#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; class IGameCallback; class CGObjectInstance; struct MetaString; struct BattleResult; // This one teleport-specific, but has to be available everywhere in callbacks and netpacks // For now it's will be there till teleports code refactored and moved into own file typedef std::vector> TTeleportExitsList; 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 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 &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 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 &cost) const; static const IShipyard *castFrom(const CGObjectInstance *obj); static IShipyard *castFrom(CGObjectInstance *obj); template void serialize(Handler &h, const int version) { h & static_cast(*this); } }; class DLL_LINKAGE CGObjectInstance : public IObjectInterface { public: /// Position of bottom-right corner of object on map int3 pos; /// Type of object, e.g. town, hero, creature. Obj ID; /// 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; /// 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; 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 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 getBlockedPos() const; //returns set of positions blocked by this object std::set getBlockedOffsets() const; //returns set of relative positions blocked by this object bool isVisitable() const; //returns true if object is visitable /** 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; /// 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); /// returns text visible in status bar with specific hero/player active. /// 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; /** OVERRIDES OF IObjectInterface **/ void initObj() override; void onHeroVisit(const CGHeroInstance * h) const override; /// method for synchronous update. Note: For new properties classes should override setPropertyDer instead void setProperty(ui8 what, ui32 val) override final; //friend class CGameHandler; template void serialize(Handler &h, const int version) { h & pos & ID & subID & id & tempOwner & blockVisit & appearance; //definfo is handled by map serializer } protected: /// virtual method that allows synchronously update object state on server and all clients virtual void setPropertyDer(ui8 what, ui32 val); /// 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; }; /// 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; }; class DLL_LINKAGE CObjectHandler { public: std::vector resVals; //default values of resources in gold CObjectHandler(); template void serialize(Handler &h, const int version) { h & resVals; } };