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vcmi/lib/mapObjects/IObjectInterface.cpp

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/*
* IObjectInterface.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 "IObjectInterface.h"
#include "CGTownInstance.h"
#include "MiscObjects.h"
#include "../NetPacks.h"
#include "../IGameCallback.h"
#include "../TerrainHandler.h"
VCMI_LIB_NAMESPACE_BEGIN
IGameCallback * IObjectInterface::cb = nullptr;
///helpers
void IObjectInterface::openWindow(const EOpenWindowMode type, const int id1, const int id2)
{
OpenWindow ow;
ow.window = type;
ow.id1 = id1;
ow.id2 = id2;
IObjectInterface::cb->sendAndApply(&ow);
}
void IObjectInterface::showInfoDialog(const ui32 txtID, const ui16 soundID, EInfoWindowMode mode) const
{
InfoWindow iw;
iw.soundID = soundID;
iw.player = getOwner();
iw.type = mode;
iw.text.appendLocalString(EMetaText::ADVOB_TXT,txtID);
IObjectInterface::cb->sendAndApply(&iw);
}
///IObjectInterface
void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const
{}
void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const
{}
void IObjectInterface::newTurn(CRandomGenerator & rand) const
{}
void IObjectInterface::initObj(CRandomGenerator & rand)
{}
void IObjectInterface::setProperty( ui8 what, ui32 val )
{}
bool IObjectInterface::wasVisited (PlayerColor player) const
{
return false;
}
bool IObjectInterface::wasVisited (const CGHeroInstance * h) const
{
return false;
}
void IObjectInterface::postInit()
{}
void IObjectInterface::preInit()
{}
void IObjectInterface::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{}
void IObjectInterface::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{}
void IObjectInterface::garrisonDialogClosed(const CGHeroInstance *hero) const
{}
void IObjectInterface::heroLevelUpDone(const CGHeroInstance *hero) const
{}
int3 IBoatGenerator::bestLocation() const
{
std::vector<int3> offsets;
getOutOffsets(offsets);
for (auto & offset : offsets)
{
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int3 targetTile = getObject()->visitablePos() + offset;
const TerrainTile *tile = getObject()->cb->getTile(targetTile, false);
if(tile) //tile is in the map
{
if(tile->terType->isWater() && (!tile->blocked || tile->blockingObjects.front()->ID == Obj::BOAT)) //and is water and is not blocked or is blocked by boat
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return targetTile;
}
}
return int3 (-1,-1,-1);
}
IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const
{
int3 tile = bestLocation();
if(!tile.valid())
return TILE_BLOCKED; //no available water
const TerrainTile *t = IObjectInterface::cb->getTile(tile);
if(!t)
return TILE_BLOCKED; //no available water
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if(t->blockingObjects.empty())
return GOOD; //OK
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if(t->blockingObjects.front()->ID == Obj::BOAT)
return BOAT_ALREADY_BUILT; //blocked with boat
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return TILE_BLOCKED; //blocked
}
void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const
{
switch(shipyardStatus())
{
case BOAT_ALREADY_BUILT:
out.appendLocalString(EMetaText::GENERAL_TXT, 51);
break;
case TILE_BLOCKED:
if(visitor)
{
out.appendLocalString(EMetaText::GENERAL_TXT, 134);
out.replaceRawString(visitor->getNameTranslated());
}
else
out.appendLocalString(EMetaText::ADVOB_TXT, 189);
break;
case NO_WATER:
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logGlobal->error("Shipyard without water at tile %s! ", getObject()->getPosition().toString());
return;
}
}
void IShipyard::getBoatCost(TResources & cost) const
{
cost[EGameResID::WOOD] = 10;
cost[EGameResID::GOLD] = 1000;
}
const IShipyard * IShipyard::castFrom( const CGObjectInstance *obj )
{
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return dynamic_cast<const IShipyard *>(obj);
}
VCMI_LIB_NAMESPACE_END