| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091 | /* * 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 "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 armiesclass 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 CGObjectInstanceVCMI_LIB_NAMESPACE_END
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