gameState->map->instanceNames.erase(heroPlaceholder->instanceName);
  387. gameState->map->heroesOnMap.emplace_back(heroToPlace);
  388. gameState->map->objects[heroToPlace->id.getNum()] = heroToPlace;
  389. gameState->map->addBlockVisTiles(heroToPlace);
  390. gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace;
  391. delete heroPlaceholder;
  392. gameState->scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(CCampaignState::crossoverSerialize(heroToPlace));
  393. }
  394. }
  395. std::vector<CampaignHeroReplacement> CGameStateCampaign::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
  396. {
  397. std::vector<CampaignHeroReplacement> campaignHeroReplacements;
  398. //selecting heroes by type
  399. for(auto obj : gameState->map->objects)
  400. {
  401. if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
  402. {
  403. auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
  404. if(heroPlaceholder->subID != 0xFF) //select by type
  405. {
  406. auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero)
  407. {
  408. return hero->subID == heroPlaceholder->subID;
  409. });
  410. if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
  411. {
  412. auto * hero = *it;
  413. crossoverHeroes.removeHeroFromBothLists(hero);
  414. campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
  415. }
  416. }
  417. }
  418. }
  419. //selecting heroes by power
  420. range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b)
  421. {
  422. return a->getHeroStrength() > b->getHeroStrength();
  423. }); //sort, descending strength
  424. // sort hero placeholders descending power
  425. std::vector<CGHeroPlaceholder *> heroPlaceholders;
  426. for(auto obj : gameState->map->objects)
  427. {
  428. if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
  429. {
  430. auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
  431. if(heroPlaceholder->subID == 0xFF) //select by power
  432. {
  433. heroPlaceholders.push_back(heroPlaceholder);
  434. }
  435. }
  436. }
  437. range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
  438. {
  439. return a->power > b->power;
  440. });
  441. for(int i = 0; i < heroPlaceholders.size(); ++i)
  442. {
  443. auto * heroPlaceholder = heroPlaceholders[i];
  444. if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
  445. {
  446. auto * hero = crossoverHeroes.heroesFromPreviousScenario[i];
  447. campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
  448. }
  449. }
  450. return campaignHeroReplacements;
  451. }
  452. void CGameStateCampaign::initHeroes()
  453. {
  454. auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
  455. if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
  456. {
  457. //find human player
  458. PlayerColor humanPlayer=PlayerColor::NEUTRAL;
  459. for (auto & elem : gameState->players)
  460. {
  461. if(elem.second.human)
  462. {
  463. humanPlayer = elem.first;
  464. break;
  465. }
  466. }
  467. assert(humanPlayer != PlayerColor::NEUTRAL);
  468. std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = gameState->players[humanPlayer].heroes;
  469. if (chosenBonus->info1 == 0xFFFD) //most powerful
  470. {
  471. int maxB = -1;
  472. for (int b=0; b<heroes.size(); ++b)
  473. {
  474. if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
  475. {
  476. maxB = b;
  477. }
  478. }
  479. if(maxB < 0)
  480. logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
  481. else
  482. giveCampaignBonusToHero(heroes[maxB]);
  483. }
  484. else //specific hero
  485. {
  486. for (auto & heroe : heroes)
  487. {
  488. if (heroe->subID == chosenBonus->info1)
  489. {
  490. giveCampaignBonusToHero(heroe);
  491. break;
  492. }
  493. }
  494. }
  495. }
  496. }
  497. void CGameStateCampaign::initStartingResources()
  498. {
  499. auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
  500. {
  501. std::vector<const PlayerSettings *> ret;
  502. for(const auto & playerInfo : gameState->scenarioOps->playerInfos)
  503. {
  504. if(playerInfo.second.isControlledByHuman())
  505. ret.push_back(&playerInfo.second);
  506. }
  507. return ret;
  508. };
  509. auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
  510. if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
  511. {
  512. std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
  513. for(const PlayerSettings *ps : people)
  514. {
  515. std::vector<int> res; //resources we will give
  516. switch (chosenBonus->info1)
  517. {
  518. case 0: case 1: case 2: case 3: case 4: case 5: case 6:
  519. res.push_back(chosenBonus->info1);
  520. break;
  521. case 0xFD: //wood+ore
  522. res.push_back(GameResID(EGameResID::WOOD));
  523. res.push_back(GameResID(EGameResID::ORE));
  524. break;
  525. case 0xFE: //rare
  526. res.push_back(GameResID(EGameResID::MERCURY));
  527. res.push_back(GameResID(EGameResID::SULFUR));
  528. res.push_back(GameResID(EGameResID::CRYSTAL));
  529. res.push_back(GameResID(EGameResID::GEMS));
  530. break;
  531. default:
  532. assert(0);
  533. break;
  534. }
  535. //increasing resource quantity
  536. for (auto & re : res)
  537. {
  538. gameState->players[ps->color].resources[re] += chosenBonus->info2;
  539. }
  540. }
  541. }
  542. }
  543. void CGameStateCampaign::initTowns()
  544. {
  545. auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
  546. if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
  547. {
  548. for (int g=0; g<gameState->map->towns.size(); ++g)
  549. {
  550. PlayerState * owner = gameState->getPlayerState(gameState->map->towns[g]->getOwner());
  551. if (owner)
  552. {
  553. PlayerInfo & pi = gameState->map->players[owner->color.getNum()];
  554. if (owner->human && //human-owned
  555. gameState->map->towns[g]->pos == pi.posOfMainTown)
  556. {
  557. BuildingID buildingId;
  558. if(gameState->scenarioOps->campState->camp->header.version == CampaignVersion::VCMI)
  559. buildingId = BuildingID(chosenBonus->info1);
  560. else
  561. buildingId = CBuildingHandler::campToERMU(chosenBonus->info1, gameState->map->towns[g]->subID, gameState->map->towns[g]->builtBuildings);
  562. gameState->map->towns[g]->builtBuildings.insert(buildingId);
  563. break;
  564. }
  565. }
  566. }
  567. }
  568. }
  569. bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const
  570. {
  571. auto campaignBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
  572. if (!campaignBonus)
  573. return false;
  574. if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1))
  575. return true;
  576. return false;
  577. }
  578. CMap * CGameStateCampaign::getCurrentMap() const
  579. {
  580. return gameState->scenarioOps->campState->getMap();
  581. }
  582. VCMI_LIB_NAMESPACE_END