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vcmi/lib/mapObjects/IObjectInterface.h

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/*
* IObjectInterface.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 "../GameCallbackHolder.h"
#include "../constants/EntityIdentifiers.h"
#include "../networkPacks/EInfoWindowMode.h"
#include "../networkPacks/ObjProperty.h"
#include "../serializer/Serializeable.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace vstd
{
class RNG;
}
struct BattleResult;
struct UpgradeInfo;
class BoatId;
class CGObjectInstance;
class CStackInstance;
class CGHeroInstance;
class IGameCallback;
class ResourceSet;
class int3;
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class MetaString;
class PlayerColor;
class IOwnableObject;
class DLL_LINKAGE IObjectInterface : public GameCallbackHolder, public virtual Serializeable
{
public:
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using GameCallbackHolder::GameCallbackHolder;
virtual ~IObjectInterface() = default;
virtual MapObjectID getObjGroupIndex() const = 0;
virtual MapObjectSubID getObjTypeIndex() const = 0;
virtual PlayerColor getOwner() const = 0;
virtual int3 visitablePos() const = 0;
virtual int3 anchorPos() const = 0;
virtual void onHeroVisit(const CGHeroInstance * h) const;
virtual void onHeroLeave(const CGHeroInstance * h) const;
/// Called on new turn by server. This method can not modify object state on its own
/// Instead all changes must be propagated via netpacks
virtual void newTurn(vstd::RNG & rand) const;
virtual void initObj(vstd::RNG & rand); //synchr
virtual void pickRandomObject(vstd::RNG & rand);
virtual void setProperty(ObjProperty what, ObjPropertyID identifier);//synchr
//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, int32_t answer) const;
virtual void garrisonDialogClosed(const CGHeroInstance *hero) const;
virtual void heroLevelUpDone(const CGHeroInstance *hero) const;
//unified helper to show info dialog for object owner
virtual void showInfoDialog(const ui32 txtID, const ui16 soundID = 0, EInfoWindowMode mode = EInfoWindowMode::AUTO) const;
virtual const IOwnableObject * asOwnable() const = 0;
//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)
{
logGlobal->error("IObjectInterface serialized, unexpected, should not happen!");
}
};
class DLL_LINKAGE ICreatureUpgrader
{
public:
virtual void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const = 0;
virtual ~ICreatureUpgrader() = default;
};
class DLL_LINKAGE IBoatGenerator
{
public:
virtual ~IBoatGenerator() = default;
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virtual const IObjectInterface * getObject() const = 0;
virtual BoatId getBoatType() const = 0; //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
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enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER, UNKNOWN};
virtual EGeneratorState shipyardStatus() const;
void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
};
class DLL_LINKAGE IShipyard : public IBoatGenerator
{
public:
virtual void getBoatCost(ResourceSet & cost) const;
};
VCMI_LIB_NAMESPACE_END