/* * 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 "CRewardableObject.h" #include "../ResourceSet.h" #include "../MetaString.h" VCMI_LIB_NAMESPACE_BEGIN class CGCreature; enum class EQuestMission { NONE = 0, LEVEL = 1, PRIMARY_SKILL = 2, KILL_HERO = 3, KILL_CREATURE = 4, ARTIFACT = 5, ARMY = 6, RESOURCES = 7, HERO = 8, PLAYER = 9, HOTA_MULTI = 10, // end of H3 missions KEYMASTER = 11, HOTA_HERO_CLASS = 12, HOTA_REACH_DATE = 13, }; class DLL_LINKAGE CQuest final { public: static const std::string & missionName(EQuestMission index); static const std::string & missionState(int index); std::string questName; si32 qid; //unique quest id for serialization / identification si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit ObjectInstanceID killTarget; Rewardable::Limiter mission; bool repeatedQuest; bool isCompleted; std::set activeForPlayers; // 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; ui8 completedOption; CreatureID stackToKill; ui8 stackDirection; std::string heroName; //backup of hero name HeroTypeID heroPortrait; MetaString firstVisitText; MetaString nextVisitText; MetaString completedText; bool isCustomFirst; bool isCustomNext; bool isCustomComplete; CQuest(); //TODO: Remove constructor 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(IGameCallback * cb, MetaString &text, std::vector & components, bool FirstVisit, const CGHeroInstance * h = nullptr) const; virtual void getCompletionText(IGameCallback * cb, MetaString &text) const; virtual void getRolloverText (IGameCallback * cb, MetaString &text, bool onHover) const; //hover or quest log entry virtual void completeQuest(IGameCallback *, const CGHeroInstance * h) const; virtual void addTextReplacements(IGameCallback * cb, MetaString &out, std::vector & components) const; virtual void addKillTargetReplacements(MetaString &out) const; void defineQuestName(); bool operator== (const CQuest & quest) const { return (quest.qid == qid); } template void serialize(Handler &h) { h & qid; h & isCompleted; h & activeForPlayers; h & lastDay; h & textOption; h & stackToKill; h & stackDirection; h & heroName; h & heroPortrait; h & firstVisitText; h & nextVisitText; h & completedText; h & isCustomFirst; h & isCustomNext; h & isCustomComplete; h & completedOption; h & questName; h & mission; h & killTarget; } void serializeJson(JsonSerializeFormat & handler, const std::string & fieldName); }; class DLL_LINKAGE IQuestObject { public: CQuest * quest = new CQuest(); ///Information about quest should remain accessible even if IQuestObject removed from map ///All CQuest objects are freed in CMap destructor virtual ~IQuestObject() = default; virtual void getVisitText (MetaString &text, std::vector &components, bool FirstVisit, const CGHeroInstance * h = nullptr) const = 0; virtual bool checkQuest (const CGHeroInstance * h) const; template void serialize(Handler &h) { h & quest; } protected: void afterAddToMapCommon(CMap * map) const; }; class DLL_LINKAGE CGSeerHut : public CRewardableObject, public IQuestObject { public: using CRewardableObject::CRewardableObject; std::string seerName; void initObj(CRandomGenerator & rand) override; std::string getHoverText(PlayerColor player) const override; std::string getHoverText(const CGHeroInstance * hero) const override; std::string getPopupText(PlayerColor player) const override; std::string getPopupText(const CGHeroInstance * hero) const override; std::vector getPopupComponents(PlayerColor player) const override; std::vector getPopupComponents(const CGHeroInstance * hero) const override; void newTurn(CRandomGenerator & rand) const override; void onHeroVisit(const CGHeroInstance * h) const override; void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override; void getVisitText (MetaString &text, std::vector &components, bool FirstVisit, const CGHeroInstance * h = nullptr) 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) const; const CGCreature *getCreatureToKill(bool allowNull) const; void getRolloverText (MetaString &text, bool onHover) const; void afterAddToMap(CMap * map) override; template void serialize(Handler &h) { h & static_cast(*this); h & static_cast(*this); h & seerName; } protected: void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override; void serializeJsonOptions(JsonSerializeFormat & handler) override; }; class DLL_LINKAGE CGQuestGuard : public CGSeerHut { public: using CGSeerHut::CGSeerHut; void init(CRandomGenerator & rand) override; void onHeroVisit(const CGHeroInstance * h) const override; bool passableFor(PlayerColor color) const override; template void serialize(Handler &h) { h & static_cast(*this); } protected: void serializeJsonOptions(JsonSerializeFormat & handler) override; }; class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards { public: using CGObjectInstance::CGObjectInstance; bool wasMyColorVisited(const PlayerColor & player) const; std::string getObjectName() const override; //depending on color std::string getHoverText(PlayerColor player) const override; template void serialize(Handler &h) { h & static_cast(*this); } }; class DLL_LINKAGE CGKeymasterTent : public CGKeys { public: using CGKeys::CGKeys; bool wasVisited (PlayerColor player) const override; void onHeroVisit(const CGHeroInstance * h) const override; template void serialize(Handler &h) { h & static_cast(*this); } }; class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject { public: using CGKeys::CGKeys; 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 &components, 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 void serialize(Handler &h) { h & static_cast(*this); h & static_cast(*this); } }; class DLL_LINKAGE CGBorderGate : public CGBorderGuard { public: using CGBorderGuard::CGBorderGuard; void onHeroVisit(const CGHeroInstance * h) const override; bool passableFor(PlayerColor color) const override; template void serialize(Handler &h) { h & static_cast(*this); //need to serialize or object will be empty } }; VCMI_LIB_NAMESPACE_END