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							- /*
 
-  * CRewardableObject.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 "CObjectHandler.h"
 
- #include "CArmedInstance.h"
 
- #include "../NetPacksBase.h"
 
- #include "../ResourceSet.h"
 
- class CRandomRewardObjectInfo;
 
- /// Limiters of rewards. Rewards will be granted to hero only if he satisfies requirements
 
- /// Note: for this is only a test - it won't remove anything from hero (e.g. artifacts or creatures)
 
- /// NOTE: in future should (partially) replace seer hut/quest guard quests checks
 
- class DLL_LINKAGE CRewardLimiter
 
- {
 
- public:
 
- 	/// how many times this reward can be granted, 0 for unlimited
 
- 	si32 numOfGrants;
 
- 	/// day of week, unused if 0, 1-7 will test for current day of week
 
- 	si32 dayOfWeek;
 
- 	/// level that hero needs to have
 
- 	si32 minLevel;
 
- 	/// resources player needs to have in order to trigger reward
 
- 	TResources resources;
 
- 	/// skills hero needs to have
 
- 	std::vector<si32> primary;
 
- 	std::map<SecondarySkill, si32> secondary;
 
- 	/// artifacts that hero needs to have (equipped or in backpack) to trigger this
 
- 	/// Note: does not checks for multiple copies of the same arts
 
- 	std::vector<ArtifactID> artifacts;
 
- 	/// creatures that hero needs to have
 
- 	std::vector<CStackBasicDescriptor> creatures;
 
- 	CRewardLimiter():
 
- 		numOfGrants(0),
 
- 		dayOfWeek(0),
 
- 		minLevel(0),
 
- 		primary(4, 0)
 
- 	{}
 
- 	bool heroAllowed(const CGHeroInstance * hero) const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & numOfGrants;
 
- 		h & dayOfWeek;
 
- 		h & minLevel;
 
- 		h & resources;
 
- 		h & primary;
 
- 		h & secondary;
 
- 		h & artifacts;
 
- 		h & creatures;
 
- 	}
 
- };
 
- /// Reward that can be granted to a hero
 
- /// NOTE: eventually should replace seer hut rewards and events/pandoras
 
- class DLL_LINKAGE CRewardInfo
 
- {
 
- public:
 
- 	/// resources that will be given to player
 
- 	TResources resources;
 
- 	/// received experience
 
- 	ui32 gainedExp;
 
- 	/// received levels (converted into XP during grant)
 
- 	ui32 gainedLevels;
 
- 	/// mana given to/taken from hero, fixed value
 
- 	si32 manaDiff;
 
- 	/// fixed value, in form of percentage from max
 
- 	si32 manaPercentage;
 
- 	/// movement points, only for current day. Bonuses should be used to grant MP on any other day
 
- 	si32 movePoints;
 
- 	/// fixed value, in form of percentage from max
 
- 	si32 movePercentage;
 
- 	/// list of bonuses, e.g. morale/luck
 
- 	std::vector<Bonus> bonuses;
 
- 	/// skills that hero may receive or lose
 
- 	std::vector<si32> primary;
 
- 	std::map<SecondarySkill, si32> secondary;
 
- 	/// objects that hero may receive
 
- 	std::vector<ArtifactID> artifacts;
 
- 	std::vector<SpellID> spells;
 
- 	std::vector<CStackBasicDescriptor> creatures;
 
- 	/// list of components that will be added to reward description. First entry in list will override displayed component
 
- 	std::vector<Component> extraComponents;
 
- 	/// if set to true, object will be removed after granting reward
 
- 	bool removeObject;
 
- 	/// Generates list of components that describes reward for a specific hero
 
- 	virtual void loadComponents(std::vector<Component> & comps,
 
- 	                            const CGHeroInstance * h) const;
 
- 	Component getDisplayedComponent(const CGHeroInstance * h) const;
 
- 	CRewardInfo() :
 
- 		gainedExp(0),
 
- 		gainedLevels(0),
 
- 		manaDiff(0),
 
- 		manaPercentage(-1),
 
- 		movePoints(0),
 
- 		movePercentage(-1),
 
- 		primary(4, 0),
 
- 		removeObject(false)
 
- 	{}
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & resources;
 
- 		h & extraComponents;
 
- 		h & removeObject;
 
- 		h & manaPercentage;
 
- 		h & movePercentage;
 
- 		h & gainedExp;
 
- 		h & gainedLevels;
 
- 		h & manaDiff;
 
- 		h & movePoints;
 
- 		h & primary;
 
- 		h & secondary;
 
- 		h & bonuses;
 
- 		h & artifacts;
 
- 		h & spells;
 
- 		h & creatures;
 
- 	}
 
- };
 
- class DLL_LINKAGE CVisitInfo
 
- {
 
- public:
 
- 	CRewardLimiter limiter;
 
- 	CRewardInfo reward;
 
- 	/// Message that will be displayed on granting of this reward, if not empty
 
- 	MetaString message;
 
- 	/// Chance for this reward to be selected in case of random choice
 
- 	si32 selectChance;
 
- 	/// How many times this reward has been granted since last reset
 
- 	si32 numOfGrants;
 
- 	CVisitInfo():
 
- 		selectChance(0),
 
- 		numOfGrants(0)
 
- 	{}
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & limiter;
 
- 		h & reward;
 
- 		h & message;
 
- 		h & selectChance;
 
- 		h & numOfGrants;
 
- 	}
 
- };
 
- /// Base class that can handle granting rewards to visiting heroes.
 
- /// Inherits from CArmedInstance for proper trasfer of armies
 
- class DLL_LINKAGE CRewardableObject : public CArmedInstance
 
- {
 
- 	/// function that must be called if hero got level-up during grantReward call
 
- 	void grantRewardAfterLevelup(const CVisitInfo & reward, const CGHeroInstance * hero) const;
 
- 	/// grants reward to hero
 
- 	void grantRewardBeforeLevelup(const CVisitInfo & reward, const CGHeroInstance * hero) const;
 
- protected:
 
- 	/// 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  // reward will be selected from allowed randomly
 
- 	};
 
- 	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
 
- 	};
 
- 	/// filters list of visit info and returns rewards that can be granted to current hero
 
- 	virtual std::vector<ui32> getAvailableRewards(const CGHeroInstance * hero) const;
 
- 	virtual void grantReward(ui32 rewardID, const CGHeroInstance * hero) const;
 
- 	virtual CVisitInfo getVisitInfo(int index, const CGHeroInstance *h) const;
 
- 	virtual void triggerRewardReset() const;
 
- 	/// Rewards that can be granted by an object
 
- 	std::vector<CVisitInfo> info;
 
- 	/// MetaString's that contain text for messages for specific situations
 
- 	MetaString onSelect;
 
- 	MetaString onVisited;
 
- 	MetaString onEmpty;
 
- 	/// how reward will be selected, uses ESelectMode enum
 
- 	ui8 selectMode;
 
- 	/// contols who can visit an object, uses EVisitMode enum
 
- 	ui8 visitMode;
 
- 	/// reward selected by player
 
- 	ui16 selectedReward;
 
- 	/// object visitability info will be reset each resetDuration days
 
- 	ui16 resetDuration;
 
- 	/// if true - player can refuse visiting an object (e.g. Tomb)
 
- 	bool canRefuse;
 
- public:
 
- 	void setPropertyDer(ui8 what, ui32 val) override;
 
- 	std::string getHoverText(PlayerColor player) const override;
 
- 	std::string getHoverText(const CGHeroInstance * hero) const override;
 
- 	/// Visitability checks. Note that hero check includes check for hero owner (returns true if object was visited by player)
 
- 	bool wasVisited(PlayerColor player) const override;
 
- 	bool wasVisited(const CGHeroInstance * h) const override;
 
- 	/// gives reward to player or ask for choice in case of multiple rewards
 
- 	void onHeroVisit(const CGHeroInstance *h) const override;
 
- 	///possibly resets object state
 
- 	void newTurn(CRandomGenerator & rand) const override;
 
- 	/// gives second part of reward after hero level-ups for proper granting of spells/mana
 
- 	void heroLevelUpDone(const CGHeroInstance *hero) const override;
 
- 	/// applies player selection of reward
 
- 	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
 
- 	/// function that will be called once reward is fully granted to hero
 
- 	virtual void onRewardGiven(const CGHeroInstance * hero) const;
 
- 	CRewardableObject();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & info;
 
- 		h & canRefuse;
 
- 		h & resetDuration;
 
- 		h & onSelect;
 
- 		h & onVisited;
 
- 		h & onEmpty;
 
- 		h & visitMode;
 
- 		if(version < 778)
 
- 		{
 
- 			ui16 soundID = 0;
 
- 			h & soundID;
 
- 		}
 
- 		h & selectMode;
 
- 		h & selectedReward;
 
- 	}
 
- 	// for configuration/object setup
 
- 	friend class CRandomRewardObjectInfo;
 
- };
 
- class DLL_LINKAGE CGPickable : public CRewardableObject //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
 
- {
 
- public:
 
- 	void initObj(CRandomGenerator & rand) override;
 
- 	CGPickable();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CRewardableObject&>(*this);
 
- 	}
 
- };
 
- class DLL_LINKAGE CGBonusingObject : public CRewardableObject //objects giving bonuses to luck/morale/movement
 
- {
 
- protected:
 
- 	CVisitInfo getVisitInfo(int index, const CGHeroInstance *h) const override;
 
- 	void grantReward(ui32 rewardID, const CGHeroInstance * hero) const override;
 
- public:
 
- 	void initObj(CRandomGenerator & rand) override;
 
- 	CGBonusingObject();
 
- 	void onHeroVisit(const CGHeroInstance *h) const override;
 
- 	bool wasVisited(const CGHeroInstance * h) const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CRewardableObject&>(*this);
 
- 	}
 
- };
 
- class DLL_LINKAGE CGOnceVisitable : public CRewardableObject // wagon, corpse, lean to, warriors tomb
 
- {
 
- public:
 
- 	void initObj(CRandomGenerator & rand) override;
 
- 	CGOnceVisitable();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CRewardableObject&>(*this);
 
- 	}
 
- };
 
- class DLL_LINKAGE CGVisitableOPH : public CRewardableObject //objects visitable only once per hero
 
- {
 
- public:
 
- 	void initObj(CRandomGenerator & rand) override;
 
- 	CGVisitableOPH();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CRewardableObject&>(*this);
 
- 	}
 
- };
 
- class DLL_LINKAGE CGVisitableOPW : public CRewardableObject //objects visitable once per week
 
- {
 
- protected:
 
- 	void triggerRewardReset() const override;
 
- public:
 
- 	void initObj(CRandomGenerator & rand) override;
 
- 	CGVisitableOPW();
 
- 	void setPropertyDer(ui8 what, ui32 val) override;
 
- 	void setRandomReward(CRandomGenerator & rand);
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CRewardableObject&>(*this);
 
- 	}
 
- };
 
- ///Special case - magic spring that has two separate visitable entrances
 
- class DLL_LINKAGE CGMagicSpring : public CGVisitableOPW
 
- {
 
- protected:
 
- 	std::vector<ui32> getAvailableRewards(const CGHeroInstance * hero) const override;
 
- public:
 
- 	void initObj(CRandomGenerator & rand) override;
 
- 	std::vector<int3> getVisitableOffsets() const;
 
- 	int3 getVisitableOffset() const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CGVisitableOPW&>(*this);
 
- 	}
 
- };
 
- //TODO:
 
- // MAX
 
- // class DLL_LINKAGE CGPandoraBox : public CArmedInstance
 
- // class DLL_LINKAGE CGEvent : public CGPandoraBox  //event objects
 
- // class DLL_LINKAGE CGSeerHut : public CArmedInstance, public IQuestObject //army is used when giving reward
 
- // class DLL_LINKAGE CGQuestGuard : public CGSeerHut
 
- // class DLL_LINKAGE CBank : public CArmedInstance
 
- // class DLL_LINKAGE CGPyramid : public CBank
 
- // EXTRA
 
- // class DLL_LINKAGE COPWBonus : public CGTownBuilding
 
- // class DLL_LINKAGE CTownBonus : public CGTownBuilding
 
- // class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards
 
- // class DLL_LINKAGE CGKeymasterTent : public CGKeys
 
- // class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject
 
- // POSSIBLE
 
- // class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
 
- // class DLL_LINKAGE CGWitchHut : public CPlayersVisited
 
- // class DLL_LINKAGE CGScholar : public CGObjectInstance
 
 
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