mirror of
https://github.com/vcmi/vcmi.git
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184 lines
4.6 KiB
C++
184 lines
4.6 KiB
C++
/*
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* mapHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "IMapRendererObserver.h"
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#include "mapHandler.h"
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#include "../CPlayerInterface.h"
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#include "../GameEngine.h"
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#include "../GameInstance.h"
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#include "../../lib/texts/CGeneralTextHandler.h"
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#include "../../lib/TerrainHandler.h"
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#include "../../lib/callback/CCallback.h"
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#include "../../lib/callback/IGameInfoCallback.h"
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#include "../../lib/mapObjectConstructors/CObjectClassesHandler.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/ObjectTemplate.h"
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#include "../../lib/mapping/CMap.h"
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bool CMapHandler::hasOngoingAnimations()
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{
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for(auto * observer : observers)
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if(observer->hasOngoingAnimations())
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return true;
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return false;
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}
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void CMapHandler::waitForOngoingAnimations()
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{
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for(auto * observer : observers)
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{
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if (observer->hasOngoingAnimations())
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observer->waitForOngoingAnimations();
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}
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}
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void CMapHandler::endNetwork()
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{
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for(auto * observer : observers)
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observer->endNetwork();
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}
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std::string CMapHandler::getTerrainDescr(const int3 & pos, bool rightClick) const
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{
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const TerrainTile & t = map->getTile(pos);
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if(t.hasFavorableWinds())
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return LIBRARY->objtypeh->getObjectName(Obj::FAVORABLE_WINDS, 0);
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std::string result = t.getTerrain()->getNameTranslated();
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for(const auto & object : map->getObjects())
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{
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if(object->coveringAt(pos) && object->isTile2Terrain())
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{
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result = object->getObjectName();
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break;
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}
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}
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if(GAME->interface()->cb->getTileDigStatus(pos, false) == EDiggingStatus::CAN_DIG)
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{
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return boost::str(
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boost::format(rightClick ? "%s\r\n%s" : "%s %s") // New line for the Message Box, space for the Status Bar
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% result % LIBRARY->generaltexth->allTexts[330]
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); // 'digging ok'
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}
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return result;
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}
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CMapHandler::CMapHandler(const CMap * map)
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: map(map)
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{
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}
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const CMap * CMapHandler::getMap()
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{
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return map;
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}
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bool CMapHandler::isInMap(const int3 & tile)
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{
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return map->isInTheMap(tile);
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}
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void CMapHandler::onObjectFadeIn(const CGObjectInstance * obj, const PlayerColor & initiator)
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{
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for(auto * observer : observers)
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observer->onObjectFadeIn(obj, initiator);
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}
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void CMapHandler::onObjectFadeOut(const CGObjectInstance * obj, const PlayerColor & initiator)
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{
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for(auto * observer : observers)
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observer->onObjectFadeOut(obj, initiator);
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}
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void CMapHandler::onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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for(auto * observer : observers)
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observer->onBeforeHeroEmbark(obj, from, dest);
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}
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void CMapHandler::onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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for(auto * observer : observers)
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observer->onAfterHeroEmbark(obj, from, dest);
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}
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void CMapHandler::onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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for(auto * observer : observers)
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observer->onBeforeHeroDisembark(obj, from, dest);
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}
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void CMapHandler::onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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for(auto * observer : observers)
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observer->onAfterHeroDisembark(obj, from, dest);
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}
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void CMapHandler::onObjectInstantAdd(const CGObjectInstance * obj, const PlayerColor & initiator)
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{
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for(auto * observer : observers)
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observer->onObjectInstantAdd(obj, initiator);
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}
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void CMapHandler::onObjectInstantRemove(const CGObjectInstance * obj, const PlayerColor & initiator)
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{
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for(auto * observer : observers)
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observer->onObjectInstantRemove(obj, initiator);
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}
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void CMapHandler::onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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assert(obj->pos == dest);
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for(auto * observer : observers)
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observer->onAfterHeroTeleported(obj, from, dest);
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}
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void CMapHandler::onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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assert(obj->pos == from);
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for(auto * observer : observers)
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observer->onBeforeHeroTeleported(obj, from, dest);
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}
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void CMapHandler::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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assert(obj->pos == dest);
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for(auto * observer : observers)
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observer->onHeroMoved(obj, from, dest);
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}
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void CMapHandler::addMapObserver(IMapObjectObserver * object)
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{
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observers.push_back(object);
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}
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void CMapHandler::removeMapObserver(IMapObjectObserver * object)
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{
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vstd::erase(observers, object);
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}
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IMapObjectObserver::IMapObjectObserver()
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{
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GAME->map().addMapObserver(this);
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}
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IMapObjectObserver::~IMapObjectObserver()
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{
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GAME->map().removeMapObserver(this);
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}
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