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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 "../mapObjects/CArmedInstance.h"
 
- #include "../rewardable/Interface.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- /// Base class that can handle granting rewards to visiting heroes.
 
- /// Inherits from CArmedInstance for proper trasfer of armies
 
- class DLL_LINKAGE CRewardableObject : public CArmedInstance, public Rewardable::Interface
 
- {
 
- protected:
 
- 	
 
- 	bool onceVisitableObjectCleared = false;
 
- 	
 
- 	/// reward selected by player, no serialize
 
- 	ui16 selectedReward = 0;
 
- 	
 
- 	void grantReward(ui32 rewardID, const CGHeroInstance * hero) const;
 
- 	void markAsVisited(const CGHeroInstance * hero) const;
 
- 	
 
- 	/// return true if this object was "cleared" before and no longer has rewards applicable to selected hero
 
- 	/// unlike wasVisited, this method uses information not available to player owner, for example, if object was cleared by another player before
 
- 	bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
 
- public:
 
- 	/// 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;
 
- 	void initObj(CRandomGenerator & rand) override;
 
- 	
 
- 	void setPropertyDer(ui8 what, ui32 val) override;
 
- 	CRewardableObject();
 
- 	
 
- 	std::string getHoverText(PlayerColor player) const override;
 
- 	std::string getHoverText(const CGHeroInstance * hero) const override;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CArmedInstance&>(*this);
 
- 		h & static_cast<Rewardable::Interface&>(*this);
 
- 		h & onceVisitableObjectCleared;
 
- 	}
 
- };
 
- //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
 
- VCMI_LIB_NAMESPACE_END
 
 
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