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1aa391fdf8
All text processing code is now located in lib/texts. No changes other than code being moved around and adjustment of includes Moved without changes: Languages.h -> texts/Languages.h MetaString.* -> texts/MetaString.* TextOperations.* -> texts/TextOperations.* Split into parts: CGeneralTextHandler.* -> texts/CGeneralTextHandler.* -> texts/CLegacyConfigParser.* -> texts/TextLocalizationContainer.* -> texts/TextIdentifier.h
263 lines
7.6 KiB
C++
263 lines
7.6 KiB
C++
/*
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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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#pragma once
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#include "CRewardableObject.h"
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#include "../ResourceSet.h"
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#include "../serializer/Serializeable.h"
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#include "../texts/MetaString.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGCreature;
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enum class EQuestMission {
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NONE = 0,
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LEVEL = 1,
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PRIMARY_SKILL = 2,
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KILL_HERO = 3,
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KILL_CREATURE = 4,
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ARTIFACT = 5,
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ARMY = 6,
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RESOURCES = 7,
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HERO = 8,
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PLAYER = 9,
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HOTA_MULTI = 10,
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// end of H3 missions
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KEYMASTER = 11,
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HOTA_HERO_CLASS = 12,
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HOTA_REACH_DATE = 13,
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};
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class DLL_LINKAGE CQuest final : public Serializeable
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{
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public:
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static const std::string & missionName(EQuestMission index);
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static const std::string & missionState(int index);
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std::string questName;
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si32 qid; //unique quest id for serialization / identification
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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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ObjectInstanceID killTarget;
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Rewardable::Limiter mission;
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bool repeatedQuest;
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bool isCompleted;
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std::set<PlayerColor> activeForPlayers;
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// following fields are used only for kill creature/hero missions, the original
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// objects became inaccessible after their removal, so we need to store info
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// needed for messages / hover text
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ui8 textOption;
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ui8 completedOption;
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CreatureID stackToKill;
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ui8 stackDirection;
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std::string heroName; //backup of hero name
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HeroTypeID heroPortrait;
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MetaString firstVisitText;
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MetaString nextVisitText;
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MetaString completedText;
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bool isCustomFirst;
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bool isCustomNext;
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bool isCustomComplete;
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CQuest(); //TODO: Remove constructor
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static bool checkMissionArmy(const CQuest * q, const CCreatureSet * army);
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bool checkQuest(const CGHeroInstance * h) const; //determines whether the quest is complete or not
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void getVisitText(IGameCallback * cb, MetaString &text, std::vector<Component> & components, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
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void getCompletionText(IGameCallback * cb, MetaString &text) const;
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void getRolloverText (IGameCallback * cb, MetaString &text, bool onHover) const; //hover or quest log entry
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void completeQuest(IGameCallback *, const CGHeroInstance * h) const;
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void addTextReplacements(IGameCallback * cb, MetaString &out, std::vector<Component> & components) const;
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void addKillTargetReplacements(MetaString &out) const;
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void defineQuestName();
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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)
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{
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h & qid;
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h & isCompleted;
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h & activeForPlayers;
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h & lastDay;
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h & textOption;
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h & stackToKill;
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h & stackDirection;
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h & heroName;
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h & heroPortrait;
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h & firstVisitText;
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h & nextVisitText;
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h & completedText;
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h & isCustomFirst;
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h & isCustomNext;
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h & isCustomComplete;
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h & completedOption;
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h & questName;
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h & mission;
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h & killTarget;
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}
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void serializeJson(JsonSerializeFormat & handler, const std::string & fieldName);
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};
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class DLL_LINKAGE IQuestObject : public virtual Serializeable
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{
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public:
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CQuest * quest = new CQuest();
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///Information about quest should remain accessible even if IQuestObject removed from map
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///All CQuest objects are freed in CMap destructor
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virtual ~IQuestObject() = default;
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virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool FirstVisit, const CGHeroInstance * h = nullptr) const = 0;
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virtual bool checkQuest (const CGHeroInstance * h) const;
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template <typename Handler> void serialize(Handler &h)
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{
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h & quest;
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}
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protected:
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void afterAddToMapCommon(CMap * map) const;
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};
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class DLL_LINKAGE CGSeerHut : public CRewardableObject, public IQuestObject
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{
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public:
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using CRewardableObject::CRewardableObject;
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std::string seerName;
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void initObj(vstd::RNG & rand) override;
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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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void newTurn(vstd::RNG & rand) 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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void getVisitText (MetaString &text, std::vector<Component> &components, bool FirstVisit, const CGHeroInstance * h = nullptr) const override;
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virtual void init(vstd::RNG & rand);
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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) const;
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const CGCreature *getCreatureToKill(bool allowNull) const;
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void getRolloverText (MetaString &text, bool onHover) const;
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void afterAddToMap(CMap * map) override;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CRewardableObject&>(*this);
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h & static_cast<IQuestObject&>(*this);
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h & seerName;
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}
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protected:
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void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
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void serializeJsonOptions(JsonSerializeFormat & handler) 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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using CGSeerHut::CGSeerHut;
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void init(vstd::RNG & rand) override;
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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)
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{
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h & static_cast<CGSeerHut&>(*this);
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}
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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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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using CGObjectInstance::CGObjectInstance;
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bool wasMyColorVisited(const 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)
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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 CGKeymasterTent : public CGKeys
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{
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public:
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using CGKeys::CGKeys;
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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)
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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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using CGKeys::CGKeys;
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void initObj(vstd::RNG & rand) 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 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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void afterAddToMap(CMap * map) override;
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template <typename Handler> void serialize(Handler &h)
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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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}
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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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using CGBorderGuard::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)
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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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VCMI_LIB_NAMESPACE_END
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