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First part of object instance API cleanup

- removed passability() method in favour of passableFor(PlayerColor)
- moved operator < code to map handler
- updated class documentation
This commit is contained in:
Ivan Savenko
2014-06-24 02:26:36 +03:00
parent c7dc4c05b8
commit 5ebc0e8614
13 changed files with 151 additions and 157 deletions

View File

@@ -96,49 +96,72 @@ class DLL_LINKAGE CGObjectInstance : public IObjectInterface
{
public:
mutable std::string hoverName;
int3 pos; //h3m pos
/// Position of bottom-right corner of object on map
int3 pos;
/// Type of object, e.g. town, hero, creature.
Obj ID;
si32 subID; //normal subID (this one from OH3 maps ;])
ObjectInstanceID id;//number of object in map's vector
/// Subtype of object, depends on type
si32 subID;
/// Index of object in map's list of objects
ObjectInstanceID id;
/// Defines appearance of object on map (animation, blocked tiles, blit order, etc)
ObjectTemplate appearance;
/// Current owner of an object (when below PLAYER_LIMIT)
PlayerColor tempOwner;
bool blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
/// If true hero can visit this object only from neighbouring tiles and can't stand on this object
bool blockVisit;
CGObjectInstance();
~CGObjectInstance();
/// "center" tile from which the sight distance is calculated
int3 getSightCenter() const;
virtual ui8 getPassableness() const; //bitmap - if the bit is set the corresponding player can pass through the visitable tiles of object, even if it's blockvis; if not set - default properties from definfo are used
virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
bool passableFor(PlayerColor color) const;
void getSightTiles(std::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
PlayerColor getOwner() const;
void setOwner(PlayerColor ow);
/// APPEARANCE ACCESSORS ///
int getWidth() const; //returns width of object graphic in tiles
int getHeight() const; //returns height of object graphic in tiles
virtual bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) (h3m pos)
virtual int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) (h3m pos)
int3 visitablePos() const;
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
bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
void hideTiles(PlayerColor ourplayer, int radius) const;
CGObjectInstance();
virtual ~CGObjectInstance();
//CGObjectInstance(const CGObjectInstance & right);
//CGObjectInstance& operator=(const CGObjectInstance & right);
virtual const std::string & getHoverText() const;
/// HELPERS THAT SHOULD BE REMOVED ///
/// fills set with tiles which are visible from this object. TODO: remove?
void getSightTiles(std::unordered_set<int3, ShashInt3> &tiles) const;
/// Hides tiles visible for any player but ours. TODO: move to callback/game state?
void hideTiles(PlayerColor ourplayer, int radius) 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 getSightRadious() const;
/// returns (x,y,0) offset to a visitable tile of object
virtual int3 getVisitableOffset() const;
/// returns text visible in status bar
/// TODO: should accept selected hero as parameter and possibly - moved into object handler
virtual const std::string & getHoverText() 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);
///IObjectInterface
///IObjectInterface OVERRIDES
void initObj() override;
void onHeroVisit(const CGHeroInstance * h) const override;
void setProperty(ui8 what, ui32 val) override;//synchr
friend class CGameHandler;
/// method for synchronous update. Note: For new properties classes should override setPropertyDer instead
void setProperty(ui8 what, ui32 val) override;
//friend class CGameHandler;
template <typename Handler> void serialize(Handler &h, const int version)
{
@@ -146,9 +169,13 @@ public:
//definfo is handled by map serializer
}
protected:
virtual void setPropertyDer(ui8 what, ui32 val);//synchr
/// virtual method that allows synchronously update object state on server and all clients
virtual void setPropertyDer(ui8 what, ui32 val);
/// Adds (visited) text if selected hero has visited object
/// TODO: remove?
void getNameVis(std::string &hname) const;
/// Gives dummy bonus from this object to hero. Can be used to track visited state
void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
};