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184 lines
6.1 KiB
C++
184 lines
6.1 KiB
C++
/*
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* CGObjectInstance.h, 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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#pragma once
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#include "IObjectInterface.h"
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#include "../bonuses/BonusEnum.h"
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#include "../constants/EntityIdentifiers.h"
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#include "../filesystem/ResourcePath.h"
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#include "../int3.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct Component;
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class JsonSerializeFormat;
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class ObjectTemplate;
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class CMap;
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class AObjectTypeHandler;
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using TObjectTypeHandler = std::shared_ptr<AObjectTypeHandler>;
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class DLL_LINKAGE CGObjectInstance : public IObjectInterface
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{
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public:
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/// Type of object, e.g. town, hero, creature.
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MapObjectID ID;
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/// Subtype of object, depends on type
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MapObjectSubID subID;
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/// Current owner of an object (when below PLAYER_LIMIT)
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PlayerColor tempOwner;
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/// Index of object in map's list of objects
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ObjectInstanceID id;
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/// Defines appearance of object on map (animation, blocked tiles, blit order, etc)
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std::shared_ptr<const ObjectTemplate> appearance;
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/// Position of bottom-right corner of object on map
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int3 pos;
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std::string instanceName;
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CGObjectInstance(IGameCallback *cb);
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~CGObjectInstance() override;
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MapObjectID getObjGroupIndex() const override;
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MapObjectSubID getObjTypeIndex() const override;
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std::string getTypeName() const;
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std::string getSubtypeName() const;
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/// "center" tile from which the sight distance is calculated
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int3 getSightCenter() const;
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/// If true hero can visit this object only from neighbouring tiles and can't stand on this object
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bool blockVisit;
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bool removable;
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PlayerColor getOwner() const override
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{
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return this->tempOwner;
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}
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void setOwner(const PlayerColor & ow);
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void setAnchorPos(int3 pos);
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/** APPEARANCE ACCESSORS **/
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int getWidth() const; //returns width of object graphic in tiles
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int getHeight() const; //returns height of object graphic in tiles
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int3 visitablePos() const override;
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int3 anchorPos() const override;
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int3 getTopVisiblePos() const;
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bool visitableAt(const int3 & pos) const; //returns true if object is visitable at location
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bool blockingAt (const int3 & pos) const; //returns true if object is blocking location
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bool coveringAt (const int3 & pos) const; //returns true if object covers with picture location
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std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
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const std::set<int3> & getBlockedOffsets() const; //returns set of relative positions blocked by this object
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/// returns true if object is visitable
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bool isVisitable() const;
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/// If true hero can visit this object only from neighbouring tiles and can't stand on this object
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virtual bool isBlockedVisitable() const;
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// If true, can be possibly removed from the map
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virtual bool isRemovable() const;
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/// If true this object can be visited by hero standing on the coast
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virtual bool isCoastVisitable() const;
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virtual BattleField getBattlefield() const;
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virtual bool isTile2Terrain() const { return false; }
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std::optional<AudioPath> getAmbientSound(vstd::RNG & rng) const;
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std::optional<AudioPath> getVisitSound(vstd::RNG & rng) const;
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std::optional<AudioPath> getRemovalSound(vstd::RNG & rng) const;
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virtual TObjectTypeHandler getObjectHandler() const;
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/** VIRTUAL METHODS **/
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/// Returns true if player can pass through visitable tiles of this object
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virtual bool passableFor(PlayerColor color) const;
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/// Range of revealed map around this object, counting from getSightCenter()
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virtual int getSightRadius() const;
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/// returns (x,y,0) offset to a visitable tile of object
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virtual int3 getVisitableOffset() const;
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/// Returns generic name of object, without any player-specific info
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virtual std::string getObjectName() const;
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/// Returns hover name for situation when there are no selected heroes. Default = object name
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virtual std::string getHoverText(PlayerColor player) const;
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/// Returns hero-specific hover name, including visited/not visited info. Default = player-specific name
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virtual std::string getHoverText(const CGHeroInstance * hero) const;
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virtual std::string getPopupText(PlayerColor player) const;
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virtual std::string getPopupText(const CGHeroInstance * hero) const;
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virtual std::vector<Component> getPopupComponents(PlayerColor player) const;
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virtual std::vector<Component> getPopupComponents(const CGHeroInstance * hero) const;
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const IOwnableObject * asOwnable() const override;
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/** OVERRIDES OF IObjectInterface **/
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void initObj(vstd::RNG & rand) override;
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void pickRandomObject(vstd::RNG & rand) override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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/// method for synchronous update. Note: For new properties classes should override setPropertyDer instead
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void setProperty(ObjProperty what, ObjPropertyID identifier) final;
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virtual void afterAddToMap(CMap * map);
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virtual void afterRemoveFromMap(CMap * map);
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///Entry point of binary (de-)serialization
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template <typename Handler> void serialize(Handler &h)
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{
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h & instanceName;
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if (h.version < Handler::Version::REMOVE_OBJECT_TYPENAME)
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{
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std::string unused;
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h & unused;
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h & unused;
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}
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h & pos;
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h & ID;
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subID.serializeIdentifier(h, ID);
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h & id;
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h & tempOwner;
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h & blockVisit;
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h & removable;
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h & appearance;
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//definfo is handled by map serializer
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}
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///Entry point of Json (de-)serialization
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void serializeJson(JsonSerializeFormat & handler);
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virtual void updateFrom(const JsonNode & data);
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protected:
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/// virtual method that allows synchronously update object state on server and all clients
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virtual void setPropertyDer(ObjProperty what, ObjPropertyID identifier);
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/// Called mostly during map randomization to turn random object into a regular one (e.g. "Random Monster" into "Pikeman")
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void setType(MapObjectID ID, MapObjectSubID subID);
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/// Gives dummy bonus from this object to hero. Can be used to track visited state
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void giveDummyBonus(const ObjectInstanceID & heroID, BonusDuration::Type duration = BonusDuration::ONE_DAY) const;
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///Serialize object-type specific options
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virtual void serializeJsonOptions(JsonSerializeFormat & handler);
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void serializeJsonOwner(JsonSerializeFormat & handler);
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};
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VCMI_LIB_NAMESPACE_END
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