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