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375 lines
11 KiB
C++
375 lines
11 KiB
C++
#pragma once
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#include "CObjectHandler.h"
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#include "CArmedInstance.h"
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#include "../NetPacksBase.h"
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#include "../ResourceSet.h"
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/*
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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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class CRandomRewardObjectInfo;
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/// Limiters of rewards. Rewards will be granted to hero only if he satisfies requirements
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/// Note: for this is only a test - it won't remove anything from hero (e.g. artifacts or creatures)
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/// NOTE: in future should (partially) replace seer hut/quest guard quests checks
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class DLL_LINKAGE CRewardLimiter
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{
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public:
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/// how many times this reward can be granted, 0 for unlimited
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si32 numOfGrants;
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/// day of week, unused if 0, 1-7 will test for current day of week
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si32 dayOfWeek;
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/// level that hero needs to have
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si32 minLevel;
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/// resources player needs to have in order to trigger reward
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TResources resources;
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/// skills hero needs to have
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std::vector<si32> primary;
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std::map<SecondarySkill, si32> secondary;
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/// artifacts that hero needs to have (equipped or in backpack) to trigger this
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/// Note: does not checks for multiple copies of the same arts
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std::vector<ArtifactID> artifacts;
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/// creatures that hero needs to have
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std::vector<CStackBasicDescriptor> creatures;
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CRewardLimiter():
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numOfGrants(0),
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dayOfWeek(0),
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minLevel(0),
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primary(4, 0)
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{}
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bool heroAllowed(const CGHeroInstance * hero) const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & numOfGrants & dayOfWeek & minLevel & resources;
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h & primary & secondary & artifacts & creatures;
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}
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};
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/// Reward that can be granted to a hero
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/// NOTE: eventually should replace seer hut rewards and events/pandoras
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class DLL_LINKAGE CRewardInfo
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{
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public:
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/// resources that will be given to player
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TResources resources;
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/// received experience
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ui32 gainedExp;
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/// received levels (converted into XP during grant)
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ui32 gainedLevels;
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/// mana given to/taken from hero, fixed value
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si32 manaDiff;
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/// fixed value, in form of percentage from max
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si32 manaPercentage;
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/// movement points, only for current day. Bonuses should be used to grant MP on any other day
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si32 movePoints;
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/// fixed value, in form of percentage from max
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si32 movePercentage;
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/// list of bonuses, e.g. morale/luck
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std::vector<Bonus> bonuses;
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/// skills that hero may receive or lose
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std::vector<si32> primary;
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std::map<SecondarySkill, si32> secondary;
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/// objects that hero may receive
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std::vector<ArtifactID> artifacts;
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std::vector<SpellID> spells;
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std::vector<CStackBasicDescriptor> creatures;
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/// list of components that will be added to reward description. First entry in list will override displayed component
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std::vector<Component> extraComponents;
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/// if set to true, object will be removed after granting reward
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bool removeObject;
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/// Generates list of components that describes reward for a specific hero
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virtual void loadComponents(std::vector<Component> & comps,
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const CGHeroInstance * h) const;
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Component getDisplayedComponent(const CGHeroInstance * h) const;
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CRewardInfo() :
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gainedExp(0),
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gainedLevels(0),
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manaDiff(0),
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manaPercentage(-1),
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movePoints(0),
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movePercentage(-1),
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primary(4, 0),
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removeObject(false)
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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 & resources & extraComponents & removeObject;
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h & manaPercentage & movePercentage;
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h & gainedExp & gainedLevels & manaDiff & movePoints;
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h & primary & secondary & bonuses;
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h & artifacts & spells & creatures;
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}
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};
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class DLL_LINKAGE CVisitInfo
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{
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public:
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CRewardLimiter limiter;
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CRewardInfo reward;
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/// Message that will be displayed on granting of this reward, if not empty
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MetaString message;
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/// Chance for this reward to be selected in case of random choice
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si32 selectChance;
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/// How many times this reward has been granted since last reset
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si32 numOfGrants;
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CVisitInfo():
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selectChance(0),
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numOfGrants(0)
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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 & limiter & reward & message & selectChance & numOfGrants;
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}
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};
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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
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{
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/// function that must be called if hero got level-up during grantReward call
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void grantRewardAfterLevelup(const CVisitInfo & reward, const CGHeroInstance * hero) const;
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/// grants reward to hero
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void grantRewardBeforeLevelup(const CVisitInfo & reward, const CGHeroInstance * hero) const;
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protected:
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/// controls selection of reward granted to player
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enum ESelectMode
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{
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SELECT_FIRST, // first reward that matches limiters
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SELECT_PLAYER, // player can select from all allowed rewards
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SELECT_RANDOM // reward will be selected from allowed randomly
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};
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enum EVisitMode
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{
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VISIT_UNLIMITED, // any number of times. Side effect - object hover text won't contain visited/not visited text
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VISIT_ONCE, // only once, first to visit get all the rewards
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VISIT_HERO, // every hero can visit object once
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VISIT_BONUS, // can be visited by any hero that don't have bonus from this object
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VISIT_PLAYER // every player can visit object once
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};
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/// filters list of visit info and returns rewards that can be granted to current hero
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virtual std::vector<ui32> getAvailableRewards(const CGHeroInstance * hero) const;
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virtual void grantReward(ui32 rewardID, const CGHeroInstance * hero) const;
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virtual CVisitInfo getVisitInfo(int index, const CGHeroInstance *h) const;
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virtual void triggerRewardReset() const;
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/// Rewards that can be granted by an object
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std::vector<CVisitInfo> info;
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/// MetaString's that contain text for messages for specific situations
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MetaString onSelect;
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MetaString onVisited;
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MetaString onEmpty;
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/// sound that will be played alongside with *any* message
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ui16 soundID;
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/// how reward will be selected, uses ESelectMode enum
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ui8 selectMode;
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/// contols who can visit an object, uses EVisitMode enum
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ui8 visitMode;
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/// reward selected by player
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ui16 selectedReward;
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/// object visitability info will be reset each resetDuration days
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ui16 resetDuration;
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/// if true - player can refuse visiting an object (e.g. Tomb)
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bool canRefuse;
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public:
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void setPropertyDer(ui8 what, ui32 val) 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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/// 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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/// 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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/// function that will be called once reward is fully granted to hero
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virtual void onRewardGiven(const CGHeroInstance * hero) const;
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CRewardableObject();
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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);
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h & info & canRefuse & resetDuration;
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h & onSelect & onVisited & onEmpty & visitMode;
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h & soundID & selectMode & selectedReward;
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}
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// for configuration/object setup
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friend class CRandomRewardObjectInfo;
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};
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class DLL_LINKAGE CGPickable : public CRewardableObject //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
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{
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public:
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void initObj(CRandomGenerator & rand) override;
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CGPickable();
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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<CRewardableObject&>(*this);
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}
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};
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class DLL_LINKAGE CGBonusingObject : public CRewardableObject //objects giving bonuses to luck/morale/movement
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{
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protected:
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CVisitInfo getVisitInfo(int index, const CGHeroInstance *h) const override;
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void grantReward(ui32 rewardID, const CGHeroInstance * hero) const override;
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public:
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void initObj(CRandomGenerator & rand) override;
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CGBonusingObject();
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void onHeroVisit(const CGHeroInstance *h) const override;
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bool wasVisited(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<CRewardableObject&>(*this);
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}
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};
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class DLL_LINKAGE CGOnceVisitable : public CRewardableObject // wagon, corpse, lean to, warriors tomb
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{
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public:
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void initObj(CRandomGenerator & rand) override;
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CGOnceVisitable();
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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<CRewardableObject&>(*this);
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}
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};
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class DLL_LINKAGE CGVisitableOPH : public CRewardableObject //objects visitable only once per hero
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{
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public:
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void initObj(CRandomGenerator & rand) override;
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CGVisitableOPH();
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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<CRewardableObject&>(*this);
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}
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};
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class DLL_LINKAGE CGVisitableOPW : public CRewardableObject //objects visitable once per week
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{
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protected:
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void triggerRewardReset() const override;
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public:
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void initObj(CRandomGenerator & rand) override;
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CGVisitableOPW();
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void setPropertyDer(ui8 what, ui32 val) override;
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void setRandomReward(CRandomGenerator & rand);
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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<CRewardableObject&>(*this);
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}
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};
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///Special case - magic spring that has two separate visitable entrances
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class DLL_LINKAGE CGMagicSpring : public CGVisitableOPW
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{
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protected:
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std::vector<ui32> getAvailableRewards(const CGHeroInstance * hero) const override;
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public:
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void initObj(CRandomGenerator & rand) override;
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std::vector<int3> getVisitableOffsets() const;
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int3 getVisitableOffset() 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<CGVisitableOPW&>(*this);
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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 CGPandoraBox : public CArmedInstance
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// class DLL_LINKAGE CGEvent : public CGPandoraBox //event objects
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// class DLL_LINKAGE CGSeerHut : public CArmedInstance, public IQuestObject //army is used when giving reward
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// class DLL_LINKAGE CGQuestGuard : public CGSeerHut
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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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// class DLL_LINKAGE CGWitchHut : public CPlayersVisited
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// class DLL_LINKAGE CGScholar : public CGObjectInstance
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