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98 lines
2.7 KiB
C++
98 lines
2.7 KiB
C++
/*
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* Reward.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 "Reward.h"
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#include "../mapObjects/CGHeroInstance.h"
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VCMI_LIB_NAMESPACE_BEGIN
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Rewardable::Reward::Reward()
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: heroExperience(0)
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, heroLevel(0)
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, manaDiff(0)
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, manaPercentage(-1)
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, movePoints(0)
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, movePercentage(-1)
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, primary(4, 0)
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, removeObject(false)
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, spellCast(SpellID::NONE, SecSkillLevel::NONE)
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{
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}
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Rewardable::Reward::~Reward() = default;
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si32 Rewardable::Reward::calculateManaPoints(const CGHeroInstance * hero) const
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{
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si32 manaScaled = hero->mana;
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if (manaPercentage >= 0)
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manaScaled = hero->manaLimit() * manaPercentage / 100;
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si32 manaMissing = std::max(0, hero->manaLimit() - manaScaled);
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si32 manaGranted = std::min(manaMissing, manaDiff);
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si32 manaOverflow = manaDiff - manaGranted;
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si32 manaOverLimit = manaOverflow * manaOverflowFactor / 100;
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si32 manaOutput = manaScaled + manaGranted + manaOverLimit;
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return manaOutput;
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}
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Component Rewardable::Reward::getDisplayedComponent(const CGHeroInstance * h) const
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{
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std::vector<Component> comps;
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loadComponents(comps, h);
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assert(!comps.empty());
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return comps.front();
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}
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void Rewardable::Reward::loadComponents(std::vector<Component> & comps,
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const CGHeroInstance * h) const
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{
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for (auto comp : extraComponents)
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comps.push_back(comp);
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if (heroExperience)
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{
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comps.emplace_back(Component::EComponentType::EXPERIENCE, 0, static_cast<si32>(h->calculateXp(heroExperience)), 0);
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}
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if (heroLevel)
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comps.emplace_back(Component::EComponentType::EXPERIENCE, 1, heroLevel, 0);
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if (manaDiff || manaPercentage >= 0)
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comps.emplace_back(Component::EComponentType::PRIM_SKILL, 5, calculateManaPoints(h) - h->mana, 0);
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for (size_t i=0; i<primary.size(); i++)
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{
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if (primary[i] != 0)
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comps.emplace_back(Component::EComponentType::PRIM_SKILL, static_cast<ui16>(i), primary[i], 0);
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}
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for(const auto & entry : secondary)
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comps.emplace_back(Component::EComponentType::SEC_SKILL, entry.first, entry.second, 0);
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for(const auto & entry : artifacts)
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comps.emplace_back(Component::EComponentType::ARTIFACT, entry, 1, 0);
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for(const auto & entry : spells)
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comps.emplace_back(Component::EComponentType::SPELL, entry, 1, 0);
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for(const auto & entry : creatures)
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comps.emplace_back(Component::EComponentType::CREATURE, entry.type->getId(), entry.count, 0);
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for (size_t i=0; i<resources.size(); i++)
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{
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if (resources[i] !=0)
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comps.emplace_back(Component::EComponentType::RESOURCE, static_cast<ui16>(i), resources[i], 0);
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}
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}
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VCMI_LIB_NAMESPACE_END
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