mirror of
https://github.com/vcmi/vcmi.git
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8353bca34f
- Removed duplicated checks for DD possibility - Moved most of spell-specific code from AdventureMapInterface to library code - AdventureSpellMechanics class now provides methods to check whether spellcast is possible, similarly to battle spells - If it is not possible to cast adventure map spell (e.g. no mana or no move points) game will show infowindow immediately on clicking spellbook instead of on cast attempt - If hero does not have movement points for a DD, game will show correct error message - Added game settings 'dimensionDoorFailureSpendsPoints' due to discovered H3 logic
113 lines
2.7 KiB
C++
113 lines
2.7 KiB
C++
/*
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* GameSettings.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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VCMI_LIB_NAMESPACE_BEGIN
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class JsonNode;
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enum class EGameSettings
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{
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BONUSES_GLOBAL,
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BONUSES_PER_HERO,
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COMBAT_ATTACK_POINT_DAMAGE_FACTOR,
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COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP,
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COMBAT_BAD_LUCK_DICE,
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COMBAT_BAD_MORALE_DICE,
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COMBAT_DEFENSE_POINT_DAMAGE_FACTOR,
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COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP,
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COMBAT_GOOD_LUCK_DICE,
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COMBAT_GOOD_MORALE_DICE,
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CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH,
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CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS,
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CREATURES_DAILY_STACK_EXPERIENCE,
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CREATURES_WEEKLY_GROWTH_CAP,
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CREATURES_WEEKLY_GROWTH_PERCENT,
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DWELLINGS_ACCUMULATE_WHEN_NEUTRAL,
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DWELLINGS_ACCUMULATE_WHEN_OWNED,
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DWELLINGS_MERGE_ON_RECRUIT,
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HEROES_PER_PLAYER_ON_MAP_CAP,
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HEROES_PER_PLAYER_TOTAL_CAP,
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HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS,
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HEROES_STARTING_STACKS_CHANCES,
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HEROES_BACKPACK_CAP,
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HEROES_TAVERN_INVITE,
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MARKETS_BLACK_MARKET_RESTOCK_PERIOD,
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BANKS_SHOW_GUARDS_COMPOSITION,
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MODULE_COMMANDERS,
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MODULE_STACK_ARTIFACT,
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MODULE_STACK_EXPERIENCE,
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TEXTS_ARTIFACT,
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TEXTS_CREATURE,
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TEXTS_FACTION,
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TEXTS_HERO,
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TEXTS_HERO_CLASS,
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TEXTS_OBJECT,
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TEXTS_RIVER,
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TEXTS_ROAD,
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TEXTS_SPELL,
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TEXTS_TERRAIN,
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MAP_FORMAT_RESTORATION_OF_ERATHIA,
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MAP_FORMAT_ARMAGEDDONS_BLADE,
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MAP_FORMAT_SHADOW_OF_DEATH,
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MAP_FORMAT_HORN_OF_THE_ABYSS,
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MAP_FORMAT_JSON_VCMI,
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MAP_FORMAT_IN_THE_WAKE_OF_GODS,
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PATHFINDER_USE_BOAT,
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PATHFINDER_IGNORE_GUARDS,
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PATHFINDER_USE_MONOLITH_TWO_WAY,
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PATHFINDER_USE_MONOLITH_ONE_WAY_UNIQUE,
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PATHFINDER_USE_MONOLITH_ONE_WAY_RANDOM,
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PATHFINDER_USE_WHIRLPOOL,
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PATHFINDER_ORIGINAL_FLY_RULES,
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TOWNS_BUILDINGS_PER_TURN_CAP,
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TOWNS_STARTING_DWELLING_CHANCES,
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COMBAT_ONE_HEX_TRIGGERS_OBSTACLES,
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DIMENSION_DOOR_ONLY_TO_UNCOVERED_TILES,
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DIMENSION_DOOR_EXPOSES_TERRAIN_TYPE,
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DIMENSION_DOOR_FAILURE_SPENDS_POINTS,
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DIMENSION_DOOR_TRIGGERS_GUARDS,
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DIMENSION_DOOR_TOURNAMENT_RULES_LIMIT,
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OPTIONS_COUNT
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};
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class DLL_LINKAGE IGameSettings
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{
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public:
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virtual const JsonNode & getValue(EGameSettings option) const = 0;
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virtual ~IGameSettings() = default;
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bool getBoolean(EGameSettings option) const;
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int64_t getInteger(EGameSettings option) const;
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double getDouble(EGameSettings option) const;
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std::vector<int> getVector(EGameSettings option) const;
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};
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class DLL_LINKAGE GameSettings final : public IGameSettings, boost::noncopyable
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{
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std::vector<JsonNode> gameSettings;
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public:
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GameSettings();
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~GameSettings();
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void load(const JsonNode & input);
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const JsonNode & getValue(EGameSettings option) const override;
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template<typename Handler>
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void serialize(Handler & h)
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{
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h & gameSettings;
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}
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};
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VCMI_LIB_NAMESPACE_END
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