/* * IObjectInterface.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 "IObjectInterface.h" #include "CGTownInstance.h" #include "MiscObjects.h" #include "../NetPacks.h" #include "../IGameCallback.h" #include "../TerrainHandler.h" VCMI_LIB_NAMESPACE_BEGIN IGameCallback * IObjectInterface::cb = nullptr; void IObjectInterface::showInfoDialog(const ui32 txtID, const ui16 soundID, EInfoWindowMode mode) const { InfoWindow iw; iw.soundID = soundID; iw.player = getOwner(); iw.type = mode; iw.text.appendLocalString(EMetaText::ADVOB_TXT,txtID); IObjectInterface::cb->sendAndApply(&iw); } ///IObjectInterface void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const {} void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const {} void IObjectInterface::newTurn(CRandomGenerator & rand) const {} void IObjectInterface::initObj(CRandomGenerator & rand) {} void IObjectInterface::setProperty( ui8 what, ui32 val ) {} bool IObjectInterface::wasVisited (PlayerColor player) const { return false; } bool IObjectInterface::wasVisited (const CGHeroInstance * h) const { return false; } void IObjectInterface::postInit() {} void IObjectInterface::preInit() {} void IObjectInterface::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const {} void IObjectInterface::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const {} void IObjectInterface::garrisonDialogClosed(const CGHeroInstance *hero) const {} void IObjectInterface::heroLevelUpDone(const CGHeroInstance *hero) const {} int3 IBoatGenerator::bestLocation() const { std::vector offsets; getOutOffsets(offsets); for (auto & offset : offsets) { int3 targetTile = getObject()->visitablePos() + offset; const TerrainTile *tile = getObject()->cb->getTile(targetTile, false); if(tile) //tile is in the map { if(tile->terType->isWater() && (!tile->blocked || tile->blockingObjects.front()->ID == Obj::BOAT)) //and is water and is not blocked or is blocked by boat return targetTile; } } return int3 (-1,-1,-1); } IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const { int3 tile = bestLocation(); if(!tile.valid()) return TILE_BLOCKED; //no available water const TerrainTile *t = IObjectInterface::cb->getTile(tile); if(!t) return TILE_BLOCKED; //no available water if(t->blockingObjects.empty()) return GOOD; //OK if(t->blockingObjects.front()->ID == Obj::BOAT) return BOAT_ALREADY_BUILT; //blocked with boat return TILE_BLOCKED; //blocked } void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const { switch(shipyardStatus()) { case BOAT_ALREADY_BUILT: out.appendLocalString(EMetaText::GENERAL_TXT, 51); break; case TILE_BLOCKED: if(visitor) { out.appendLocalString(EMetaText::GENERAL_TXT, 134); out.replaceRawString(visitor->getNameTranslated()); } else out.appendLocalString(EMetaText::ADVOB_TXT, 189); break; case NO_WATER: logGlobal->error("Shipyard without water at tile %s! ", getObject()->getPosition().toString()); return; } } void IShipyard::getBoatCost(TResources & cost) const { cost[EGameResID::WOOD] = 10; cost[EGameResID::GOLD] = 1000; } const IShipyard * IShipyard::castFrom( const CGObjectInstance *obj ) { return dynamic_cast(obj); } VCMI_LIB_NAMESPACE_END