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80 lines
2.9 KiB
C++
80 lines
2.9 KiB
C++
#pragma once
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#include "CObjectHandler.h"
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#include "CArmedInstance.h"
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#include "../ResourceSet.h"
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/*
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* CGPandoraBox.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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struct InfoWindow;
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class DLL_LINKAGE CGPandoraBox : public CArmedInstance
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{
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public:
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std::string message;
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mutable bool hasGuardians; //helper - after battle even though we have no stacks, allows us to know that there was battle
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//gained things:
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ui32 gainedExp;
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si32 manaDiff; //amount of gained / lost mana
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si32 moraleDiff; //morale modifier
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si32 luckDiff; //luck modifier
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TResources resources;//gained / lost resources
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std::vector<si32> primskills;//gained / lost prim skills
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std::vector<SecondarySkill> abilities; //gained abilities
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std::vector<si32> abilityLevels; //levels of gained abilities
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std::vector<ArtifactID> artifacts; //gained artifacts
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std::vector<SpellID> spells; //gained spells
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CCreatureSet creatures; //gained creatures
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CGPandoraBox() : gainedExp(0), manaDiff(0), moraleDiff(0), luckDiff(0){};
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void initObj() override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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void heroLevelUpDone(const CGHeroInstance *hero) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & message & hasGuardians & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
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& abilities & abilityLevels & artifacts & spells & creatures;
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}
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protected:
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void giveContentsUpToExp(const CGHeroInstance *h) const;
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void giveContentsAfterExp(const CGHeroInstance *h) const;
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private:
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void getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const;
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void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
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virtual void afterSuccessfulVisit() const;
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};
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class DLL_LINKAGE CGEvent : public CGPandoraBox //event objects
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{
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public:
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bool removeAfterVisit; //true if event is removed after occurring
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ui8 availableFor; //players whom this event is available for
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bool computerActivate; //true if computer player can activate this event
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bool humanActivate; //true if human player can activate this event
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGPandoraBox &>(*this);
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h & removeAfterVisit & availableFor & computerActivate & humanActivate;
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}
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CGEvent() : CGPandoraBox(){};
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void onHeroVisit(const CGHeroInstance * h) const override;
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private:
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void activated(const CGHeroInstance * h) const;
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void afterSuccessfulVisit() const override;
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};
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