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10f888a483
Teams and players were messed up in lib; hardcoded constants were refactored.
203 lines
7.1 KiB
C++
203 lines
7.1 KiB
C++
#pragma once
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#include "CObjectHandler.h"
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#include "CArmedInstance.h"
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#include "../CCreatureSet.h"
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#include "../NetPacksBase.h"
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/*
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* CQuest.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CGCreature;
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class DLL_LINKAGE CQuest
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{
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public:
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enum Emission {MISSION_NONE = 0, MISSION_LEVEL = 1, MISSION_PRIMARY_STAT = 2, MISSION_KILL_HERO = 3, MISSION_KILL_CREATURE = 4,
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MISSION_ART = 5, MISSION_ARMY = 6, MISSION_RESOURCES = 7, MISSION_HERO = 8, MISSION_PLAYER = 9, MISSION_KEYMASTER = 10};
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enum Eprogress {NOT_ACTIVE, IN_PROGRESS, COMPLETE};
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si32 qid; //unique quest id for serialization / identification
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Emission missionType;
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Eprogress progress;
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si32 lastDay; //after this day (first day is 0) mission cannot be completed; if -1 - no limit
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ui32 m13489val;
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std::vector<ui32> m2stats;
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std::vector<ui16> m5arts; //artifacts id
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std::vector<CStackBasicDescriptor> m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
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std::vector<ui32> m7resources; //TODO: use resourceset?
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//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
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ui8 textOption;
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CStackBasicDescriptor stackToKill;
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ui8 stackDirection;
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std::string heroName; //backup of hero name
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si32 heroPortrait;
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std::string firstVisitText, nextVisitText, completedText;
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bool isCustomFirst, isCustomNext, isCustomComplete;
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CQuest(){missionType = MISSION_NONE;}; //default constructor
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virtual ~CQuest(){};
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virtual bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
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virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
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virtual void getCompletionText (MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = nullptr) const;
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virtual void getRolloverText (MetaString &text, bool onHover) const; //hover or quest log entry
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virtual void completeQuest (const CGHeroInstance * h) const {};
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virtual void addReplacements(MetaString &out, const std::string &base) const;
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bool operator== (const CQuest & quest) const
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{
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return (quest.qid == qid);
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & qid & missionType & progress & lastDay & m13489val & m2stats & m5arts & m6creatures & m7resources
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& textOption & stackToKill & stackDirection & heroName & heroPortrait
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& firstVisitText & nextVisitText & completedText & isCustomFirst & isCustomNext & isCustomComplete;
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}
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};
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class DLL_LINKAGE IQuestObject
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{
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public:
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CQuest * quest;
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IQuestObject(): quest(new CQuest()){};
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virtual ~IQuestObject() {};
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virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
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virtual bool checkQuest (const CGHeroInstance * h) const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & quest;
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}
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};
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class DLL_LINKAGE CGSeerHut : public CArmedInstance, public IQuestObject //army is used when giving reward
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{
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public:
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enum ERewardType {NOTHING, EXPERIENCE, MANA_POINTS, MORALE_BONUS, LUCK_BONUS, RESOURCES, PRIMARY_SKILL, SECONDARY_SKILL, ARTIFACT, SPELL, CREATURE};
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ERewardType rewardType;
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si32 rID; //reward ID
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si32 rVal; //reward value
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std::string seerName;
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CGSeerHut();
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void initObj() override;
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std::string getHoverText(PlayerColor player) const override;
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void newTurn() const override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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virtual void init();
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int checkDirection() const; //calculates the region of map where monster is placed
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void setObjToKill(); //remember creatures / heroes to kill after they are initialized
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const CGHeroInstance *getHeroToKill(bool allowNull = false) const;
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const CGCreature *getCreatureToKill(bool allowNull = false) const;
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void getRolloverText (MetaString &text, bool onHover) const;
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void getCompletionText(MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h = nullptr) const;
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void finishQuest (const CGHeroInstance * h, ui32 accept) const; //common for both objects
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virtual void completeQuest (const CGHeroInstance * h) const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CArmedInstance&>(*this) & static_cast<IQuestObject&>(*this);
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h & rewardType & rID & rVal & seerName;
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}
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protected:
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static constexpr int OBJPROP_VISITED = 10;
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void setPropertyDer(ui8 what, ui32 val) override;
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};
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class DLL_LINKAGE CGQuestGuard : public CGSeerHut
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{
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public:
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CGQuestGuard() : CGSeerHut(){};
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void init() override;
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void completeQuest (const CGHeroInstance * h) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGSeerHut&>(*this);
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}
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};
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class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards
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{
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public:
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static std::map <PlayerColor, std::set <ui8> > playerKeyMap; //[players][keysowned]
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//SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
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bool wasMyColorVisited (PlayerColor player) const;
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std::string getObjectName() const override; //depending on color
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std::string getHoverText(PlayerColor player) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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}
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protected:
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void setPropertyDer(ui8 what, ui32 val) override;
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};
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class DLL_LINKAGE CGKeymasterTent : public CGKeys
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{
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public:
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bool wasVisited (PlayerColor player) const override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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}
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};
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class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject
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{
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public:
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CGBorderGuard() : IQuestObject(){};
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void initObj() override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const override;
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void getRolloverText (MetaString &text, bool onHover) const;
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bool checkQuest (const CGHeroInstance * h) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<IQuestObject&>(*this);
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h & static_cast<CGObjectInstance&>(*this);
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h & blockVisit;
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}
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};
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class DLL_LINKAGE CGBorderGate : public CGBorderGuard
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{
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public:
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CGBorderGate() : CGBorderGuard(){};
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void onHeroVisit(const CGHeroInstance * h) const override;
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bool passableFor(PlayerColor color) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGBorderGuard&>(*this); //need to serialize or object will be empty
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}
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};
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