/* * IObjectInterface.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 * */ #pragma once #include "../GameCallbackHolder.h" #include "../constants/EntityIdentifiers.h" #include "../networkPacks/EInfoWindowMode.h" #include "../networkPacks/ObjProperty.h" #include "../serializer/Serializeable.h" VCMI_LIB_NAMESPACE_BEGIN namespace vstd { class RNG; } struct BattleResult; struct UpgradeInfo; class BoatId; class CGObjectInstance; class CStackInstance; class CGHeroInstance; class IGameCallback; class ResourceSet; class int3; class MetaString; class PlayerColor; class IOwnableObject; class DLL_LINKAGE IObjectInterface : public GameCallbackHolder, public virtual Serializeable { public: using GameCallbackHolder::GameCallbackHolder; virtual ~IObjectInterface() = default; virtual MapObjectID getObjGroupIndex() const = 0; virtual MapObjectSubID getObjTypeIndex() const = 0; virtual PlayerColor getOwner() const = 0; virtual int3 visitablePos() const = 0; virtual int3 anchorPos() const = 0; virtual void onHeroVisit(const CGHeroInstance * h) const; virtual void onHeroLeave(const CGHeroInstance * h) const; /// Called on new turn by server. This method can not modify object state on its own /// Instead all changes must be propagated via netpacks virtual void newTurn(vstd::RNG & rand) const; virtual void initObj(vstd::RNG & rand); //synchr virtual void pickRandomObject(vstd::RNG & rand); virtual void setProperty(ObjProperty what, ObjPropertyID identifier);//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, int32_t answer) const; virtual void garrisonDialogClosed(const CGHeroInstance *hero) const; virtual void heroLevelUpDone(const CGHeroInstance *hero) const; //unified helper to show info dialog for object owner virtual void showInfoDialog(const ui32 txtID, const ui16 soundID = 0, EInfoWindowMode mode = EInfoWindowMode::AUTO) const; virtual const IOwnableObject * asOwnable() const = 0; //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) { logGlobal->error("IObjectInterface serialized, unexpected, should not happen!"); } }; class DLL_LINKAGE ICreatureUpgrader { public: virtual void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const = 0; virtual ~ICreatureUpgrader() = default; }; class DLL_LINKAGE IBoatGenerator { public: virtual ~IBoatGenerator() = default; virtual const IObjectInterface * getObject() const = 0; virtual BoatId getBoatType() const = 0; //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, UNKNOWN}; virtual EGeneratorState shipyardStatus() const; void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const; }; class DLL_LINKAGE IShipyard : public IBoatGenerator { public: virtual void getBoatCost(ResourceSet & cost) const; }; VCMI_LIB_NAMESPACE_END