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vcmi/lib/mapObjects/CGObjectInstance.h

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/*
* CGObjectInstance.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 "IObjectInterface.h"
#include "../bonuses/BonusEnum.h"
#include "../constants/EntityIdentifiers.h"
#include "../filesystem/ResourcePath.h"
#include "../int3.h"
VCMI_LIB_NAMESPACE_BEGIN
struct Component;
class JsonSerializeFormat;
class ObjectTemplate;
class CMap;
class AObjectTypeHandler;
using TObjectTypeHandler = std::shared_ptr<AObjectTypeHandler>;
class DLL_LINKAGE CGObjectInstance : public IObjectInterface
{
public:
/// Type of object, e.g. town, hero, creature.
MapObjectID ID;
/// Subtype of object, depends on type
MapObjectSubID 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)
std::shared_ptr<const ObjectTemplate> appearance;
/// Position of bottom-right corner of object on map
int3 pos;
std::string instanceName;
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CGObjectInstance(IGameCallback *cb);
~CGObjectInstance() override;
MapObjectID getObjGroupIndex() const override;
MapObjectSubID getObjTypeIndex() const override;
std::string getTypeName() const;
std::string getSubtypeName() const;
/// "center" tile from which the sight distance is calculated
int3 getSightCenter() const;
/// If true hero can visit this object only from neighbouring tiles and can't stand on this object
bool blockVisit;
bool removable;
PlayerColor getOwner() const override
{
return this->tempOwner;
}
void setOwner(const PlayerColor & ow);
void setAnchorPos(int3 pos);
/** APPEARANCE ACCESSORS **/
int getWidth() const; //returns width of object graphic in tiles
int getHeight() const; //returns height of object graphic in tiles
int3 visitablePos() const override;
int3 anchorPos() const override;
int3 getTopVisiblePos() const;
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bool visitableAt(const int3 & pos) const; //returns true if object is visitable at location
bool blockingAt (const int3 & pos) const; //returns true if object is blocking location
bool coveringAt (const int3 & pos) const; //returns true if object covers with picture location
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std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
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const std::set<int3> & getBlockedOffsets() const; //returns set of relative positions blocked by this object
/// returns true if object is visitable
bool isVisitable() const;
/// If true hero can visit this object only from neighbouring tiles and can't stand on this object
virtual bool isBlockedVisitable() const;
// If true, can be possibly removed from the map
virtual bool isRemovable() const;
/// If true this object can be visited by hero standing on the coast
virtual bool isCoastVisitable() const;
virtual BattleField getBattlefield() const;
virtual bool isTile2Terrain() const { return false; }
std::optional<AudioPath> getAmbientSound(vstd::RNG & rng) const;
std::optional<AudioPath> getVisitSound(vstd::RNG & rng) const;
std::optional<AudioPath> getRemovalSound(vstd::RNG & rng) const;
virtual TObjectTypeHandler getObjectHandler() 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;
/// 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;
virtual std::string getPopupText(PlayerColor player) const;
virtual std::string getPopupText(const CGHeroInstance * hero) const;
virtual std::vector<Component> getPopupComponents(PlayerColor player) const;
virtual std::vector<Component> getPopupComponents(const CGHeroInstance * hero) const;
const IOwnableObject * asOwnable() const override;
/** OVERRIDES OF IObjectInterface **/
void initObj(vstd::RNG & rand) override;
void pickRandomObject(vstd::RNG & rand) override;
void onHeroVisit(const CGHeroInstance * h) const override;
/// method for synchronous update. Note: For new properties classes should override setPropertyDer instead
void setProperty(ObjProperty what, ObjPropertyID identifier) final;
virtual void afterAddToMap(CMap * map);
virtual void afterRemoveFromMap(CMap * map);
///Entry point of binary (de-)serialization
template <typename Handler> void serialize(Handler &h)
{
h & instanceName;
if (h.version < Handler::Version::REMOVE_OBJECT_TYPENAME)
{
std::string unused;
h & unused;
h & unused;
}
h & pos;
h & ID;
subID.serializeIdentifier(h, ID);
h & id;
h & tempOwner;
h & blockVisit;
h & removable;
h & appearance;
//definfo is handled by map serializer
}
///Entry point of Json (de-)serialization
void serializeJson(JsonSerializeFormat & handler);
virtual void updateFrom(const JsonNode & data);
protected:
/// virtual method that allows synchronously update object state on server and all clients
virtual void setPropertyDer(ObjProperty what, ObjPropertyID identifier);
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/// Called mostly during map randomization to turn random object into a regular one (e.g. "Random Monster" into "Pikeman")
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void setType(MapObjectID ID, MapObjectSubID subID);
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/// Gives dummy bonus from this object to hero. Can be used to track visited state
void giveDummyBonus(const ObjectInstanceID & heroID, BonusDuration::Type duration = BonusDuration::ONE_DAY) const;
///Serialize object-type specific options
virtual void serializeJsonOptions(JsonSerializeFormat & handler);
void serializeJsonOwner(JsonSerializeFormat & handler);
};
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VCMI_LIB_NAMESPACE_END