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# Conflicts: # lib/mapObjects/CRewardableObject.cpp
108 lines
4.2 KiB
C++
108 lines
4.2 KiB
C++
/*
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* CRewardableObject.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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#pragma once
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#include "CArmedInstance.h"
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#include "../rewardable/Interface.h"
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VCMI_LIB_NAMESPACE_BEGIN
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/// Base class that can handle granting rewards to visiting heroes.
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/// Inherits from CArmedInstance for proper trasfer of armies
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class DLL_LINKAGE CRewardableObject : public CArmedInstance, public Rewardable::Interface
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{
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protected:
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bool onceVisitableObjectCleared = false;
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/// reward selected by player, no serialize
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ui16 selectedReward = 0;
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void grantReward(ui32 rewardID, const CGHeroInstance * hero) const;
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void markAsVisited(const CGHeroInstance * hero) const;
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/// return true if this object was "cleared" before and no longer has rewards applicable to selected hero
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/// unlike wasVisited, this method uses information not available to player owner, for example, if object was cleared by another player before
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bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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virtual void grantRewardWithMessage(const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const;
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virtual void selectRewardWthMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const;
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virtual void grantAllRewardsWthMessage(const CGHeroInstance * contextHero, const std::vector<ui32>& rewardIndices, bool markAsVisit) const;
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std::vector<Component> loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const;
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std::string getDisplayTextImpl(PlayerColor player, const CGHeroInstance * hero, bool includeDescription) const;
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std::string getDescriptionMessage(PlayerColor player, const CGHeroInstance * hero) const;
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std::vector<Component> getPopupComponentsImpl(PlayerColor player, const CGHeroInstance * hero) const;
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public:
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/// Visitability checks. Note that hero check includes check for hero owner (returns true if object was visited by player)
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bool wasVisited(PlayerColor player) const override;
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bool wasVisited(const CGHeroInstance * h) const override;
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/// Returns true if object was scouted by player and he is aware of its internal state
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bool wasScouted(PlayerColor player) const;
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/// gives reward to player or ask for choice in case of multiple rewards
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void onHeroVisit(const CGHeroInstance *h) const override;
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///possibly resets object state
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void newTurn(CRandomGenerator & rand) const override;
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/// gives second part of reward after hero level-ups for proper granting of spells/mana
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void heroLevelUpDone(const CGHeroInstance *hero) const override;
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/// applies player selection of reward
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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void initObj(CRandomGenerator & rand) override;
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void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
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CRewardableObject(IGameCallback *cb);
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std::string getHoverText(PlayerColor player) const override;
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std::string getHoverText(const CGHeroInstance * hero) const override;
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std::string getPopupText(PlayerColor player) const override;
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std::string getPopupText(const CGHeroInstance * hero) const override;
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std::vector<Component> getPopupComponents(PlayerColor player) const override;
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std::vector<Component> getPopupComponents(const CGHeroInstance * hero) const override;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & static_cast<Rewardable::Interface&>(*this);
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h & onceVisitableObjectCleared;
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}
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};
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//TODO:
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// MAX
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// class DLL_LINKAGE CBank : public CArmedInstance
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// class DLL_LINKAGE CGPyramid : public CBank
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// EXTRA
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// class DLL_LINKAGE COPWBonus : public CGTownBuilding
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// class DLL_LINKAGE CTownBonus : public CGTownBuilding
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// class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards
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// class DLL_LINKAGE CGKeymasterTent : public CGKeys
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// class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject
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// POSSIBLE
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// class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
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VCMI_LIB_NAMESPACE_END
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