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150 lines
3.8 KiB
C++
150 lines
3.8 KiB
C++
/*
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* Reward.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 "../bonuses/Bonus.h"
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#include "../CCreatureSet.h"
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#include "../networkPacks/Component.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct Bonus;
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struct Component;
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class CStackBasicDescriptor;
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class CGHeroInstance;
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namespace Rewardable
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{
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struct Reward;
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using RewardsList = std::vector<std::shared_ptr<Rewardable::Reward>>;
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struct RewardRevealTiles
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{
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/// Reveal distance, if not positive - reveal entire map
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int radius;
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/// Reveal score of terrains with "surface" flag set
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int scoreSurface;
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/// Reveal score of terrains with "subterra" flag set
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int scoreSubterra;
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/// Reveal score of terrains with "water" flag set
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int scoreWater;
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/// Reveal score of terrains with "rock" flag set
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int scoreRock;
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/// If set, then terrain will be instead hidden for all enemies (Cover of Darkness)
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bool hide;
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void serializeJson(JsonSerializeFormat & handler);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & radius;
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h & scoreSurface;
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h & scoreSubterra;
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h & scoreWater;
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h & scoreRock;
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h & hide;
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}
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};
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/// Reward that can be granted to a hero
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/// NOTE: eventually should replace seer hut rewards and events/pandoras
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struct DLL_LINKAGE Reward final
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{
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/// resources that will be given to player
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TResources resources;
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/// received experience
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si32 heroExperience;
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/// received levels (converted into XP during grant)
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si32 heroLevel;
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/// mana given to/taken from hero, fixed value
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si32 manaDiff;
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/// if giving mana points puts hero above mana pool, any overflow will be multiplied by specified percentage
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si32 manaOverflowFactor;
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/// fixed value, in form of percentage from max
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si32 manaPercentage;
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/// movement points, only for current day. Bonuses should be used to grant MP on any other day
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si32 movePoints;
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/// fixed value, in form of percentage from max
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si32 movePercentage;
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/// list of bonuses, e.g. morale/luck
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std::vector<Bonus> bonuses;
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/// skills that hero may receive or lose
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std::vector<si32> primary;
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std::map<SecondarySkill, si32> secondary;
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/// creatures that will be changed in hero's army
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std::map<CreatureID, CreatureID> creaturesChange;
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/// objects that hero may receive
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std::vector<ArtifactID> artifacts;
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std::vector<SpellID> spells;
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std::vector<CStackBasicDescriptor> creatures;
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/// actions that hero may execute and object caster. Pair of spellID and school level
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std::pair<SpellID, int> spellCast;
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/// list of components that will be added to reward description. First entry in list will override displayed component
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std::vector<Component> extraComponents;
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std::optional<RewardRevealTiles> revealTiles;
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/// if set to true, object will be removed after granting reward
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bool removeObject;
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/// Generates list of components that describes reward for a specific hero
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/// If hero is nullptr, then rewards will be generated without accounting for hero
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void loadComponents(std::vector<Component> & comps, const CGHeroInstance * h) const;
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Component getDisplayedComponent(const CGHeroInstance * h) const;
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si32 calculateManaPoints(const CGHeroInstance * h) const;
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Reward();
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~Reward();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & resources;
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h & extraComponents;
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h & removeObject;
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h & manaPercentage;
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h & movePercentage;
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h & heroExperience;
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h & heroLevel;
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h & manaDiff;
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h & manaOverflowFactor;
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h & movePoints;
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h & primary;
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h & secondary;
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h & bonuses;
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h & artifacts;
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h & spells;
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h & creatures;
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h & creaturesChange;
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h & revealTiles;
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h & spellCast;
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}
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void serializeJson(JsonSerializeFormat & handler);
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};
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}
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VCMI_LIB_NAMESPACE_END
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