mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
ab475195ac
- Implemented Bank Constructor object. - Merged Pyramid object into common Bank class. Banks can now grant spells as part of their reward. - Move bank config code to config/objects/creatureBanks.json. Note: WoG banks are not updated yet, should be moved to WoG mod. - Updated AI code so it can correctly evaluate bank danger (should be generic enough for use with other objects) - New files JsonRandom.* that contain routines for loading random objects from Json (still WiP but should be stable)
498 lines
11 KiB
C++
498 lines
11 KiB
C++
/*
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* CObjectHandler.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 "CObjectHandler.h"
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#include "../NetPacks.h"
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#include "../CGeneralTextHandler.h"
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#include "../CHeroHandler.h"
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#include "../CSoundBase.h"
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#include "CObjectClassesHandler.h"
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using namespace boost::assign;
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IGameCallback * IObjectInterface::cb = nullptr;
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///helpers
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static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1)
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{
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OpenWindow ow;
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ow.window = type;
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ow.id1 = id1;
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ow.id2 = id2;
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IObjectInterface::cb->sendAndApply(&ow);
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}
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static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
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{
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InfoWindow iw;
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iw.soundID = soundID;
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iw.player = playerID;
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iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
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IObjectInterface::cb->sendAndApply(&iw);
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}
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/*static void showInfoDialog(const ObjectInstanceID heroID, const ui32 txtID, const ui16 soundID)
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{
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const PlayerColor playerID = IObjectInterface::cb->getOwner(heroID);
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showInfoDialog(playerID,txtID,soundID);
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}*/
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static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
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{
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const PlayerColor playerID = h->getOwner();
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showInfoDialog(playerID,txtID,soundID);
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}
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static std::string & visitedTxt(const bool visited)
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{
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int id = visited ? 352 : 353;
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return VLC->generaltexth->allTexts[id];
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}
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///IObjectInterface
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void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const
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{}
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void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const
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{}
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void IObjectInterface::newTurn () const
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{}
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IObjectInterface::~IObjectInterface()
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{}
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IObjectInterface::IObjectInterface()
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{}
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void IObjectInterface::initObj()
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{}
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void IObjectInterface::setProperty( ui8 what, ui32 val )
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{}
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bool IObjectInterface::wasVisited (PlayerColor player) const
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{
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return false;
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}
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bool IObjectInterface::wasVisited (const CGHeroInstance * h) const
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{
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return false;
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}
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void IObjectInterface::postInit()
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{}
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void IObjectInterface::preInit()
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{}
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void IObjectInterface::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
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{}
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void IObjectInterface::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
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{}
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void IObjectInterface::garrisonDialogClosed(const CGHeroInstance *hero) const
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{}
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void IObjectInterface::heroLevelUpDone(const CGHeroInstance *hero) const
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{}
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CObjectHandler::CObjectHandler()
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{
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logGlobal->traceStream() << "\t\tReading resources prices ";
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const JsonNode config2(ResourceID("config/resources.json"));
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for(const JsonNode &price : config2["resources_prices"].Vector())
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{
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resVals.push_back(price.Float());
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}
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logGlobal->traceStream() << "\t\tDone loading resource prices!";
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}
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PlayerColor CGObjectInstance::getOwner() const
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{
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//if (state)
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// return state->owner;
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//else
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return tempOwner; //won't have owner
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}
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CGObjectInstance::CGObjectInstance():
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pos(-1,-1,-1),
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ID(Obj::NO_OBJ),
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subID(-1),
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tempOwner(PlayerColor::UNFLAGGABLE),
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blockVisit(false)
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{
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}
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CGObjectInstance::~CGObjectInstance()
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{
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//if (state)
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// delete state;
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//state=nullptr;
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}
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const std::string & CGObjectInstance::getHoverText() const
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{
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return hoverName;
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}
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void CGObjectInstance::setOwner(PlayerColor ow)
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{
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//if (state)
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// state->owner = ow;
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//else
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tempOwner = ow;
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}
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int CGObjectInstance::getWidth() const//returns width of object graphic in tiles
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{
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return appearance.getWidth();
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}
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int CGObjectInstance::getHeight() const //returns height of object graphic in tiles
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{
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return appearance.getHeight();
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}
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bool CGObjectInstance::visitableAt(int x, int y) const //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
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{
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return appearance.isVisitableAt(pos.x - x, pos.y - y);
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}
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bool CGObjectInstance::blockingAt(int x, int y) const
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{
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return appearance.isBlockedAt(pos.x - x, pos.y - y);
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}
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bool CGObjectInstance::coveringAt(int x, int y) const
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{
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return appearance.isVisibleAt(pos.x - x, pos.y - y);
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}
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std::set<int3> CGObjectInstance::getBlockedPos() const
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{
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std::set<int3> ret;
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for(int w=0; w<getWidth(); ++w)
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{
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for(int h=0; h<getHeight(); ++h)
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{
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if (appearance.isBlockedAt(w, h))
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ret.insert(int3(pos.x - w, pos.y - h, pos.z));
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}
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}
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return ret;
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}
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std::set<int3> CGObjectInstance::getBlockedOffsets() const
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{
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std::set<int3> ret;
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for(int w=0; w<getWidth(); ++w)
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{
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for(int h=0; h<getHeight(); ++h)
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{
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if (appearance.isBlockedAt(w, h))
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ret.insert(int3(-w, -h, 0));
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}
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}
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return ret;
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}
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bool CGObjectInstance::operator<(const CGObjectInstance & cmp) const //screen printing priority comparing
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{
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if (appearance.printPriority != cmp.appearance.printPriority)
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return appearance.printPriority > cmp.appearance.printPriority;
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if(pos.y != cmp.pos.y)
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return pos.y < cmp.pos.y;
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if(cmp.ID==Obj::HERO && ID!=Obj::HERO)
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return true;
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if(cmp.ID!=Obj::HERO && ID==Obj::HERO)
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return false;
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if(!isVisitable() && cmp.isVisitable())
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return true;
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if(!cmp.isVisitable() && isVisitable())
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return false;
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if(this->pos.x<cmp.pos.x)
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return true;
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return false;
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}
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void CGObjectInstance::setType(si32 ID, si32 subID)
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{
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const TerrainTile &tile = cb->gameState()->map->getTile(visitablePos());
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this->ID = Obj(ID);
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this->subID = subID;
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//recalculate blockvis tiles - new appearance might have different blockmap than before
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cb->gameState()->map->removeBlockVisTiles(this, true);
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auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
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appearance = handler->getTemplates(tile.terType).at(0);
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cb->gameState()->map->addBlockVisTiles(this);
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}
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void CGObjectInstance::initObj()
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{
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switch(ID)
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{
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case Obj::TAVERN:
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blockVisit = true;
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break;
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}
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}
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void CGObjectInstance::setProperty( ui8 what, ui32 val )
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{
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switch(what)
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{
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case ObjProperty::OWNER:
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tempOwner = PlayerColor(val);
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break;
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case ObjProperty::BLOCKVIS:
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blockVisit = val;
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break;
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case ObjProperty::ID:
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ID = Obj(val);
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break;
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case ObjProperty::SUBID:
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subID = val;
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break;
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}
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setPropertyDer(what, val);
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}
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void CGObjectInstance::setPropertyDer( ui8 what, ui32 val )
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{}
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int3 CGObjectInstance::getSightCenter() const
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{
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//return vistiable tile if possible
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for(int i=0; i < 8; i++)
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for(int j=0; j < 6; j++)
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if(visitableAt(i,j))
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return(pos + int3(i-7, j-5, 0));
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return pos;
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}
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int CGObjectInstance::getSightRadious() const
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{
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return 3;
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}
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void CGObjectInstance::getSightTiles(std::unordered_set<int3, ShashInt3> &tiles) const //returns reference to the set
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{
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cb->getTilesInRange(tiles, getSightCenter(), getSightRadious(), tempOwner, 1);
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}
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void CGObjectInstance::hideTiles(PlayerColor ourplayer, int radius) const
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{
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for (auto i = cb->gameState()->teams.begin(); i != cb->gameState()->teams.end(); i++)
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{
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if ( !vstd::contains(i->second.players, ourplayer ))//another team
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{
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for (auto & elem : i->second.players)
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if ( cb->getPlayer(elem)->status == EPlayerStatus::INGAME )//seek for living player (if any)
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{
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FoWChange fw;
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fw.mode = 0;
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fw.player = elem;
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cb->getTilesInRange (fw.tiles, pos, radius, (elem), -1);
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cb->sendAndApply (&fw);
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break;
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}
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}
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}
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}
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int3 CGObjectInstance::getVisitableOffset() const
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{
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for(int y = 0; y < appearance.getHeight(); y++)
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for (int x = 0; x < appearance.getWidth(); x++)
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if (appearance.isVisitableAt(x, y))
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return int3(x,y,0);
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logGlobal->warnStream() << "Warning: getVisitableOffset called on non-visitable obj!";
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return int3(0,0,0);
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}
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void CGObjectInstance::getNameVis( std::string &hname ) const
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{
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const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());
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hname = VLC->objtypeh->getObjectName(ID);
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if(h)
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{
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const bool visited = h->hasBonusFrom(Bonus::OBJECT,ID);
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hname + " " + visitedTxt(visited);
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}
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}
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void CGObjectInstance::giveDummyBonus(ObjectInstanceID heroID, ui8 duration) const
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{
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GiveBonus gbonus;
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gbonus.bonus.type = Bonus::NONE;
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gbonus.id = heroID.getNum();
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gbonus.bonus.duration = duration;
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gbonus.bonus.source = Bonus::OBJECT;
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gbonus.bonus.sid = ID;
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cb->giveHeroBonus(&gbonus);
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}
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void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
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{
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switch(ID)
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{
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case Obj::HILL_FORT:
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{
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openWindow(OpenWindow::HILL_FORT_WINDOW,id.getNum(),h->id.getNum());
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}
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break;
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case Obj::SANCTUARY:
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{
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//You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders. You feel safe here.
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showInfoDialog(h,114,soundBase::GETPROTECTION);
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}
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break;
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case Obj::TAVERN:
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{
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openWindow(OpenWindow::TAVERN_WINDOW,h->id.getNum(),id.getNum());
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}
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break;
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}
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}
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ui8 CGObjectInstance::getPassableness() const
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{
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return 0;
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}
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int3 CGObjectInstance::visitablePos() const
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{
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return pos - getVisitableOffset();
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}
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bool CGObjectInstance::isVisitable() const
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{
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return appearance.isVisitable();
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}
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bool CGObjectInstance::passableFor(PlayerColor color) const
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{
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return getPassableness() & 1<<color.getNum();
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}
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CGObjectInstanceBySubIdFinder::CGObjectInstanceBySubIdFinder(CGObjectInstance * obj) : obj(obj)
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{
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}
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bool CGObjectInstanceBySubIdFinder::operator()(CGObjectInstance * obj) const
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{
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return this->obj->subID == obj->subID;
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}
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int3 IBoatGenerator::bestLocation() const
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{
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std::vector<int3> offsets;
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getOutOffsets(offsets);
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for (auto & offset : offsets)
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{
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if (const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offset, false)) //tile is in the map
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{
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if (tile->terType == ETerrainType::WATER && (!tile->blocked || tile->blockingObjects.front()->ID == 8)) //and is water and is not blocked or is blocked by boat
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return o->pos + offset;
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}
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}
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return int3 (-1,-1,-1);
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}
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IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const
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{
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int3 tile = bestLocation();
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const TerrainTile *t = IObjectInterface::cb->getTile(tile);
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if(!t)
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return TILE_BLOCKED; //no available water
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else if(!t->blockingObjects.size())
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return GOOD; //OK
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else if(t->blockingObjects.front()->ID == Obj::BOAT)
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return BOAT_ALREADY_BUILT; //blocked with boat
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else
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return TILE_BLOCKED; //blocked
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}
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int IBoatGenerator::getBoatType() const
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{
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//We make good ships by default
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return 1;
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}
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IBoatGenerator::IBoatGenerator(const CGObjectInstance *O)
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: o(O)
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{
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}
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void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const
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{
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switch(shipyardStatus())
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{
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case BOAT_ALREADY_BUILT:
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out.addTxt(MetaString::GENERAL_TXT, 51);
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break;
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case TILE_BLOCKED:
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if(visitor)
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{
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out.addTxt(MetaString::GENERAL_TXT, 134);
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out.addReplacement(visitor->name);
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}
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else
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out.addTxt(MetaString::ADVOB_TXT, 189);
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break;
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case NO_WATER:
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logGlobal->errorStream() << "Shipyard without water!!! " << o->pos << "\t" << o->id;
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return;
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}
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}
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void IShipyard::getBoatCost( std::vector<si32> &cost ) const
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{
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cost.resize(GameConstants::RESOURCE_QUANTITY);
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cost[Res::WOOD] = 10;
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cost[Res::GOLD] = 1000;
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}
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IShipyard::IShipyard(const CGObjectInstance *O)
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: IBoatGenerator(O)
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{
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}
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IShipyard * IShipyard::castFrom( CGObjectInstance *obj )
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{
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if(!obj)
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return nullptr;
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if(obj->ID == Obj::TOWN)
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{
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return static_cast<CGTownInstance*>(obj);
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}
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else if(obj->ID == Obj::SHIPYARD)
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{
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return static_cast<CGShipyard*>(obj);
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}
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else
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{
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return nullptr;
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}
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}
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const IShipyard * IShipyard::castFrom( const CGObjectInstance *obj )
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{
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return castFrom(const_cast<CGObjectInstance*>(obj));
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}
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