/* * 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 * */ #pragma once #include "CArmedInstance.h" #include "../rewardable/Interface.h" VCMI_LIB_NAMESPACE_BEGIN /// Base class that can handle granting rewards to visiting heroes. /// Inherits from CArmedInstance for proper transfer of armies class DLL_LINKAGE CRewardableObject : public CArmedInstance, public Rewardable::Interface { protected: bool onceVisitableObjectCleared = false; /// reward selected by player, no serialize ui16 selectedReward = 0; void grantReward(ui32 rewardID, const CGHeroInstance * hero) const override; void markAsVisited(const CGHeroInstance * hero) const override; const IObjectInterface * getObject() const override; void markAsScouted(const CGHeroInstance * hero) const override; /// return true if this object was "cleared" before and no longer has rewards applicable to selected hero /// unlike wasVisited, this method uses information not available to player owner, for example, if object was cleared by another player before bool wasVisitedBefore(const CGHeroInstance * contextHero) const override; void serializeJsonOptions(JsonSerializeFormat & handler) override; std::string getDisplayTextImpl(PlayerColor player, const CGHeroInstance * hero, bool includeDescription) const; std::string getDescriptionMessage(PlayerColor player, const CGHeroInstance * hero) const; std::vector getPopupComponentsImpl(PlayerColor player, const CGHeroInstance * hero) const; /// Returns true if this object is currently guarded bool isGuarded() const; public: /// 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; /// Returns true if object was scouted by player and he is aware of its internal state bool wasScouted(PlayerColor player) const; /// gives reward to player or ask for choice in case of multiple rewards void onHeroVisit(const CGHeroInstance *h) const override; void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override; ///possibly resets object state void newTurn(vstd::RNG & 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, int32_t answer) const override; void initObj(vstd::RNG & rand) override; bool isCoastVisitable() const override; void initializeGuards(); void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override; CRewardableObject(IGameCallback *cb); 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; template void serialize(Handler &h) { h & static_cast(*this); h & static_cast(*this); h & onceVisitableObjectCleared; } }; //TODO: // 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 VCMI_LIB_NAMESPACE_END