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vcmi/lib/mapObjects/CRewardableObject.h

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#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 checks
class 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/pandoras
class 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 for a specific hero
virtual void loadComponents(std::vector<Component> & comps,
const CGHeroInstance * h) const;
Component getDisplayedComponent(const CGHeroInstance * h) 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():
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selectChance(0),
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 armies
class 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;
virtual void grantReward(ui32 rewardID, const CGHeroInstance * hero) const;
virtual CVisitInfo getVisitInfo(int index, const CGHeroInstance *h) const;
virtual void triggerRewardReset() const;
/// Rewards 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(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;
/// 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(CRandomGenerator & rand) 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
{
protected:
CVisitInfo getVisitInfo(int index, const CGHeroInstance *h) const override;
void grantReward(ui32 rewardID, const CGHeroInstance * hero) const override;
public:
void initObj(CRandomGenerator & rand) override;
CGBonusingObject();
void onHeroVisit(const CGHeroInstance *h) const override;
bool wasVisited(const CGHeroInstance * h) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CRewardableObject&>(*this);
}
};
class DLL_LINKAGE CGOnceVisitable : public CRewardableObject // wagon, corpse, lean to, warriors tomb
{
public:
void initObj(CRandomGenerator & rand) 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(CRandomGenerator & rand) 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
{
protected:
void triggerRewardReset() const override;
public:
void initObj(CRandomGenerator & rand) override;
CGVisitableOPW();
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void setPropertyDer(ui8 what, ui32 val) override;
void setRandomReward(CRandomGenerator & rand);
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CRewardableObject&>(*this);
}
};
///Special case - magic spring that has two separate visitable entrances
class DLL_LINKAGE CGMagicSpring : public CGVisitableOPW
{
protected:
std::vector<ui32> getAvailableRewards(const CGHeroInstance * hero) const override;
public:
void initObj(CRandomGenerator & rand) 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