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8014b05399
Mostly based on the mysterious island map test results Added support for: - Pandoras or map events can now grant movement points - Pandoras or map events can now specify map difficulties on which these objects are present - Timed events and town events can now specify map difficulties on which these objects are present - Creature banks now support selection of difficulty preset (number of guards/reward) instead of random-selection - Wandering monsters "joins only for money" flag is now supported - Wandering monsters presence of upgraded stack can now be configured in map - Pyramid can now grant specific spell configured in map - Treasure Chest, Corpse, Sea Chest, Flotsam, Tree of Knowledge can now grant specific reward instead of randomly selected one - Treasure Chest, Corpse, Warrior's Tomb, Shipwreck Survivor and Sea Chest can now grant specific artifact configured in map
66 lines
1.6 KiB
C++
66 lines
1.6 KiB
C++
/*
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* CMapEvent.h, 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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#pragma once
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#include "../ResourceSet.h"
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#include "../texts/MetaString.h"
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#include "MapDifficulty.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class JsonSerializeFormat;
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/// The map event is an event which e.g. gives or takes resources of a specific
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/// amount to/from players and can appear regularly or once a time.
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class DLL_LINKAGE CMapEvent
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{
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public:
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CMapEvent();
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virtual ~CMapEvent() = default;
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bool occursToday(int currentDay) const;
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bool affectsDifficulty(EMapDifficulty difficulty) const;
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bool affectsPlayer(PlayerColor player, bool isHuman) const;
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std::string name;
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MetaString message;
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TResources resources;
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std::set<PlayerColor> players;
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MapDifficultySet affectedDifficulties;
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bool humanAffected;
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bool computerAffected;
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ui32 firstOccurrence;
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ui32 nextOccurrence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time
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std::vector<ObjectInstanceID> deletedObjectsInstances;
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template<typename Handler>
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void serialize(Handler & h)
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{
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h & name;
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h & message;
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h & resources;
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h & players;
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if(h.version >= Handler::Version::HOTA_MAP_FORMAT_EXTENSIONS)
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h & affectedDifficulties;
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h & humanAffected;
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h & computerAffected;
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h & firstOccurrence;
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h & nextOccurrence;
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h & deletedObjectsInstances;
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}
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virtual void serializeJson(JsonSerializeFormat & handler);
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};
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VCMI_LIB_NAMESPACE_END
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