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vcmi/lib/mapObjects/CQuest.h

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/*
* 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
*
*/
#pragma once
#include "CObjectHandler.h"
#include "CArmedInstance.h"
#include "../CCreatureSet.h"
#include "../NetPacksBase.h"
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?
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// following fields 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;
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ui8 completedOption;
CStackBasicDescriptor stackToKill;
ui8 stackDirection;
std::string heroName; //backup of hero name
si32 heroPortrait;
std::string firstVisitText, nextVisitText, completedText;
bool isCustomFirst, isCustomNext, isCustomComplete;
CQuest();
virtual ~CQuest(){};
static bool checkMissionArmy(const CQuest * q, const CCreatureSet * army);
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;
h & missionType;
h & progress;
h & lastDay;
h & m13489val;
h & m2stats;
h & m5arts;
h & m6creatures;
h & m7resources;
h & textOption;
h & stackToKill;
h & stackDirection;
h & heroName;
h & heroPortrait;
h & firstVisitText;
h & nextVisitText;
h & completedText;
h & isCustomFirst;
h & isCustomNext;
h & isCustomComplete;
h & completedOption;
}
void serializeJson(JsonSerializeFormat & handler, const std::string & fieldName);
};
class DLL_LINKAGE IQuestObject
{
public:
CQuest * quest;
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IQuestObject();
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;
}
protected:
void afterAddToMapCommon(CMap * map);
};
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;
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CGSeerHut();
void initObj(CRandomGenerator & rand) override;
std::string getHoverText(PlayerColor player) const override;
void newTurn(CRandomGenerator & rand) const override;
void onHeroVisit(const CGHeroInstance * h) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
virtual void init(CRandomGenerator & rand);
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;
void afterAddToMap(CMap * map) override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & static_cast<IQuestObject&>(*this);
h & rewardType;
h & rID;
h & rVal;
h & seerName;
}
protected:
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static const int OBJPROP_VISITED = 10;
void setPropertyDer(ui8 what, ui32 val) override;
void serializeJsonOptions(JsonSerializeFormat & handler) override;
};
class DLL_LINKAGE CGQuestGuard : public CGSeerHut
{
public:
CGQuestGuard() : CGSeerHut(){};
void init(CRandomGenerator & rand) override;
void completeQuest (const CGHeroInstance * h) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGSeerHut&>(*this);
}
protected:
void serializeJsonOptions(JsonSerializeFormat & handler) override;
};
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
static void reset();
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(CRandomGenerator & rand) 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;
void afterAddToMap(CMap * map) 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
}
};