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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:
 
- 	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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