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vcmi/lib/mapObjects/CObjectHandler.h

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/*
* CObjectHandler.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 "ObjectTemplate.h"
//#include "../IGameCallback.h"
#include "../int3.h"
#include "../HeroBonus.h"
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class CGHeroInstance;
class IGameCallback;
class CGObjectInstance;
struct MetaString;
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struct BattleResult;
class JsonSerializeFormat;
class CRandomGenerator;
class CMap;
class JsonNode;
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// This one teleport-specific, but has to be available everywhere in callbacks and netpacks
// For now it's will be there till teleports code refactored and moved into own file
typedef std::vector<std::pair<ObjectInstanceID, int3>> TTeleportExitsList;
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class DLL_LINKAGE IObjectInterface
{
public:
static IGameCallback *cb;
IObjectInterface();
virtual ~IObjectInterface();
virtual int32_t getObjGroupIndex() const = 0;
virtual int32_t getObjTypeIndex() const = 0;
virtual PlayerColor getOwner() const = 0;
virtual int3 visitablePos() const = 0;
virtual int3 getPosition() const = 0;
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virtual void onHeroVisit(const CGHeroInstance * h) const;
virtual void onHeroLeave(const CGHeroInstance * h) const;
virtual void newTurn(CRandomGenerator & rand) const;
virtual void initObj(CRandomGenerator & rand); //synchr
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virtual void setProperty(ui8 what, ui32 val);//synchr
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//Called when queries created DURING HERO VISIT are resolved
//First parameter is always hero that visited object and triggered the query
virtual void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const;
virtual void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const;
virtual void garrisonDialogClosed(const CGHeroInstance *hero) const;
virtual void heroLevelUpDone(const CGHeroInstance *hero) const;
//unified interface, AI helpers
virtual bool wasVisited (PlayerColor player) const;
virtual bool wasVisited (const CGHeroInstance * h) const;
static void preInit(); //called before objs receive their initObj
static void postInit();//called after objs receive their initObj
template <typename Handler> void serialize(Handler &h, const int version)
{
logGlobal->error("IObjectInterface serialized, unexpected, should not happen!");
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}
};
class DLL_LINKAGE IBoatGenerator
{
public:
const CGObjectInstance *o;
IBoatGenerator(const CGObjectInstance *O);
virtual ~IBoatGenerator() {}
virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
int3 bestLocation() const; //returns location when the boat should be placed
enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER};
EGeneratorState shipyardStatus() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & o;
}
};
class DLL_LINKAGE IShipyard : public IBoatGenerator
{
public:
IShipyard(const CGObjectInstance *O);
virtual ~IShipyard() {}
virtual void getBoatCost(std::vector<si32> &cost) const;
static const IShipyard *castFrom(const CGObjectInstance *obj);
static IShipyard *castFrom(CGObjectInstance *obj);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<IBoatGenerator&>(*this);
}
};
class DLL_LINKAGE CGObjectInstance : public IObjectInterface
{
public:
/// Position of bottom-right corner of object on map
int3 pos;
/// Type of object, e.g. town, hero, creature.
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Obj ID;
/// Subtype of object, depends on type
si32 subID;
/// Current owner of an object (when below PLAYER_LIMIT)
PlayerColor tempOwner;
/// Index of object in map's list of objects
ObjectInstanceID id;
/// Defines appearance of object on map (animation, blocked tiles, blit order, etc)
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ObjectTemplate appearance;
/// If true hero can visit this object only from neighbouring tiles and can't stand on this object
bool blockVisit;
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std::string instanceName;
std::string typeName;
std::string subTypeName;
CGObjectInstance();
~CGObjectInstance();
int32_t getObjGroupIndex() const override;
int32_t getObjTypeIndex() const override;
/// "center" tile from which the sight distance is calculated
int3 getSightCenter() const;
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PlayerColor getOwner() const override
{
return this->tempOwner;
}
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void setOwner(PlayerColor ow);
/** APPEARANCE ACCESSORS **/
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int getWidth() const; //returns width of object graphic in tiles
int getHeight() const; //returns height of object graphic in tiles
bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) (h3m pos)
int3 visitablePos() const override;
int3 getPosition() const override;
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bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) (h3m pos)
bool coveringAt(int x, int y) const; //returns true if object covers with picture location (x, y) (h3m pos)
std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
std::set<int3> getBlockedOffsets() const; //returns set of relative positions blocked by this object
bool isVisitable() const; //returns true if object is visitable
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virtual BattleField getBattlefield() const;
virtual bool isTile2Terrain() const { return false; }
boost::optional<std::string> getAmbientSound() const;
boost::optional<std::string> getVisitSound() const;
boost::optional<std::string> getRemovalSound() const;
/** VIRTUAL METHODS **/
/// Returns true if player can pass through visitable tiles of this object
virtual bool passableFor(PlayerColor color) const;
/// Range of revealed map around this object, counting from getSightCenter()
virtual int getSightRadius() const;
/// returns (x,y,0) offset to a visitable tile of object
virtual int3 getVisitableOffset() const;
/// Called mostly during map randomization to turn random object into a regular one (e.g. "Random Monster" into "Pikeman")
virtual void setType(si32 ID, si32 subID);
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/// returns text visible in status bar with specific hero/player active.
/// Returns generic name of object, without any player-specific info
virtual std::string getObjectName() const;
/// Returns hover name for situation when there are no selected heroes. Default = object name
virtual std::string getHoverText(PlayerColor player) const;
/// Returns hero-specific hover name, including visited/not visited info. Default = player-specific name
virtual std::string getHoverText(const CGHeroInstance * hero) const;
/** OVERRIDES OF IObjectInterface **/
void initObj(CRandomGenerator & rand) override;
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void onHeroVisit(const CGHeroInstance * h) const override;
/// method for synchronous update. Note: For new properties classes should override setPropertyDer instead
void setProperty(ui8 what, ui32 val) override final;
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virtual void afterAddToMap(CMap * map);
virtual void afterRemoveFromMap(CMap* map);
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///Entry point of binary (de-)serialization
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & instanceName;
h & typeName;
h & subTypeName;
h & pos;
h & ID;
h & subID;
h & id;
h & tempOwner;
h & blockVisit;
h & appearance;
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//definfo is handled by map serializer
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}
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///Entry point of Json (de-)serialization
void serializeJson(JsonSerializeFormat & handler);
virtual void updateFrom(const JsonNode & data);
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protected:
/// virtual method that allows synchronously update object state on server and all clients
virtual void setPropertyDer(ui8 what, ui32 val);
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/// Gives dummy bonus from this object to hero. Can be used to track visited state
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void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
///Serialize object-type specific options
virtual void serializeJsonOptions(JsonSerializeFormat & handler);
void serializeJsonOwner(JsonSerializeFormat & handler);
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};
/// function object which can be used to find an object with an specific sub ID
class CGObjectInstanceBySubIdFinder
{
public:
CGObjectInstanceBySubIdFinder(CGObjectInstance * obj);
bool operator()(CGObjectInstance * obj) const;
private:
CGObjectInstance * obj;
};
class DLL_LINKAGE CObjectHandler
{
public:
std::vector<ui32> resVals; //default values of resources in gold
CObjectHandler();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & resVals;
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}
};