CQuest.h 7.0 KB

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  1. #pragma once
  2. #include "CObjectHandler.h"
  3. #include "CArmedInstance.h"
  4. #include "../CCreatureSet.h"
  5. #include "../NetPacksBase.h"
  6. /*
  7. * CQuest.h, part of VCMI engine
  8. *
  9. * Authors: listed in file AUTHORS in main folder
  10. *
  11. * License: GNU General Public License v2.0 or later
  12. * Full text of license available in license.txt file, in main folder
  13. *
  14. */
  15. class DLL_LINKAGE CQuest
  16. {
  17. public:
  18. enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
  19. MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9, MISSION_KEYMASTER = 10};
  20. enum Eprogress {NOT_ACTIVE, IN_PROGRESS, COMPLETE};
  21. si32 qid; //unique quest id for serialization / identification
  22. Emission missionType;
  23. Eprogress progress;
  24. si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
  25. ui32 m13489val;
  26. std::vector<ui32> m2stats;
  27. std::vector<ui16> m5arts; //artifacts id
  28. std::vector<CStackBasicDescriptor> m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
  29. std::vector<ui32> m7resources; //TODO: use resourceset?
  30. //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
  31. ui8 textOption;
  32. CStackBasicDescriptor stackToKill;
  33. ui8 stackDirection;
  34. std::string heroName; //backup of hero name
  35. si32 heroPortrait;
  36. std::string firstVisitText, nextVisitText, completedText;
  37. bool isCustomFirst, isCustomNext, isCustomComplete;
  38. CQuest(){missionType = MISSION_NONE;}; //default constructor
  39. virtual ~CQuest(){};
  40. virtual bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
  41. virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
  42. virtual void getCompletionText (MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = nullptr) const;
  43. virtual void getRolloverText (MetaString &text, bool onHover) const; //hover or quest log entry
  44. virtual void completeQuest (const CGHeroInstance * h) const {};
  45. virtual void addReplacements(MetaString &out, const std::string &base) const;
  46. bool operator== (const CQuest & quest) const
  47. {
  48. return (quest.qid == qid);
  49. }
  50. template <typename Handler> void serialize(Handler &h, const int version)
  51. {
  52. h & qid & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
  53. & textOption & stackToKill & stackDirection & heroName & heroPortrait
  54. & firstVisitText & nextVisitText & completedText & isCustomFirst & isCustomNext & isCustomComplete;
  55. }
  56. };
  57. class DLL_LINKAGE IQuestObject
  58. {
  59. public:
  60. CQuest * quest;
  61. IQuestObject(): quest(new CQuest()){};
  62. virtual ~IQuestObject() {};
  63. virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
  64. virtual bool checkQuest (const CGHeroInstance * h) const;
  65. template <typename Handler> void serialize(Handler &h, const int version)
  66. {
  67. h & quest;
  68. }
  69. };
  70. class DLL_LINKAGE CGSeerHut : public CArmedInstance, public IQuestObject //army is used when giving reward
  71. {
  72. public:
  73. enum ERewardType {NOTHING, EXPERIENCE, MANA_POINTS, MORALE_BONUS, LUCK_BONUS, RESOURCES, PRIMARY_SKILL, SECONDARY_SKILL, ARTIFACT, SPELL, CREATURE};
  74. ERewardType rewardType;
  75. si32 rID; //reward ID
  76. si32 rVal; //reward value
  77. std::string seerName;
  78. CGSeerHut() : IQuestObject(){};
  79. void initObj() override;
  80. const std::string & getHoverText() const override;
  81. void newTurn() const override;
  82. void onHeroVisit(const CGHeroInstance * h) const override;
  83. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  84. virtual void init();
  85. int checkDirection() const; //calculates the region of map where monster is placed
  86. void setObjToKill(); //remember creatures / heroes to kill after they are initialized
  87. const CGHeroInstance *getHeroToKill(bool allowNull = false) const;
  88. const CGCreature *getCreatureToKill(bool allowNull = false) const;
  89. void getRolloverText (MetaString &text, bool onHover) const;
  90. void getCompletionText(MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = nullptr) const;
  91. void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
  92. virtual void completeQuest (const CGHeroInstance * h) const;
  93. template <typename Handler> void serialize(Handler &h, const int version)
  94. {
  95. h & static_cast<CArmedInstance&>(*this) & static_cast<IQuestObject&>(*this);
  96. h & rewardType & rID & rVal & seerName;
  97. }
  98. protected:
  99. void setPropertyDer(ui8 what, ui32 val) override;
  100. };
  101. class DLL_LINKAGE CGQuestGuard : public CGSeerHut
  102. {
  103. public:
  104. CGQuestGuard() : CGSeerHut(){};
  105. void init() override;
  106. void completeQuest (const CGHeroInstance * h) const override;
  107. template <typename Handler> void serialize(Handler &h, const int version)
  108. {
  109. h & static_cast<CGSeerHut&>(*this);
  110. }
  111. };
  112. class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards
  113. {
  114. public:
  115. static std::map <PlayerColor, std::set <ui8> > playerKeyMap; //[players][keysowned]
  116. //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
  117. const std::string getName() const; //depending on color
  118. bool wasMyColorVisited (PlayerColor player) const;
  119. const std::string & getHoverText() const override;
  120. template <typename Handler> void serialize(Handler &h, const int version)
  121. {
  122. h & static_cast<CGObjectInstance&>(*this);
  123. }
  124. protected:
  125. void setPropertyDer(ui8 what, ui32 val) override;
  126. };
  127. class DLL_LINKAGE CGKeymasterTent : public CGKeys
  128. {
  129. public:
  130. bool wasVisited (PlayerColor player) const;
  131. void onHeroVisit(const CGHeroInstance * h) const override;
  132. template <typename Handler> void serialize(Handler &h, const int version)
  133. {
  134. h & static_cast<CGObjectInstance&>(*this);
  135. }
  136. };
  137. class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject
  138. {
  139. public:
  140. CGBorderGuard() : IQuestObject(){};
  141. void initObj() override;
  142. void onHeroVisit(const CGHeroInstance * h) const override;
  143. void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
  144. void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
  145. void getRolloverText (MetaString &text, bool onHover) const;
  146. bool checkQuest (const CGHeroInstance * h) const;
  147. template <typename Handler> void serialize(Handler &h, const int version)
  148. {
  149. h & static_cast<IQuestObject&>(*this);
  150. h & static_cast<CGObjectInstance&>(*this);
  151. h & blockVisit;
  152. }
  153. };
  154. class DLL_LINKAGE CGBorderGate : public CGBorderGuard
  155. {
  156. public:
  157. CGBorderGate() : CGBorderGuard(){};
  158. void onHeroVisit(const CGHeroInstance * h) const override;
  159. bool passableFor(PlayerColor color) const override;
  160. template <typename Handler> void serialize(Handler &h, const int version)
  161. {
  162. h & static_cast<CGBorderGuard&>(*this); //need to serialize or object will be empty
  163. }
  164. };