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99 lines
2.6 KiB
C++
99 lines
2.6 KiB
C++
/*
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* TreasurePlacer.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 "../ObjectInfo.h"
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#include "../Zone.h"
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#include "../../mapObjects/ObjectTemplate.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGObjectInstance;
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class ObjectManager;
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class RmgMap;
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class CMapGenerator;
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class ObjectConfig;
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class TreasurePlacer: public Modificator
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{
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public:
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MODIFICATOR(TreasurePlacer);
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void process() override;
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void init() override;
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char dump(const int3 &) override;
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void createTreasures(ObjectManager & manager);
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void addObjectToRandomPool(const ObjectInfo& oi);
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void setBasicProperties(ObjectInfo & oi, CompoundMapObjectID objid) const;
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// TODO: Can be defaulted to addAllPossibleObjects, but then each object will need to be configured
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void addCommonObjects();
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void addDwellings();
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void addPandoraBoxes();
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void addPandoraBoxesWithGold();
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void addPandoraBoxesWithExperience();
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void addPandoraBoxesWithCreatures();
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void addPandoraBoxesWithSpells();
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void addSeerHuts();
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void addPrisons();
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void addScrolls();
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void addAllPossibleObjects(); //add objects, including zone-specific, to possibleObjects
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// TODO: Read custom object config from zone file
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/// Get all objects for this terrain
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void setMaxPrisons(size_t count);
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size_t getMaxPrisons() const;
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int creatureToCount(const CCreature * creature) const;
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protected:
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bool isGuardNeededForTreasure(int value);
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ObjectInfo * getRandomObject(ui32 desiredValue, ui32 currentValue, bool allowLargeObjects);
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std::vector<ObjectInfo*> prepareTreasurePile(const CTreasureInfo & treasureInfo);
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rmg::Object constructTreasurePile(const std::vector<ObjectInfo*> & treasureInfos, bool densePlacement = false);
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protected:
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class ObjectPool
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{
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public:
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void addObject(const ObjectInfo & info);
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void updateObject(MapObjectID id, MapObjectSubID subid, ObjectInfo info);
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std::vector<ObjectInfo> & getPossibleObjects();
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void patchWithZoneConfig(const Zone & zone, TreasurePlacer * tp);
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void sortPossibleObjects();
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void discardObjectsAboveValue(ui32 value);
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ObjectConfig::EObjectCategory getObjectCategory(CompoundMapObjectID id);
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private:
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std::vector<ObjectInfo> possibleObjects;
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std::map<CompoundMapObjectID, ObjectInfo> customObjects;
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} objects;
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// TODO: Need to nagivate and update these
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int minGuardedValue = 0;
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rmg::Area treasureArea;
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rmg::Area treasureBlockArea;
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rmg::Area guards;
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size_t maxPrisons;
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std::vector<const CCreature *> creatures; //native creatures for this zone
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std::vector<int> tierValues;
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};
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VCMI_LIB_NAMESPACE_END
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