#pragma once #include "CObjectHandler.h" #include "CArmedInstance.h" #include "../CCreatureSet.h" #include "../NetPacksBase.h" /* * 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 * */ 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 m2stats; std::vector m5arts; //artifacts id std::vector m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant std::vector m7resources; //TODO: use resourceset? //following field 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; CStackBasicDescriptor stackToKill; ui8 stackDirection; std::string heroName; //backup of hero name si32 heroPortrait; std::string firstVisitText, nextVisitText, completedText; bool isCustomFirst, isCustomNext, isCustomComplete; CQuest(){missionType = MISSION_NONE;}; //default constructor virtual ~CQuest(){}; virtual bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not virtual void getVisitText (MetaString &text, std::vector &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const; virtual void getCompletionText (MetaString &text, std::vector &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 void serialize(Handler &h, const int version) { h & qid & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources & textOption & stackToKill & stackDirection & heroName & heroPortrait & firstVisitText & nextVisitText & completedText & isCustomFirst & isCustomNext & isCustomComplete; } }; class DLL_LINKAGE IQuestObject { public: CQuest * quest; IQuestObject(): quest(new CQuest()){}; virtual ~IQuestObject() {}; virtual void getVisitText (MetaString &text, std::vector &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const; virtual bool checkQuest (const CGHeroInstance * h) const; template void serialize(Handler &h, const int version) { h & quest; } }; 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; CGSeerHut(); void initObj() override; std::string getHoverText(PlayerColor player) const override; void newTurn() const override; void onHeroVisit(const CGHeroInstance * h) const override; void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override; virtual void init(); 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 &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; template void serialize(Handler &h, const int version) { h & static_cast(*this) & static_cast(*this); h & rewardType & rID & rVal & seerName; } protected: void setPropertyDer(ui8 what, ui32 val) override; }; class DLL_LINKAGE CGQuestGuard : public CGSeerHut { public: CGQuestGuard() : CGSeerHut(){}; void init() override; void completeQuest (const CGHeroInstance * h) const override; template void serialize(Handler &h, const int version) { h & static_cast(*this); } }; class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards { public: static std::map > playerKeyMap; //[players][keysowned] //SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black bool wasMyColorVisited (PlayerColor player) const; std::string getObjectName() const override; //depending on color std::string getHoverText(PlayerColor player) const override; template void serialize(Handler &h, const int version) { h & static_cast(*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 void serialize(Handler &h, const int version) { h & static_cast(*this); } }; class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject { public: CGBorderGuard() : IQuestObject(){}; void initObj() 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 isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const override; void getRolloverText (MetaString &text, bool onHover) const; bool checkQuest (const CGHeroInstance * h) const override; template void serialize(Handler &h, const int version) { h & static_cast(*this); h & static_cast(*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 void serialize(Handler &h, const int version) { h & static_cast(*this); //need to serialize or object will be empty } };