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8014b05399
Mostly based on the mysterious island map test results Added support for: - Pandoras or map events can now grant movement points - Pandoras or map events can now specify map difficulties on which these objects are present - Timed events and town events can now specify map difficulties on which these objects are present - Creature banks now support selection of difficulty preset (number of guards/reward) instead of random-selection - Wandering monsters "joins only for money" flag is now supported - Wandering monsters presence of upgraded stack can now be configured in map - Pyramid can now grant specific spell configured in map - Treasure Chest, Corpse, Sea Chest, Flotsam, Tree of Knowledge can now grant specific reward instead of randomly selected one - Treasure Chest, Corpse, Warrior's Tomb, Shipwreck Survivor and Sea Chest can now grant specific artifact configured in map
84 lines
2.6 KiB
C++
84 lines
2.6 KiB
C++
/*
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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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#pragma once
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#include "CRewardableObject.h"
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#include "../ResourceSet.h"
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#include "../mapping/MapDifficulty.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct InfoWindow;
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class DLL_LINKAGE CGPandoraBox : public CRewardableObject
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{
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public:
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MapDifficultySet presentOnDifficulties;
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using CRewardableObject::CRewardableObject;
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MetaString message;
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void initObj(IGameRandomizer & gameRandomizer) override;
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void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
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void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const override;
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void blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const override;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CRewardableObject&>(*this);
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h & message;
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if(h.version >= Handler::Version::HOTA_MAP_FORMAT_EXTENSIONS)
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h & presentOnDifficulties;
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}
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protected:
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void grantRewardWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const override;
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virtual void init();
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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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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CGEvent(IGameInfoCallback *cb);
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//players whom this event is available for
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std::set<PlayerColor> availableFor;
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//true if event is removed after occurring
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bool removeAfterVisit = false;
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//true if computer player can activate this event
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bool computerActivate = false;
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//true if human player can activate this event
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bool humanActivate = false;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGPandoraBox &>(*this);
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h & removeAfterVisit;
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h & availableFor;
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h & computerActivate;
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h & humanActivate;
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}
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void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
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void battleFinished(IGameEventCallback & gameEvents, const CGHeroInstance *hero, const BattleResult &result) const override;
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protected:
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void grantRewardWithMessage(IGameEventCallback & gameEvents, const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const override;
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void init() override;
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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private:
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void activated(IGameEventCallback & gameEvents, const CGHeroInstance * h) const;
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};
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VCMI_LIB_NAMESPACE_END
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