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vcmi/lib/mapObjects/CObjectHandler.h
Ivan Savenko 09d595e385 - Implemented "mapObject" entry for hero classes
- Updated schemas
- Some bugfixing
2014-06-16 19:27:26 +03:00

204 lines
7.6 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;
struct BattleResult;
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:
mutable std::string hoverName;
int3 pos; //h3m pos
Obj ID;
si32 subID; //normal subID (this one from OH3 maps ;])
ObjectInstanceID id;//number of object in map's vector
ObjectTemplate appearance;
PlayerColor tempOwner;
bool blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
virtual ui8 getPassableness() const; //bitmap - if the bit is set the corresponding player can pass through the visitable tiles of object, even if it's blockvis; if not set - default properties from definfo are used
virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
bool passableFor(PlayerColor color) const;
void getSightTiles(std::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
PlayerColor getOwner() const;
void setOwner(PlayerColor ow);
int getWidth() const; //returns width of object graphic in tiles
int getHeight() const; //returns height of object graphic in tiles
virtual bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) (h3m pos)
virtual int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (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
bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
void hideTiles(PlayerColor ourplayer, int radius) const;
CGObjectInstance();
virtual ~CGObjectInstance();
//CGObjectInstance(const CGObjectInstance & right);
//CGObjectInstance& operator=(const CGObjectInstance & right);
virtual const std::string & getHoverText() const;
virtual void setType(si32 ID, si32 subID);
///IObjectInterface
void initObj() override;
void onHeroVisit(const CGHeroInstance * h) const override;
void setProperty(ui8 what, ui32 val) override;//synchr
friend class CGameHandler;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hoverName & pos & ID & subID & id & tempOwner & blockVisit & appearance;
//definfo is handled by map serializer
}
protected:
virtual void setPropertyDer(ui8 what, ui32 val);//synchr
void getNameVis(std::string &hname) const;
void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
};
/// 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;
};
struct BankConfig
{
BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
ui8 level; //1 - 4, how hard the battle will be
ui8 chance; //chance for this level being chosen
ui8 upgradeChance; //chance for creatures to be in upgraded versions
std::vector< std::pair <CreatureID, ui32> > guards; //creature ID, amount
ui32 combatValue; //how hard are guards of this level
Res::ResourceSet resources; //resources given in case of victory
std::vector< std::pair <CreatureID, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
ui32 value; //overall value of given things
ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
ui16 easiest; //?!?
template <typename Handler> void serialize(Handler &h, const int version)
{
h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
}
};
class DLL_LINKAGE CObjectHandler
{
public:
std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
std::vector<ui32> resVals; //default values of resources in gold
CObjectHandler();
~CObjectHandler();
int bankObjToIndex (const CGObjectInstance * obj);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & banksInfo & creBanksNames & resVals;
}
};