mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
227 lines
7.5 KiB
C++
227 lines
7.5 KiB
C++
#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;
|
|
class JsonSerializeFormat;
|
|
|
|
// 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<std::pair<ObjectInstanceID, int3>> 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 <typename Handler> 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<int3> &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 <typename Handler> 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<si32> &cost) const;
|
|
|
|
static const IShipyard *castFrom(const CGObjectInstance *obj);
|
|
static IShipyard *castFrom(CGObjectInstance *obj);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<IBoatGenerator&>(*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;
|
|
|
|
std::string instanceName;
|
|
std::string typeName;
|
|
std::string subTypeName;
|
|
|
|
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<int3> getBlockedPos() const; //returns set of positions blocked by this object
|
|
std::set<int3> 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 getSightRadius() 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;
|
|
|
|
///Entry point of binary (de-)serialization
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
if(version >= 759)
|
|
{
|
|
h & instanceName & typeName & subTypeName;
|
|
}
|
|
|
|
h & pos & ID & subID & id & tempOwner & blockVisit & appearance;
|
|
//definfo is handled by map serializer
|
|
}
|
|
|
|
///Entry point of Json (de-)serialization
|
|
void serializeJson(JsonSerializeFormat & handler);
|
|
|
|
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;
|
|
|
|
///Serialize object-type specific options
|
|
virtual void serializeJsonOptions(JsonSerializeFormat & handler);
|
|
|
|
void serializeJsonOwner(JsonSerializeFormat & handler);
|
|
};
|
|
|
|
/// 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<ui32> resVals; //default values of resources in gold
|
|
|
|
CObjectHandler();
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & resVals;
|
|
}
|
|
};
|