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vcmi/lib/mapObjects/CQuest.h
Ivan Savenko f7b27da00e Implemented support for "coast visitable" objects:
- objects marked as coast visitable can be visited from land even when
placed in water
- added isBlockedVisitable and isCoastVisitable method to
CGObjectInstance
- implemented json config for these properties in banks
2023-06-25 17:42:33 +03:00

266 lines
8.3 KiB
C++

/*
* 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
*
*/
#pragma once
#include "CArmedInstance.h"
#include "../ResourceSet.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGCreature;
class DLL_LINKAGE CQuest final
{
mutable std::unordered_map<ArtifactID, unsigned, ArtifactID::hash> artifactsRequirements; // artifact ID -> required count
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_HOTA_MULTI = 10,
// end of H3 missions
MISSION_KEYMASTER = 100,
MISSION_HOTA_HERO_CLASS = 101,
MISSION_HOTA_REACH_DATE = 102
};
enum Eprogress {
NOT_ACTIVE,
IN_PROGRESS,
COMPLETE
};
static const std::string & missionName(Emission mission);
static const std::string & missionState(int index);
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<ui32> m2stats;
std::vector<ArtifactID> m5arts; // artifact IDs. Add IDs through addArtifactID(), not directly to the field.
std::vector<CStackBasicDescriptor> m6creatures; //pair[cre id, cre count], CreatureSet info irrelevant
TResources m7resources;
// following fields 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;
ui8 completedOption;
CStackBasicDescriptor stackToKill;
ui8 stackDirection;
std::string heroName; //backup of hero name
si32 heroPortrait;
std::string firstVisitText, nextVisitText, completedText;
bool isCustomFirst;
bool isCustomNext;
bool isCustomComplete;
CQuest(); //TODO: Remove constructor
static bool checkMissionArmy(const CQuest * q, const CCreatureSet * army);
virtual bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not
virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
virtual void getCompletionText (MetaString &text, std::vector<Component> &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;
void addArtifactID(const ArtifactID & id);
bool operator== (const CQuest & quest) const
{
return (quest.qid == qid);
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & qid;
h & missionType;
h & progress;
h & lastDay;
h & m13489val;
h & m2stats;
h & m5arts;
h & m6creatures;
h & m7resources;
h & textOption;
h & stackToKill;
h & stackDirection;
h & heroName;
h & heroPortrait;
h & firstVisitText;
h & nextVisitText;
h & completedText;
h & isCustomFirst;
h & isCustomNext;
h & isCustomComplete;
h & completedOption;
}
void serializeJson(JsonSerializeFormat & handler, const std::string & fieldName);
};
class DLL_LINKAGE IQuestObject
{
public:
CQuest * quest = new CQuest();
///Information about quest should remain accessible even if IQuestObject removed from map
///All CQuest objects are freed in CMap destructor
virtual ~IQuestObject() = default;
virtual void getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h = nullptr) const;
virtual bool checkQuest (const CGHeroInstance * h) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & quest;
}
protected:
void afterAddToMapCommon(CMap * map) const;
};
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 = ERewardType::NOTHING;
si32 rID = -1; //reward ID
si32 rVal = -1; //reward value
std::string seerName;
void initObj(CRandomGenerator & rand) override;
std::string getHoverText(PlayerColor player) const override;
void newTurn(CRandomGenerator & rand) const override;
void onHeroVisit(const CGHeroInstance * h) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
virtual void init(CRandomGenerator & rand);
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<Component> &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;
void afterAddToMap(CMap * map) override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & static_cast<IQuestObject&>(*this);
h & rewardType;
h & rID;
h & rVal;
h & seerName;
}
protected:
static constexpr int OBJPROP_VISITED = 10;
void setPropertyDer(ui8 what, ui32 val) override;
void serializeJsonOptions(JsonSerializeFormat & handler) override;
};
class DLL_LINKAGE CGQuestGuard : public CGSeerHut
{
public:
void init(CRandomGenerator & rand) override;
void completeQuest (const CGHeroInstance * h) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGSeerHut&>(*this);
}
protected:
void serializeJsonOptions(JsonSerializeFormat & handler) override;
};
class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards
{
public:
static std::map <PlayerColor, std::set <ui8> > playerKeyMap; //[players][keysowned]
//SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
static void reset();
bool wasMyColorVisited(const PlayerColor & player) const;
std::string getObjectName() const override; //depending on color
std::string getHoverText(PlayerColor player) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*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 <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
}
};
class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject
{
public:
void initObj(CRandomGenerator & rand) override;
void onHeroVisit(const CGHeroInstance * h) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
void getVisitText (MetaString &text, std::vector<Component> &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;
void afterAddToMap(CMap * map) override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<IQuestObject&>(*this);
h & static_cast<CGObjectInstance&>(*this);
}
};
class DLL_LINKAGE CGBorderGate : public CGBorderGuard
{
public:
void onHeroVisit(const CGHeroInstance * h) const override;
bool passableFor(PlayerColor color) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGBorderGuard&>(*this); //need to serialize or object will be empty
}
};
VCMI_LIB_NAMESPACE_END