mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-25 22:42:04 +02:00
Line endings are now unix-style
This commit is contained in:
@@ -1,204 +1,204 @@
|
||||
#pragma once
|
||||
|
||||
#include "ObjectTemplate.h"
|
||||
|
||||
#include "../IGameCallback.h"
|
||||
#include "../int3.h"
|
||||
#include "../HeroBonus.h"
|
||||
|
||||
/*
|
||||
* CObjectHandler.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
|
||||
*
|
||||
*/
|
||||
|
||||
class CGHeroInstance;
|
||||
struct BattleResult;
|
||||
|
||||
class DLL_LINKAGE IObjectInterface
|
||||
{
|
||||
public:
|
||||
static IGameCallback *cb;
|
||||
|
||||
IObjectInterface();
|
||||
virtual ~IObjectInterface();
|
||||
|
||||
virtual void onHeroVisit(const CGHeroInstance * h) const;
|
||||
virtual void onHeroLeave(const CGHeroInstance * h) const;
|
||||
virtual void newTurn() const;
|
||||
virtual void initObj(); //synchr
|
||||
virtual void setProperty(ui8 what, ui32 val);//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, ui32 answer) const;
|
||||
virtual void garrisonDialogClosed(const CGHeroInstance *hero) const;
|
||||
virtual void heroLevelUpDone(const CGHeroInstance *hero) const;
|
||||
|
||||
//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, const int version)
|
||||
{
|
||||
logGlobal->errorStream() << "IObjectInterface serialized, unexpected, should not happen!";
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE IBoatGenerator
|
||||
{
|
||||
public:
|
||||
const CGObjectInstance *o;
|
||||
|
||||
IBoatGenerator(const CGObjectInstance *O);
|
||||
virtual ~IBoatGenerator() {}
|
||||
|
||||
virtual int getBoatType() const; //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
|
||||
|
||||
enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER};
|
||||
EGeneratorState shipyardStatus() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
|
||||
void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & o;
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE IShipyard : public IBoatGenerator
|
||||
{
|
||||
public:
|
||||
IShipyard(const CGObjectInstance *O);
|
||||
virtual ~IShipyard() {}
|
||||
|
||||
virtual void getBoatCost(std::vector<si32> &cost) const;
|
||||
|
||||
static const IShipyard *castFrom(const CGObjectInstance *obj);
|
||||
static IShipyard *castFrom(CGObjectInstance *obj);
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<IBoatGenerator&>(*this);
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CGObjectInstance : public IObjectInterface
|
||||
{
|
||||
public:
|
||||
mutable std::string hoverName;
|
||||
int3 pos; //h3m pos
|
||||
Obj ID;
|
||||
si32 subID; //normal subID (this one from OH3 maps ;])
|
||||
ObjectInstanceID id;//number of object in map's vector
|
||||
ObjectTemplate appearance;
|
||||
|
||||
PlayerColor tempOwner;
|
||||
bool blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
|
||||
|
||||
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);
|
||||
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)
|
||||
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;
|
||||
|
||||
void setType(si32 ID, si32 subID);
|
||||
|
||||
///IObjectInterface
|
||||
void initObj() override;
|
||||
void onHeroVisit(const CGHeroInstance * h) const override;
|
||||
void setProperty(ui8 what, ui32 val) override;//synchr
|
||||
|
||||
friend class CGameHandler;
|
||||
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & hoverName & pos & ID & subID & id & tempOwner & blockVisit & appearance;
|
||||
//definfo is handled by map serializer
|
||||
}
|
||||
protected:
|
||||
virtual void setPropertyDer(ui8 what, ui32 val);//synchr
|
||||
|
||||
void getNameVis(std::string &hname) const;
|
||||
void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
|
||||
};
|
||||
|
||||
/// function object which can be used to find an object with an specific sub ID
|
||||
class CGObjectInstanceBySubIdFinder
|
||||
{
|
||||
public:
|
||||
CGObjectInstanceBySubIdFinder(CGObjectInstance * obj);
|
||||
bool operator()(CGObjectInstance * obj) const;
|
||||
|
||||
private:
|
||||
CGObjectInstance * obj;
|
||||
};
|
||||
|
||||
struct BankConfig
|
||||
{
|
||||
BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
|
||||
ui8 level; //1 - 4, how hard the battle will be
|
||||
ui8 chance; //chance for this level being chosen
|
||||
ui8 upgradeChance; //chance for creatures to be in upgraded versions
|
||||
std::vector< std::pair <CreatureID, ui32> > guards; //creature ID, amount
|
||||
ui32 combatValue; //how hard are guards of this level
|
||||
Res::ResourceSet resources; //resources given in case of victory
|
||||
std::vector< std::pair <CreatureID, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
|
||||
std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
|
||||
ui32 value; //overall value of given things
|
||||
ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
|
||||
ui16 easiest; //?!?
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CObjectHandler
|
||||
{
|
||||
public:
|
||||
std::map<si32, CreatureID> cregens; //type 17. dwelling subid -> creature ID
|
||||
std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
|
||||
std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
|
||||
std::vector<ui32> resVals; //default values of resources in gold
|
||||
|
||||
CObjectHandler();
|
||||
~CObjectHandler();
|
||||
|
||||
int bankObjToIndex (const CGObjectInstance * obj);
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & cregens & banksInfo & creBanksNames & resVals;
|
||||
}
|
||||
};
|
||||
#pragma once
|
||||
|
||||
#include "ObjectTemplate.h"
|
||||
|
||||
#include "../IGameCallback.h"
|
||||
#include "../int3.h"
|
||||
#include "../HeroBonus.h"
|
||||
|
||||
/*
|
||||
* CObjectHandler.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
|
||||
*
|
||||
*/
|
||||
|
||||
class CGHeroInstance;
|
||||
struct BattleResult;
|
||||
|
||||
class DLL_LINKAGE IObjectInterface
|
||||
{
|
||||
public:
|
||||
static IGameCallback *cb;
|
||||
|
||||
IObjectInterface();
|
||||
virtual ~IObjectInterface();
|
||||
|
||||
virtual void onHeroVisit(const CGHeroInstance * h) const;
|
||||
virtual void onHeroLeave(const CGHeroInstance * h) const;
|
||||
virtual void newTurn() const;
|
||||
virtual void initObj(); //synchr
|
||||
virtual void setProperty(ui8 what, ui32 val);//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, ui32 answer) const;
|
||||
virtual void garrisonDialogClosed(const CGHeroInstance *hero) const;
|
||||
virtual void heroLevelUpDone(const CGHeroInstance *hero) const;
|
||||
|
||||
//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, const int version)
|
||||
{
|
||||
logGlobal->errorStream() << "IObjectInterface serialized, unexpected, should not happen!";
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE IBoatGenerator
|
||||
{
|
||||
public:
|
||||
const CGObjectInstance *o;
|
||||
|
||||
IBoatGenerator(const CGObjectInstance *O);
|
||||
virtual ~IBoatGenerator() {}
|
||||
|
||||
virtual int getBoatType() const; //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
|
||||
|
||||
enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER};
|
||||
EGeneratorState shipyardStatus() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
|
||||
void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & o;
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE IShipyard : public IBoatGenerator
|
||||
{
|
||||
public:
|
||||
IShipyard(const CGObjectInstance *O);
|
||||
virtual ~IShipyard() {}
|
||||
|
||||
virtual void getBoatCost(std::vector<si32> &cost) const;
|
||||
|
||||
static const IShipyard *castFrom(const CGObjectInstance *obj);
|
||||
static IShipyard *castFrom(CGObjectInstance *obj);
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<IBoatGenerator&>(*this);
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CGObjectInstance : public IObjectInterface
|
||||
{
|
||||
public:
|
||||
mutable std::string hoverName;
|
||||
int3 pos; //h3m pos
|
||||
Obj ID;
|
||||
si32 subID; //normal subID (this one from OH3 maps ;])
|
||||
ObjectInstanceID id;//number of object in map's vector
|
||||
ObjectTemplate appearance;
|
||||
|
||||
PlayerColor tempOwner;
|
||||
bool blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
|
||||
|
||||
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);
|
||||
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)
|
||||
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;
|
||||
|
||||
void setType(si32 ID, si32 subID);
|
||||
|
||||
///IObjectInterface
|
||||
void initObj() override;
|
||||
void onHeroVisit(const CGHeroInstance * h) const override;
|
||||
void setProperty(ui8 what, ui32 val) override;//synchr
|
||||
|
||||
friend class CGameHandler;
|
||||
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & hoverName & pos & ID & subID & id & tempOwner & blockVisit & appearance;
|
||||
//definfo is handled by map serializer
|
||||
}
|
||||
protected:
|
||||
virtual void setPropertyDer(ui8 what, ui32 val);//synchr
|
||||
|
||||
void getNameVis(std::string &hname) const;
|
||||
void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
|
||||
};
|
||||
|
||||
/// function object which can be used to find an object with an specific sub ID
|
||||
class CGObjectInstanceBySubIdFinder
|
||||
{
|
||||
public:
|
||||
CGObjectInstanceBySubIdFinder(CGObjectInstance * obj);
|
||||
bool operator()(CGObjectInstance * obj) const;
|
||||
|
||||
private:
|
||||
CGObjectInstance * obj;
|
||||
};
|
||||
|
||||
struct BankConfig
|
||||
{
|
||||
BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
|
||||
ui8 level; //1 - 4, how hard the battle will be
|
||||
ui8 chance; //chance for this level being chosen
|
||||
ui8 upgradeChance; //chance for creatures to be in upgraded versions
|
||||
std::vector< std::pair <CreatureID, ui32> > guards; //creature ID, amount
|
||||
ui32 combatValue; //how hard are guards of this level
|
||||
Res::ResourceSet resources; //resources given in case of victory
|
||||
std::vector< std::pair <CreatureID, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
|
||||
std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
|
||||
ui32 value; //overall value of given things
|
||||
ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
|
||||
ui16 easiest; //?!?
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CObjectHandler
|
||||
{
|
||||
public:
|
||||
std::map<si32, CreatureID> cregens; //type 17. dwelling subid -> creature ID
|
||||
std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
|
||||
std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
|
||||
std::vector<ui32> resVals; //default values of resources in gold
|
||||
|
||||
CObjectHandler();
|
||||
~CObjectHandler();
|
||||
|
||||
int bankObjToIndex (const CGObjectInstance * obj);
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & cregens & banksInfo & creBanksNames & resVals;
|
||||
}
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user