1 //  Copyright (C) 2007, 2008, 2009, 2014 Ben Asselstine
2 //
3 //  This program is free software; you can redistribute it and/or modify
4 //  it under the terms of the GNU General Public License as published by
5 //  the Free Software Foundation; either version 3 of the License, or
6 //  (at your option) any later version.
7 //
8 //  This program is distributed in the hope that it will be useful,
9 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
10 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
11 //  GNU Library General Public License for more details.
12 //
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14 //  along with this program; if not, write to the Free Software
15 //  Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
16 //  02110-1301, USA.
17 
18 #pragma once
19 #ifndef QUEST_CITY_OCCUPY_H
20 #define QUEST_CITY_OCCUPY_H
21 
22 #include <sigc++/trackable.h>
23 
24 #include <list>
25 #include "Quest.h"
26 
27 class City;
28 class XML_Helper;
29 
30 //! A Quest where the Hero must occupy a City owned by another Player.
31 /**
32  * A hero that receives this quest has to occupy a specific city to fulfill
33  * it.  The Quest is completed when this happens, but the quest is expired if
34  * the user conquers the correct city but forgets to occupy the city.
35  */
36 class QuestCityOccupy : public Quest, public sigc::trackable
37 {
38 public:
39     //! Default constructor.
40     /**
41      * Make a new city occupation quest.
42      *
43      * @param q_mgr  The quests manager to associate this quest with.
44      * @param hero   The Id of the Hero who is responsible for the quest.
45      */
46     QuestCityOccupy(QuestsManager& q_mgr, guint32 hero);
47 
48     //! Destructor.
~QuestCityOccupy()49     ~QuestCityOccupy() {};
50 
51     //! Loading constructor.
52     /**
53      * @param q_mgr   The quests manager to associate this quest with.
54      * @param helper  The opened saved-game file to load this quest from.
55      */
56     QuestCityOccupy(QuestsManager& q_mgr, XML_Helper* helper);
57 
58     // Construct from remote action.
59     QuestCityOccupy(QuestsManager& q_mgr, guint32 hero, guint32 target);
60 
61 
62     // Get Methods
63 
64     //! Return a description of how well the city occupation quest is going.
65     Glib::ustring getProgress() const;
66 
67     //! Return a queue of strings to show when the quest is compeleted.
68     void getSuccessMsg(std::queue<Glib::ustring>& msgs) const;
69 
70     //! Return a queue of strings to show when the quest has expired.
71     void getExpiredMsg(std::queue<Glib::ustring>& msgs) const;
72 
73     //! Returns the id of the City object to be occupied.
getCityId()74     guint32 getCityId() const {return d_city;}
75 
76 
77     // Methods that operate on the class data but do not modify the class.
78 
79     //! Returns a pointer to the City object to be occupied.
80     City* getCity() const;
81 
82     //! Saves the occupy quest data to an opened saved-game file.
83     bool save(XML_Helper* helper) const;
84 
85 
86     // Methods that need to be implemented from the superclass.
87 
88     //! Callback for when an Army object is killed.
89     /**
90      * @note This method is not used.
91      */
92     void armyDied(Army *a, bool heroIsCulprit);
93 
94     //! Callback for when a City object is defeated.
95     /**
96      * This method notifies the Quest that a City has fallen, and what the
97      * conquering action (pillage/sack/raze/occupy) was.  It also notifies
98      * whether or not the hero responsible for this quest was involved in
99      * the conquering, and how much gold was taken as a result.
100      *
101      * If the city isn't occupied then the Quest is expired.
102      * If the city is occupied then the Quest is completed.
103      *
104      * @param city           The City object that has been conquered.
105      * @param action         What action was taken by the Player.  See
106      *                       CityDefeatedAction for more information.
107      * @param heroIsCulprit  Whether or not the Hero object associated with
108      *                       this Quest object is responsible for
109      *                       conquering the given City object.
110      * @param gold           How many gold pieces were taken as a result
111      *                       of the action.
112      */
113     void cityAction(City *city, CityDefeatedAction action,
114 		    bool heroIsCulprit, int gold);
115 
116 
117     // Static Methods
118 
119     //! Returns whether or not this quest is impossible.
120     /**
121      * Scans all City objects in the Citylist to see if there is one the
122      * active player can occupy.
123      *
124      * @note This method is static because it is executed before the
125      *       Quest is instantiated.  It is also called from within the
126      *       instantiated Quest.
127      *
128      * @param heroId  The Id of the Hero responsible for the occupy quest.
129      *
130      * @return Whether or not the quest is possible.
131      */
132     static bool isFeasible(guint32 heroId);
133 
134 private:
135 
136     //! Make a quest description about the city that needs to be occupied.
137     void initDescription();
138 
139     //! Return a pointer to a random city not owned by the given player.
140     /**
141      * Find a city to occupy.
142      *
143      * Scan through all of the City objects in the Citylist for a city
144      * that is not owned by the given player or by neutral.  Pick a random
145      * one and return it.
146      *
147      * @param player  The player whose City objects are exempt from being
148      *                selected as a target for occupation.
149      *
150      * @return A pointer to a City object that can be occupied by the Hero.
151      *         If no valid City objects are found, this method returns NULL.
152      */
153     static City* chooseToOccupy(Player *player);
154 
155     //! The Id of the target City object to occupy.
156     guint32 d_city;
157 };
158 
159 #endif
160