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/*
* CObjectHandler . cpp , 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
*
*/
# include "StdInc.h"
# include "CGObjectInstance.h"
# include "CGHeroInstance.h"
# include "ObjectTemplate.h"
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# include "../gameState/CGameState.h"
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# include "../CGeneralTextHandler.h"
# include "../IGameCallback.h"
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# include "../constants/StringConstants.h"
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# include "../TerrainHandler.h"
# include "../mapObjectConstructors/AObjectTypeHandler.h"
# include "../mapObjectConstructors/CObjectClassesHandler.h"
# include "../mapping/CMap.h"
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# include "../networkPacks/PacksForClient.h"
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# include "../serializer/JsonSerializeFormat.h"
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# include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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//TODO: remove constructor
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CGObjectInstance : : CGObjectInstance ( IGameCallback * cb ) :
IObjectInterface ( cb ) ,
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pos ( - 1 , - 1 , - 1 ) ,
ID ( Obj : : NO_OBJ ) ,
subID ( - 1 ) ,
tempOwner ( PlayerColor : : UNFLAGGABLE ) ,
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blockVisit ( false ) ,
removable ( false )
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{
}
//must be instantiated in .cpp file for access to complete types of all member fields
CGObjectInstance : : ~ CGObjectInstance ( ) = default ;
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MapObjectID CGObjectInstance : : getObjGroupIndex ( ) const
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{
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return ID ;
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}
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MapObjectSubID CGObjectInstance : : getObjTypeIndex ( ) const
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{
return subID ;
}
int3 CGObjectInstance : : getPosition ( ) const
{
return pos ;
}
int3 CGObjectInstance : : getTopVisiblePos ( ) const
{
return pos - appearance - > getTopVisibleOffset ( ) ;
}
void CGObjectInstance : : setOwner ( const PlayerColor & ow )
{
tempOwner = ow ;
}
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int CGObjectInstance : : getWidth ( ) const
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{
return appearance - > getWidth ( ) ;
}
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int CGObjectInstance : : getHeight ( ) const
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{
return appearance - > getHeight ( ) ;
}
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bool CGObjectInstance : : visitableAt ( int x , int y ) const
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{
return appearance - > isVisitableAt ( pos . x - x , pos . y - y ) ;
}
bool CGObjectInstance : : blockingAt ( int x , int y ) const
{
return appearance - > isBlockedAt ( pos . x - x , pos . y - y ) ;
}
bool CGObjectInstance : : coveringAt ( int x , int y ) const
{
return appearance - > isVisibleAt ( pos . x - x , pos . y - y ) ;
}
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bool CGObjectInstance : : visitableAt ( const int3 & testPos ) const
{
return pos . z = = testPos . z & & appearance - > isVisitableAt ( pos . x - testPos . x , pos . y - testPos . y ) ;
}
bool CGObjectInstance : : blockingAt ( const int3 & testPos ) const
{
return pos . z = = testPos . z & & appearance - > isBlockedAt ( pos . x - testPos . x , pos . y - testPos . y ) ;
}
bool CGObjectInstance : : coveringAt ( const int3 & testPos ) const
{
return pos . z = = testPos . z & & appearance - > isVisibleAt ( pos . x - testPos . x , pos . y - testPos . y ) ;
}
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std : : set < int3 > CGObjectInstance : : getBlockedPos ( ) const
{
std : : set < int3 > ret ;
for ( int w = 0 ; w < getWidth ( ) ; + + w )
{
for ( int h = 0 ; h < getHeight ( ) ; + + h )
{
if ( appearance - > isBlockedAt ( w , h ) )
ret . insert ( int3 ( pos . x - w , pos . y - h , pos . z ) ) ;
}
}
return ret ;
}
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const std : : set < int3 > & CGObjectInstance : : getBlockedOffsets ( ) const
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{
return appearance - > getBlockedOffsets ( ) ;
}
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void CGObjectInstance : : setType ( MapObjectID newID , MapObjectSubID newSubID )
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{
auto position = visitablePos ( ) ;
auto oldOffset = getVisitableOffset ( ) ;
auto & tile = cb - > gameState ( ) - > map - > getTile ( position ) ;
//recalculate blockvis tiles - new appearance might have different blockmap than before
cb - > gameState ( ) - > map - > removeBlockVisTiles ( this , true ) ;
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auto handler = VLC - > objtypeh - > getHandlerFor ( newID , newSubID ) ;
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if ( ! handler - > getTemplates ( tile . terType - > getId ( ) ) . empty ( ) )
{
appearance = handler - > getTemplates ( tile . terType - > getId ( ) ) [ 0 ] ;
}
else
{
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logGlobal - > warn ( " Object %d:%d at %s has no templates suitable for terrain %s " , newID , newSubID , visitablePos ( ) . toString ( ) , tile . terType - > getNameTranslated ( ) ) ;
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appearance = handler - > getTemplates ( ) [ 0 ] ; // get at least some appearance since alternative is crash
}
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bool needToAdjustOffset = false ;
// FIXME: potentially unused code - setType is NOT called when releasing hero from prison
// instead, appearance update & pos adjustment occurs in GiveHero::applyGs
needToAdjustOffset | = this - > ID = = Obj : : PRISON & & newID = = Obj : : HERO ;
needToAdjustOffset | = newID = = Obj : : MONSTER ;
if ( needToAdjustOffset )
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{
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// adjust position since object visitable offset might have changed
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auto newOffset = getVisitableOffset ( ) ;
pos = pos - oldOffset + newOffset ;
}
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this - > ID = Obj ( newID ) ;
this - > subID = newSubID ;
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cb - > gameState ( ) - > map - > addBlockVisTiles ( this ) ;
}
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void CGObjectInstance : : pickRandomObject ( vstd : : RNG & rand )
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{
// no-op
}
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void CGObjectInstance : : initObj ( vstd : : RNG & rand )
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{
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// no-op
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}
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void CGObjectInstance : : setProperty ( ObjProperty what , ObjPropertyID identifier )
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{
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setPropertyDer ( what , identifier ) ; // call this before any actual changes (needed at least for dwellings)
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switch ( what )
{
case ObjProperty : : OWNER :
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tempOwner = identifier . as < PlayerColor > ( ) ;
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break ;
case ObjProperty : : BLOCKVIS :
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// Never actually used in code, but possible in ERM
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blockVisit = identifier . getNum ( ) ;
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break ;
case ObjProperty : : ID :
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ID = identifier . as < MapObjectID > ( ) ;
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break ;
}
}
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TObjectTypeHandler CGObjectInstance : : getObjectHandler ( ) const
{
return VLC - > objtypeh - > getHandlerFor ( ID , subID ) ;
}
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void CGObjectInstance : : setPropertyDer ( ObjProperty what , ObjPropertyID identifier )
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{ }
int3 CGObjectInstance : : getSightCenter ( ) const
{
return visitablePos ( ) ;
}
int CGObjectInstance : : getSightRadius ( ) const
{
return 3 ;
}
int3 CGObjectInstance : : getVisitableOffset ( ) const
{
return appearance - > getVisitableOffset ( ) ;
}
void CGObjectInstance : : giveDummyBonus ( const ObjectInstanceID & heroID , BonusDuration : : Type duration ) const
{
GiveBonus gbonus ;
gbonus . bonus . type = BonusType : : NONE ;
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gbonus . id = heroID ;
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gbonus . bonus . duration = duration ;
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gbonus . bonus . source = BonusSource : : OBJECT_TYPE ;
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gbonus . bonus . sid = BonusSourceID ( ID ) ;
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cb - > giveHeroBonus ( & gbonus ) ;
}
std : : string CGObjectInstance : : getObjectName ( ) const
{
return VLC - > objtypeh - > getObjectName ( ID , subID ) ;
}
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std : : optional < AudioPath > CGObjectInstance : : getAmbientSound ( vstd : : RNG & rng ) const
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{
const auto & sounds = VLC - > objtypeh - > getObjectSounds ( ID , subID ) . ambient ;
if ( ! sounds . empty ( ) )
return sounds . front ( ) ; // TODO: Support randomization of ambient sounds
return std : : nullopt ;
}
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std : : optional < AudioPath > CGObjectInstance : : getVisitSound ( vstd : : RNG & rng ) const
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{
const auto & sounds = VLC - > objtypeh - > getObjectSounds ( ID , subID ) . visit ;
if ( ! sounds . empty ( ) )
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return * RandomGeneratorUtil : : nextItem ( sounds , rng ) ;
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return std : : nullopt ;
}
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std : : optional < AudioPath > CGObjectInstance : : getRemovalSound ( vstd : : RNG & rng ) const
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{
const auto & sounds = VLC - > objtypeh - > getObjectSounds ( ID , subID ) . removal ;
if ( ! sounds . empty ( ) )
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return * RandomGeneratorUtil : : nextItem ( sounds , rng ) ;
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return std : : nullopt ;
}
std : : string CGObjectInstance : : getHoverText ( PlayerColor player ) const
{
auto text = getObjectName ( ) ;
if ( tempOwner . isValidPlayer ( ) )
text + = " \n " + VLC - > generaltexth - > arraytxt [ 23 + tempOwner . getNum ( ) ] ;
return text ;
}
std : : string CGObjectInstance : : getHoverText ( const CGHeroInstance * hero ) const
{
return getHoverText ( hero - > tempOwner ) ;
}
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std : : string CGObjectInstance : : getPopupText ( PlayerColor player ) const
{
return getHoverText ( player ) ;
}
std : : string CGObjectInstance : : getPopupText ( const CGHeroInstance * hero ) const
{
return getHoverText ( hero ) ;
}
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std : : vector < Component > CGObjectInstance : : getPopupComponents ( PlayerColor player ) const
{
return { } ;
}
std : : vector < Component > CGObjectInstance : : getPopupComponents ( const CGHeroInstance * hero ) const
{
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return getPopupComponents ( hero - > getOwner ( ) ) ;
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}
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void CGObjectInstance : : onHeroVisit ( const CGHeroInstance * h ) const
{
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switch ( ID . toEnum ( ) )
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{
case Obj : : SANCTUARY :
{
//You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders. You feel safe here.
h - > showInfoDialog ( 114 ) ;
}
break ;
case Obj : : TAVERN :
{
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cb - > showObjectWindow ( this , EOpenWindowMode : : TAVERN_WINDOW , h , true ) ;
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}
break ;
}
}
int3 CGObjectInstance : : visitablePos ( ) const
{
return pos - getVisitableOffset ( ) ;
}
bool CGObjectInstance : : isVisitable ( ) const
{
return appearance - > isVisitable ( ) ;
}
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bool CGObjectInstance : : isBlockedVisitable ( ) const
{
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// TODO: Read from json
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return blockVisit ;
}
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bool CGObjectInstance : : isRemovable ( ) const
{
// TODO: Read from json
return removable ;
}
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bool CGObjectInstance : : isCoastVisitable ( ) const
{
return false ;
}
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bool CGObjectInstance : : passableFor ( PlayerColor color ) const
{
return false ;
}
void CGObjectInstance : : updateFrom ( const JsonNode & data )
{
}
void CGObjectInstance : : serializeJson ( JsonSerializeFormat & handler )
{
//only save here, loading is handled by map loader
if ( handler . saving )
{
handler . serializeString ( " type " , typeName ) ;
handler . serializeString ( " subtype " , subTypeName ) ;
handler . serializeInt ( " x " , pos . x ) ;
handler . serializeInt ( " y " , pos . y ) ;
handler . serializeInt ( " l " , pos . z ) ;
JsonNode app ;
appearance - > writeJson ( app , false ) ;
handler . serializeRaw ( " template " , app , std : : nullopt ) ;
}
{
auto options = handler . enterStruct ( " options " ) ;
serializeJsonOptions ( handler ) ;
}
}
void CGObjectInstance : : afterAddToMap ( CMap * map )
{
//nothing here
}
void CGObjectInstance : : afterRemoveFromMap ( CMap * map )
{
//nothing here
}
void CGObjectInstance : : serializeJsonOptions ( JsonSerializeFormat & handler )
{
//nothing here
}
void CGObjectInstance : : serializeJsonOwner ( JsonSerializeFormat & handler )
{
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handler . serializeId ( " owner " , tempOwner , PlayerColor : : NEUTRAL ) ;
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}
BattleField CGObjectInstance : : getBattlefield ( ) const
{
return VLC - > objtypeh - > getHandlerFor ( ID , subID ) - > getBattlefield ( ) ;
}
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VCMI_LIB_NAMESPACE_END