| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352 | #pragma once#include "CObjectHandler.h"#include "CArmedInstance.h"#include "../NetPacksBase.h"#include "../ResourceSet.h"/* * 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 * */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 checksclass 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 & dayOfWeek & minLevel & resources;		h & primary & secondary & artifacts & creatures;	}};/// Reward that can be granted to a hero/// NOTE: eventually should replace seer hut rewards and events/pandorasclass 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	virtual void loadComponents(std::vector<Component> & comps) const;	Component getDisplayedComponent() 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 & extraComponents & removeObject;		h & manaPercentage & movePercentage;		h & gainedExp & gainedLevels & manaDiff & movePoints;		h & primary & secondary & bonuses;		h & artifacts & spells & 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():		numOfGrants(0)	{}	template <typename Handler> void serialize(Handler &h, const int version)	{		h & limiter & reward & message & selectChance & numOfGrants;	}};/// Base class that can handle granting rewards to visiting heroes./// Inherits from CArmedInstance for proper trasfer of armiesclass 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;	void grantReward(ui32 rewardID, const CGHeroInstance * hero) const;	/// Rewars 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;	/// sound that will be played alongside with *any* message	ui16 soundID;	/// 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() 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 & canRefuse & resetDuration;		h & onSelect & onVisited & onEmpty & visitMode;		h & soundID & selectMode & 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() 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{public:	void initObj() override;	CGBonusingObject();	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CGObjectInstance&>(*this);	}};class DLL_LINKAGE CGOnceVisitable : public CRewardableObject // wagon, corpse, lean to, warriors tomb{public:	void initObj() 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() 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{public:	void initObj() override;	CGVisitableOPW();	template <typename Handler> void serialize(Handler &h, const int version)	{		h & static_cast<CRewardableObject&>(*this);	}};///Special case - magic spring that has two separate visitable entrancesclass DLL_LINKAGE CGMagicSpring : public CGVisitableOPW{protected:	std::vector<ui32> getAvailableRewards(const CGHeroInstance * hero) const override;public:	void initObj() 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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