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vcmi/lib/mapObjects/CObjectHandler.cpp
Arseniy Shestakov 10dbbead2d Fix indentation of logging code and around it
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase.
Fixed it everywhere since in most files that is the only code with wrong indentation.
2016-03-12 04:46:21 +03:00

492 lines
11 KiB
C++

/*
* CObjectHandler.cpp, 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
*
*/
#include "StdInc.h"
#include "CObjectHandler.h"
#include "../NetPacks.h"
#include "../CGeneralTextHandler.h"
#include "../CHeroHandler.h"
#include "../CSoundBase.h"
#include "../filesystem/ResourceID.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
#include "../StringConstants.h"
#include "../mapping/CMap.h"
#include "CObjectClassesHandler.h"
#include "CGTownInstance.h"
#include "../serializer/JsonSerializeFormat.h"
IGameCallback * IObjectInterface::cb = nullptr;
///helpers
static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1)
{
OpenWindow ow;
ow.window = type;
ow.id1 = id1;
ow.id2 = id2;
IObjectInterface::cb->sendAndApply(&ow);
}
static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
{
InfoWindow iw;
iw.soundID = soundID;
iw.player = playerID;
iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
IObjectInterface::cb->sendAndApply(&iw);
}
/*static void showInfoDialog(const ObjectInstanceID heroID, const ui32 txtID, const ui16 soundID)
{
const PlayerColor playerID = IObjectInterface::cb->getOwner(heroID);
showInfoDialog(playerID,txtID,soundID);
}*/
static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
{
const PlayerColor playerID = h->getOwner();
showInfoDialog(playerID,txtID,soundID);
}
///IObjectInterface
void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const
{}
void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const
{}
void IObjectInterface::newTurn () const
{}
IObjectInterface::~IObjectInterface()
{}
IObjectInterface::IObjectInterface()
{}
void IObjectInterface::initObj()
{}
void IObjectInterface::setProperty( ui8 what, ui32 val )
{}
bool IObjectInterface::wasVisited (PlayerColor player) const
{
return false;
}
bool IObjectInterface::wasVisited (const CGHeroInstance * h) const
{
return false;
}
void IObjectInterface::postInit()
{}
void IObjectInterface::preInit()
{}
void IObjectInterface::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{}
void IObjectInterface::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{}
void IObjectInterface::garrisonDialogClosed(const CGHeroInstance *hero) const
{}
void IObjectInterface::heroLevelUpDone(const CGHeroInstance *hero) const
{}
CObjectHandler::CObjectHandler()
{
logGlobal->traceStream() << "\t\tReading resources prices ";
const JsonNode config2(ResourceID("config/resources.json"));
for(const JsonNode &price : config2["resources_prices"].Vector())
{
resVals.push_back(price.Float());
}
logGlobal->traceStream() << "\t\tDone loading resource prices!";
}
PlayerColor CGObjectInstance::getOwner() const
{
//if (state)
// return state->owner;
//else
return tempOwner; //won't have owner
}
CGObjectInstance::CGObjectInstance():
pos(-1,-1,-1),
ID(Obj::NO_OBJ),
subID(-1),
tempOwner(PlayerColor::UNFLAGGABLE),
blockVisit(false)
{
}
CGObjectInstance::~CGObjectInstance()
{
}
void CGObjectInstance::setOwner(PlayerColor ow)
{
tempOwner = ow;
}
int CGObjectInstance::getWidth() const//returns width of object graphic in tiles
{
return appearance.getWidth();
}
int CGObjectInstance::getHeight() const //returns height of object graphic in tiles
{
return appearance.getHeight();
}
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)
{
return appearance.isVisitableAt(pos.x - x, pos.y - y);
}
bool CGObjectInstance::blockingAt(int x, int y) const
{
return appearance.isBlockedAt(pos.x - x, pos.y - y);
}
bool CGObjectInstance::coveringAt(int x, int y) const
{
return appearance.isVisibleAt(pos.x - x, pos.y - y);
}
std::set<int3> CGObjectInstance::getBlockedPos() const
{
std::set<int3> ret;
for(int w=0; w<getWidth(); ++w)
{
for(int h=0; h<getHeight(); ++h)
{
if(appearance.isBlockedAt(w, h))
ret.insert(int3(pos.x - w, pos.y - h, pos.z));
}
}
return ret;
}
std::set<int3> CGObjectInstance::getBlockedOffsets() const
{
return appearance.getBlockedOffsets();
}
void CGObjectInstance::setType(si32 ID, si32 subID)
{
const TerrainTile &tile = cb->gameState()->map->getTile(visitablePos());
this->ID = Obj(ID);
this->subID = subID;
//recalculate blockvis tiles - new appearance might have different blockmap than before
cb->gameState()->map->removeBlockVisTiles(this, true);
auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
if(!handler)
{
logGlobal->errorStream() << boost::format(
"Unknown object type %d:%d at %s") % ID % subID % visitablePos();
return;
}
if(!handler->getTemplates(tile.terType).empty())
appearance = handler->getTemplates(tile.terType)[0];
else
appearance = handler->getTemplates()[0]; // get at least some appearance since alternative is crash
cb->gameState()->map->addBlockVisTiles(this);
}
void CGObjectInstance::initObj()
{
switch(ID)
{
case Obj::TAVERN:
blockVisit = true;
break;
}
}
void CGObjectInstance::setProperty( ui8 what, ui32 val )
{
setPropertyDer(what, val); // call this before any actual changes (needed at least for dwellings)
switch(what)
{
case ObjProperty::OWNER:
tempOwner = PlayerColor(val);
break;
case ObjProperty::BLOCKVIS:
blockVisit = val;
break;
case ObjProperty::ID:
ID = Obj(val);
break;
case ObjProperty::SUBID:
subID = val;
break;
}
}
void CGObjectInstance::setPropertyDer( ui8 what, ui32 val )
{}
int3 CGObjectInstance::getSightCenter() const
{
return visitablePos();
}
int CGObjectInstance::getSightRadius() const
{
return 3;
}
int3 CGObjectInstance::getVisitableOffset() const
{
return appearance.getVisitableOffset();
}
void CGObjectInstance::giveDummyBonus(ObjectInstanceID heroID, ui8 duration) const
{
GiveBonus gbonus;
gbonus.bonus.type = Bonus::NONE;
gbonus.id = heroID.getNum();
gbonus.bonus.duration = duration;
gbonus.bonus.source = Bonus::OBJECT;
gbonus.bonus.sid = ID;
cb->giveHeroBonus(&gbonus);
}
std::string CGObjectInstance::getObjectName() const
{
return VLC->objtypeh->getObjectName(ID, subID);
}
std::string CGObjectInstance::getHoverText(PlayerColor player) const
{
return getObjectName();
}
std::string CGObjectInstance::getHoverText(const CGHeroInstance * hero) const
{
return getHoverText(hero->tempOwner);
}
void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
{
switch(ID)
{
case Obj::HILL_FORT:
{
openWindow(OpenWindow::HILL_FORT_WINDOW,id.getNum(),h->id.getNum());
}
break;
case Obj::SANCTUARY:
{
//You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders. You feel safe here.
showInfoDialog(h,114,soundBase::GETPROTECTION);
}
break;
case Obj::TAVERN:
{
openWindow(OpenWindow::TAVERN_WINDOW,h->id.getNum(),id.getNum());
}
break;
}
}
int3 CGObjectInstance::visitablePos() const
{
return pos - getVisitableOffset();
}
bool CGObjectInstance::isVisitable() const
{
return appearance.isVisitable();
}
bool CGObjectInstance::passableFor(PlayerColor color) const
{
return false;
}
void CGObjectInstance::serializeJson(JsonSerializeFormat & handler)
{
//only save here, loading is handled by map loader
if(handler.saving)
{
handler.serializeString("type", typeName);
handler.serializeString("subtype", subTypeName);
handler.serializeNumeric("x", pos.x);
handler.serializeNumeric("y", pos.y);
handler.serializeNumeric("l", pos.z);
appearance.writeJson(handler.getCurrent()["template"], false);
}
{
auto options = handler.enterStruct("options");
serializeJsonOptions(handler);
}
if(handler.saving && handler.getCurrent()["options"].Struct().empty())
{
handler.getCurrent().Struct().erase("options");
}
}
void CGObjectInstance::serializeJsonOptions(JsonSerializeFormat & handler)
{
}
void CGObjectInstance::serializeJsonOwner(JsonSerializeFormat & handler)
{
std::string temp;
//todo: use enum serialize
if(handler.saving)
{
if(tempOwner.isValidPlayer())
{
temp = GameConstants::PLAYER_COLOR_NAMES[tempOwner.getNum()];
handler.serializeString("owner", temp);
}
}
else
{
tempOwner = PlayerColor::NEUTRAL;//this method assumes that object is ownable
handler.serializeString("owner", temp);
if(temp != "")
{
auto rawOwner = vstd::find_pos(GameConstants::PLAYER_COLOR_NAMES, temp);
if(rawOwner >=0)
tempOwner = PlayerColor(rawOwner);
else
logGlobal->errorStream() << "Invalid owner :" << temp;
}
}
}
CGObjectInstanceBySubIdFinder::CGObjectInstanceBySubIdFinder(CGObjectInstance * obj) : obj(obj)
{
}
bool CGObjectInstanceBySubIdFinder::operator()(CGObjectInstance * obj) const
{
return this->obj->subID == obj->subID;
}
int3 IBoatGenerator::bestLocation() const
{
std::vector<int3> offsets;
getOutOffsets(offsets);
for (auto & offset : offsets)
{
if(const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offset, false)) //tile is in the map
{
if(tile->terType == ETerrainType::WATER && (!tile->blocked || tile->blockingObjects.front()->ID == Obj::BOAT)) //and is water and is not blocked or is blocked by boat
return o->pos + offset;
}
}
return int3 (-1,-1,-1);
}
IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const
{
int3 tile = bestLocation();
const TerrainTile *t = IObjectInterface::cb->getTile(tile);
if(!t)
return TILE_BLOCKED; //no available water
else if(!t->blockingObjects.size())
return GOOD; //OK
else if(t->blockingObjects.front()->ID == Obj::BOAT)
return BOAT_ALREADY_BUILT; //blocked with boat
else
return TILE_BLOCKED; //blocked
}
int IBoatGenerator::getBoatType() const
{
//We make good ships by default
return 1;
}
IBoatGenerator::IBoatGenerator(const CGObjectInstance *O)
: o(O)
{
}
void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const
{
switch(shipyardStatus())
{
case BOAT_ALREADY_BUILT:
out.addTxt(MetaString::GENERAL_TXT, 51);
break;
case TILE_BLOCKED:
if(visitor)
{
out.addTxt(MetaString::GENERAL_TXT, 134);
out.addReplacement(visitor->name);
}
else
out.addTxt(MetaString::ADVOB_TXT, 189);
break;
case NO_WATER:
logGlobal->errorStream() << "Shipyard without water!!! " << o->pos << "\t" << o->id;
return;
}
}
void IShipyard::getBoatCost( std::vector<si32> &cost ) const
{
cost.resize(GameConstants::RESOURCE_QUANTITY);
cost[Res::WOOD] = 10;
cost[Res::GOLD] = 1000;
}
IShipyard::IShipyard(const CGObjectInstance *O)
: IBoatGenerator(O)
{
}
IShipyard * IShipyard::castFrom( CGObjectInstance *obj )
{
if(!obj)
return nullptr;
if(obj->ID == Obj::TOWN)
{
return static_cast<CGTownInstance*>(obj);
}
else if(obj->ID == Obj::SHIPYARD)
{
return static_cast<CGShipyard*>(obj);
}
else
{
return nullptr;
}
}
const IShipyard * IShipyard::castFrom( const CGObjectInstance *obj )
{
return castFrom(const_cast<CGObjectInstance*>(obj));
}