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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-10 09:50:17 +02:00
vcmi/lib/GameSettings.h
Ivan Savenko 8353bca34f Small refactoring of adventure map spell casting:
- 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
2024-04-10 20:04:08 +03:00

113 lines
2.7 KiB
C++

/*
* GameSettings.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
VCMI_LIB_NAMESPACE_BEGIN
class JsonNode;
enum class EGameSettings
{
BONUSES_GLOBAL,
BONUSES_PER_HERO,
COMBAT_ATTACK_POINT_DAMAGE_FACTOR,
COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP,
COMBAT_BAD_LUCK_DICE,
COMBAT_BAD_MORALE_DICE,
COMBAT_DEFENSE_POINT_DAMAGE_FACTOR,
COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP,
COMBAT_GOOD_LUCK_DICE,
COMBAT_GOOD_MORALE_DICE,
CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH,
CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS,
CREATURES_DAILY_STACK_EXPERIENCE,
CREATURES_WEEKLY_GROWTH_CAP,
CREATURES_WEEKLY_GROWTH_PERCENT,
DWELLINGS_ACCUMULATE_WHEN_NEUTRAL,
DWELLINGS_ACCUMULATE_WHEN_OWNED,
DWELLINGS_MERGE_ON_RECRUIT,
HEROES_PER_PLAYER_ON_MAP_CAP,
HEROES_PER_PLAYER_TOTAL_CAP,
HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS,
HEROES_STARTING_STACKS_CHANCES,
HEROES_BACKPACK_CAP,
HEROES_TAVERN_INVITE,
MARKETS_BLACK_MARKET_RESTOCK_PERIOD,
BANKS_SHOW_GUARDS_COMPOSITION,
MODULE_COMMANDERS,
MODULE_STACK_ARTIFACT,
MODULE_STACK_EXPERIENCE,
TEXTS_ARTIFACT,
TEXTS_CREATURE,
TEXTS_FACTION,
TEXTS_HERO,
TEXTS_HERO_CLASS,
TEXTS_OBJECT,
TEXTS_RIVER,
TEXTS_ROAD,
TEXTS_SPELL,
TEXTS_TERRAIN,
MAP_FORMAT_RESTORATION_OF_ERATHIA,
MAP_FORMAT_ARMAGEDDONS_BLADE,
MAP_FORMAT_SHADOW_OF_DEATH,
MAP_FORMAT_HORN_OF_THE_ABYSS,
MAP_FORMAT_JSON_VCMI,
MAP_FORMAT_IN_THE_WAKE_OF_GODS,
PATHFINDER_USE_BOAT,
PATHFINDER_IGNORE_GUARDS,
PATHFINDER_USE_MONOLITH_TWO_WAY,
PATHFINDER_USE_MONOLITH_ONE_WAY_UNIQUE,
PATHFINDER_USE_MONOLITH_ONE_WAY_RANDOM,
PATHFINDER_USE_WHIRLPOOL,
PATHFINDER_ORIGINAL_FLY_RULES,
TOWNS_BUILDINGS_PER_TURN_CAP,
TOWNS_STARTING_DWELLING_CHANCES,
COMBAT_ONE_HEX_TRIGGERS_OBSTACLES,
DIMENSION_DOOR_ONLY_TO_UNCOVERED_TILES,
DIMENSION_DOOR_EXPOSES_TERRAIN_TYPE,
DIMENSION_DOOR_FAILURE_SPENDS_POINTS,
DIMENSION_DOOR_TRIGGERS_GUARDS,
DIMENSION_DOOR_TOURNAMENT_RULES_LIMIT,
OPTIONS_COUNT
};
class DLL_LINKAGE IGameSettings
{
public:
virtual const JsonNode & getValue(EGameSettings option) const = 0;
virtual ~IGameSettings() = default;
bool getBoolean(EGameSettings option) const;
int64_t getInteger(EGameSettings option) const;
double getDouble(EGameSettings option) const;
std::vector<int> getVector(EGameSettings option) const;
};
class DLL_LINKAGE GameSettings final : public IGameSettings, boost::noncopyable
{
std::vector<JsonNode> gameSettings;
public:
GameSettings();
~GameSettings();
void load(const JsonNode & input);
const JsonNode & getValue(EGameSettings option) const override;
template<typename Handler>
void serialize(Handler & h)
{
h & gameSettings;
}
};
VCMI_LIB_NAMESPACE_END