/* * CObjectHandler.cpp, 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 * */ #include "StdInc.h" #include "CGObjectInstance.h" #include "CGHeroInstance.h" #include "ObjectTemplate.h" #include "../gameState/CGameState.h" #include "../CGeneralTextHandler.h" #include "../IGameCallback.h" #include "../constants/StringConstants.h" #include "../TerrainHandler.h" #include "../mapObjectConstructors/AObjectTypeHandler.h" #include "../mapObjectConstructors/CObjectClassesHandler.h" #include "../mapping/CMap.h" #include "../networkPacks/PacksForClient.h" #include "../serializer/JsonSerializeFormat.h" VCMI_LIB_NAMESPACE_BEGIN //TODO: remove constructor CGObjectInstance::CGObjectInstance(): pos(-1,-1,-1), ID(Obj::NO_OBJ), subID(-1), tempOwner(PlayerColor::UNFLAGGABLE), blockVisit(false), removable(false) { } //must be instantiated in .cpp file for access to complete types of all member fields CGObjectInstance::~CGObjectInstance() = default; MapObjectID CGObjectInstance::getObjGroupIndex() const { return ID; } MapObjectSubID CGObjectInstance::getObjTypeIndex() const { return subID; } int3 CGObjectInstance::getPosition() const { return pos; } int3 CGObjectInstance::getTopVisiblePos() const { return pos - appearance->getTopVisibleOffset(); } void CGObjectInstance::setOwner(const PlayerColor & ow) { tempOwner = ow; } int CGObjectInstance::getWidth() const { return appearance->getWidth(); } int CGObjectInstance::getHeight() const { return appearance->getHeight(); } bool CGObjectInstance::visitableAt(int x, int y) const { return appearance->isVisitableAt(pos.x - x, pos.y - y); } bool CGObjectInstance::blockingAt(int x, int y) const { return appearance->isBlockedAt(pos.x - x, pos.y - y); } bool CGObjectInstance::coveringAt(int x, int y) const { return appearance->isVisibleAt(pos.x - x, pos.y - y); } bool CGObjectInstance::visitableAt(const int3 & testPos) const { return pos.z == testPos.z && appearance->isVisitableAt(pos.x - testPos.x, pos.y - testPos.y); } bool CGObjectInstance::blockingAt(const int3 & testPos) const { return pos.z == testPos.z && appearance->isBlockedAt(pos.x - testPos.x, pos.y - testPos.y); } bool CGObjectInstance::coveringAt(const int3 & testPos) const { return pos.z == testPos.z && appearance->isVisibleAt(pos.x - testPos.x, pos.y - testPos.y); } std::set CGObjectInstance::getBlockedPos() const { std::set ret; for(int w=0; wisBlockedAt(w, h)) ret.insert(int3(pos.x - w, pos.y - h, pos.z)); } } return ret; } const std::set & CGObjectInstance::getBlockedOffsets() const { return appearance->getBlockedOffsets(); } void CGObjectInstance::setType(MapObjectID newID, MapObjectSubID newSubID) { auto position = visitablePos(); auto oldOffset = getVisitableOffset(); auto &tile = cb->gameState()->map->getTile(position); //recalculate blockvis tiles - new appearance might have different blockmap than before cb->gameState()->map->removeBlockVisTiles(this, true); auto handler = VLC->objtypeh->getHandlerFor(newID, newSubID); if(!handler) { logGlobal->error("Unknown object type %d:%d at %s", newID, newSubID, visitablePos().toString()); return; } if(!handler->getTemplates(tile.terType->getId()).empty()) { appearance = handler->getTemplates(tile.terType->getId())[0]; } else { logGlobal->warn("Object %d:%d at %s has no templates suitable for terrain %s", newID, newSubID, visitablePos().toString(), tile.terType->getNameTranslated()); appearance = handler->getTemplates()[0]; // get at least some appearance since alternative is crash } bool needToAdjustOffset = false; // FIXME: potentially unused code - setType is NOT called when releasing hero from prison // instead, appearance update & pos adjustment occurs in GiveHero::applyGs needToAdjustOffset |= this->ID == Obj::PRISON && newID == Obj::HERO; needToAdjustOffset |= newID == Obj::MONSTER; if(needToAdjustOffset) { // adjust position since object visitable offset might have changed auto newOffset = getVisitableOffset(); pos = pos - oldOffset + newOffset; } this->ID = Obj(newID); this->subID = newSubID; cb->gameState()->map->addBlockVisTiles(this); } void CGObjectInstance::pickRandomObject(CRandomGenerator & rand) { // no-op } void CGObjectInstance::initObj(CRandomGenerator & rand) { // no-op } void CGObjectInstance::setProperty( ObjProperty what, ObjPropertyID identifier ) { setPropertyDer(what, identifier); // call this before any actual changes (needed at least for dwellings) switch(what) { case ObjProperty::OWNER: tempOwner = identifier.as(); break; case ObjProperty::BLOCKVIS: // Never actually used in code, but possible in ERM blockVisit = identifier.getNum(); break; case ObjProperty::ID: ID = identifier.as(); break; } } TObjectTypeHandler CGObjectInstance::getObjectHandler() const { return VLC->objtypeh->getHandlerFor(ID, subID); } void CGObjectInstance::setPropertyDer( ObjProperty what, ObjPropertyID identifier ) {} int3 CGObjectInstance::getSightCenter() const { return visitablePos(); } int CGObjectInstance::getSightRadius() const { return 3; } int3 CGObjectInstance::getVisitableOffset() const { return appearance->getVisitableOffset(); } void CGObjectInstance::giveDummyBonus(const ObjectInstanceID & heroID, BonusDuration::Type duration) const { GiveBonus gbonus; gbonus.bonus.type = BonusType::NONE; gbonus.id = heroID; gbonus.bonus.duration = duration; gbonus.bonus.source = BonusSource::OBJECT_TYPE; gbonus.bonus.sid = BonusSourceID(ID); cb->giveHeroBonus(&gbonus); } std::string CGObjectInstance::getObjectName() const { return VLC->objtypeh->getObjectName(ID, subID); } std::optional CGObjectInstance::getAmbientSound() const { const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).ambient; if(!sounds.empty()) return sounds.front(); // TODO: Support randomization of ambient sounds return std::nullopt; } std::optional CGObjectInstance::getVisitSound() const { const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).visit; if(!sounds.empty()) return *RandomGeneratorUtil::nextItem(sounds, CRandomGenerator::getDefault()); return std::nullopt; } std::optional CGObjectInstance::getRemovalSound() const { const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).removal; if(!sounds.empty()) return *RandomGeneratorUtil::nextItem(sounds, CRandomGenerator::getDefault()); return std::nullopt; } std::string CGObjectInstance::getHoverText(PlayerColor player) const { auto text = getObjectName(); if (tempOwner.isValidPlayer()) text += "\n" + VLC->generaltexth->arraytxt[23 + tempOwner.getNum()]; return text; } std::string CGObjectInstance::getHoverText(const CGHeroInstance * hero) const { return getHoverText(hero->tempOwner); } std::string CGObjectInstance::getPopupText(PlayerColor player) const { return getHoverText(player); } std::string CGObjectInstance::getPopupText(const CGHeroInstance * hero) const { return getHoverText(hero); } std::vector CGObjectInstance::getPopupComponents(PlayerColor player) const { return {}; } std::vector CGObjectInstance::getPopupComponents(const CGHeroInstance * hero) const { return getPopupComponents(hero->getOwner()); } void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const { switch(ID.toEnum()) { case Obj::SANCTUARY: { //You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders. You feel safe here. h->showInfoDialog(114); } break; case Obj::TAVERN: { cb->showObjectWindow(this, EOpenWindowMode::TAVERN_WINDOW, h, true); } break; } } int3 CGObjectInstance::visitablePos() const { return pos - getVisitableOffset(); } bool CGObjectInstance::isVisitable() const { return appearance->isVisitable(); } bool CGObjectInstance::isBlockedVisitable() const { // TODO: Read from json return blockVisit; } bool CGObjectInstance::isRemovable() const { // TODO: Read from json return removable; } bool CGObjectInstance::isCoastVisitable() const { return false; } bool CGObjectInstance::passableFor(PlayerColor color) const { return false; } void CGObjectInstance::updateFrom(const JsonNode & data) { } void CGObjectInstance::serializeJson(JsonSerializeFormat & handler) { //only save here, loading is handled by map loader if(handler.saving) { handler.serializeString("type", typeName); handler.serializeString("subtype", subTypeName); handler.serializeInt("x", pos.x); handler.serializeInt("y", pos.y); handler.serializeInt("l", pos.z); JsonNode app; appearance->writeJson(app, false); handler.serializeRaw("template", app, std::nullopt); } { auto options = handler.enterStruct("options"); serializeJsonOptions(handler); } } void CGObjectInstance::afterAddToMap(CMap * map) { //nothing here } void CGObjectInstance::afterRemoveFromMap(CMap * map) { //nothing here } void CGObjectInstance::serializeJsonOptions(JsonSerializeFormat & handler) { //nothing here } void CGObjectInstance::serializeJsonOwner(JsonSerializeFormat & handler) { handler.serializeId("owner", tempOwner, PlayerColor::NEUTRAL); } BattleField CGObjectInstance::getBattlefield() const { return VLC->objtypeh->getHandlerFor(ID, subID)->getBattlefield(); } VCMI_LIB_NAMESPACE_END