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							- /*
 
-  * Configuration.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
 
- #include "Limiter.h"
 
- #include "MetaString.h"
 
- #include "NetPacksBase.h"
 
- #include "Reward.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- namespace Rewardable
 
- {
 
- enum EVisitMode
 
- {
 
- 	VISIT_UNLIMITED, // any number of times. Side effect - object hover text won't contain visited/not visited text
 
- 	VISIT_ONCE,      // only once, first to visit get all the rewards
 
- 	VISIT_HERO,      // every hero can visit object once
 
- 	VISIT_BONUS,     // can be visited by any hero that don't have bonus from this object
 
- 	VISIT_PLAYER     // every player can visit object once
 
- };
 
- /// controls selection of reward granted to player
 
- enum ESelectMode
 
- {
 
- 	SELECT_FIRST,  // first reward that matches limiters
 
- 	SELECT_PLAYER, // player can select from all allowed rewards
 
- 	SELECT_RANDOM, // one random reward from all mathing limiters
 
- };
 
- enum class EEventType
 
- {
 
- 	EVENT_INVALID = 0,
 
- 	EVENT_FIRST_VISIT,
 
- 	EVENT_ALREADY_VISITED,
 
- 	EVENT_NOT_AVAILABLE
 
- };
 
- const std::array<std::string, 3> SelectModeString{"selectFirst", "selectPlayer", "selectRandom"};
 
- const std::array<std::string, 5> VisitModeString{"unlimited", "once", "hero", "bonus", "player"};
 
- struct DLL_LINKAGE ResetInfo
 
- {
 
- 	ResetInfo()
 
- 		: period(0)
 
- 		, visitors(false)
 
- 		, rewards(false)
 
- 	{}
 
- 	/// if above zero, object state will be reset each resetDuration days
 
- 	ui32 period;
 
- 	/// if true - reset list of visitors (heroes & players) on reset
 
- 	bool visitors;
 
- 	/// if true - re-randomize rewards on a new week
 
- 	bool rewards;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & period;
 
- 		h & visitors;
 
- 		h & rewards;
 
- 	}
 
- };
 
- struct DLL_LINKAGE VisitInfo
 
- {
 
- 	Limiter limiter;
 
- 	Reward reward;
 
- 	/// Message that will be displayed on granting of this reward, if not empty
 
- 	MetaString message;
 
- 	/// Event to which this reward is assigned
 
- 	EEventType visitType;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & limiter;
 
- 		h & reward;
 
- 		h & message;
 
- 		h & visitType;
 
- 	}
 
- };
 
- /// Base class that can handle granting rewards to visiting heroes.
 
- struct DLL_LINKAGE Configuration
 
- {
 
- 	/// Message that will be shown if player needs to select one of multiple rewards
 
- 	MetaString onSelect;
 
- 	/// Rewards that can be applied by an object
 
- 	std::vector<Rewardable::VisitInfo> info;
 
- 	/// how reward will be selected, uses ESelectMode enum
 
- 	ui8 selectMode = Rewardable::SELECT_FIRST;
 
- 	/// contols who can visit an object, uses EVisitMode enum
 
- 	ui8 visitMode = Rewardable::VISIT_UNLIMITED;
 
- 	/// how and when should the object be reset
 
- 	Rewardable::ResetInfo resetParameters;
 
- 	/// if true - player can refuse visiting an object (e.g. Tomb)
 
- 	bool canRefuse = false;
 
- 	/// if true - object info will shown in infobox (like resource pickup)
 
- 	EInfoWindowMode infoWindowType = EInfoWindowMode::AUTO;
 
- 	
 
- 	EVisitMode getVisitMode() const;
 
- 	ui16 getResetDuration() const;
 
- 	
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & info;
 
- 		h & canRefuse;
 
- 		h & resetParameters;
 
- 		h & onSelect;
 
- 		h & visitMode;
 
- 		h & selectMode;
 
- 		h & infoWindowType;
 
- 	}
 
- };
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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