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- #pragma once
- #include "CObjectHandler.h"
- #include "CArmedInstance.h"
- #include "../CCreatureSet.h"
- #include "../NetPacksBase.h"
- /*
- * CQuest.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
- *
- */
- class CGCreature;
- class DLL_LINKAGE CQuest
- {
- public:
- enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
- MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9, MISSION_KEYMASTER = 10};
- enum Eprogress {NOT_ACTIVE, IN_PROGRESS, COMPLETE};
- si32 qid; //unique quest id for serialization / identification
- Emission missionType;
- Eprogress progress;
- si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
- ui32 m13489val;
- std::vector<ui32> m2stats;
- std::vector<ui16> m5arts; //artifacts id
- std::vector<CStackBasicDescriptor> m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
- std::vector<ui32> m7resources; //TODO: use resourceset?
- //following field are used only for kill creature/hero missions, the original objects became inaccessible after their removal, so we need to store info needed for messages / hover text
- ui8 textOption;
- CStackBasicDescriptor stackToKill;
- ui8 stackDirection;
- std::string heroName; //backup of hero name
- si32 heroPortrait;
- std::string firstVisitText, nextVisitText, completedText;
- bool isCustomFirst, isCustomNext, isCustomComplete;
- CQuest(){missionType = MISSION_NONE;}; //default constructor
- virtual ~CQuest(){};
- virtual bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
- virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
- virtual void getCompletionText (MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = nullptr) const;
- virtual void getRolloverText (MetaString &text, bool onHover) const; //hover or quest log entry
- virtual void completeQuest (const CGHeroInstance * h) const {};
- virtual void addReplacements(MetaString &out, const std::string &base) const;
- bool operator== (const CQuest & quest) const
- {
- return (quest.qid == qid);
- }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & qid & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
- & textOption & stackToKill & stackDirection & heroName & heroPortrait
- & firstVisitText & nextVisitText & completedText & isCustomFirst & isCustomNext & isCustomComplete;
- }
- };
- class DLL_LINKAGE IQuestObject
- {
- public:
- CQuest * quest;
- IQuestObject(): quest(new CQuest()){};
- virtual ~IQuestObject() {};
- virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
- virtual bool checkQuest (const CGHeroInstance * h) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & quest;
- }
- };
- class DLL_LINKAGE CGSeerHut : public CArmedInstance, public IQuestObject //army is used when giving reward
- {
- public:
- enum ERewardType {NOTHING, EXPERIENCE, MANA_POINTS, MORALE_BONUS, LUCK_BONUS, RESOURCES, PRIMARY_SKILL, SECONDARY_SKILL, ARTIFACT, SPELL, CREATURE};
- ERewardType rewardType;
- si32 rID; //reward ID
- si32 rVal; //reward value
- std::string seerName;
- CGSeerHut();
- void initObj() override;
- std::string getHoverText(PlayerColor player) const override;
- void newTurn() const override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
- virtual void init();
- int checkDirection() const; //calculates the region of map where monster is placed
- void setObjToKill(); //remember creatures / heroes to kill after they are initialized
- const CGHeroInstance *getHeroToKill(bool allowNull = false) const;
- const CGCreature *getCreatureToKill(bool allowNull = false) const;
- void getRolloverText (MetaString &text, bool onHover) const;
- void getCompletionText(MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = nullptr) const;
- void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
- virtual void completeQuest (const CGHeroInstance * h) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CArmedInstance&>(*this) & static_cast<IQuestObject&>(*this);
- h & rewardType & rID & rVal & seerName;
- }
- protected:
- static constexpr int OBJPROP_VISITED = 10;
- void setPropertyDer(ui8 what, ui32 val) override;
- };
- class DLL_LINKAGE CGQuestGuard : public CGSeerHut
- {
- public:
- CGQuestGuard() : CGSeerHut(){};
- void init() override;
- void completeQuest (const CGHeroInstance * h) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGSeerHut&>(*this);
- }
- };
- class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards
- {
- public:
- static std::map <PlayerColor, std::set <ui8> > playerKeyMap; //[players][keysowned]
- //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
- bool wasMyColorVisited (PlayerColor player) const;
- std::string getObjectName() const override; //depending on color
- std::string getHoverText(PlayerColor player) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- protected:
- void setPropertyDer(ui8 what, ui32 val) override;
- };
- class DLL_LINKAGE CGKeymasterTent : public CGKeys
- {
- public:
- bool wasVisited (PlayerColor player) const override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGObjectInstance&>(*this);
- }
- };
- class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject
- {
- public:
- CGBorderGuard() : IQuestObject(){};
- void initObj() override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
- void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const override;
- void getRolloverText (MetaString &text, bool onHover) const;
- bool checkQuest (const CGHeroInstance * h) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<IQuestObject&>(*this);
- h & static_cast<CGObjectInstance&>(*this);
- h & blockVisit;
- }
- };
- class DLL_LINKAGE CGBorderGate : public CGBorderGuard
- {
- public:
- CGBorderGate() : CGBorderGuard(){};
- void onHeroVisit(const CGHeroInstance * h) const override;
- bool passableFor(PlayerColor color) const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CGBorderGuard&>(*this); //need to serialize or object will be empty
- }
- };
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