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vcmi/lib/mapObjects/CObjectHandler.cpp
2014-06-26 22:05:27 +02:00

435 lines
9.5 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 "CObjectClassesHandler.h"
using namespace boost::assign;
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
{
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(-w, -h, 0));
}
}
return ret;
}
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);
appearance = handler->getTemplates(tile.terType).at(0);
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::getSightRadious() const
{
return 3;
}
int3 CGObjectInstance::getVisitableOffset() const
{
for(int y = 0; y < appearance.getHeight(); y++)
for (int x = 0; x < appearance.getWidth(); x++)
if (appearance.isVisitableAt(x, y))
return int3(x,y,0);
logGlobal->warnStream() << "Warning: getVisitableOffset called on non-visitable obj!";
return int3(0,0,0);
}
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);
}
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;
}
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 == 8)) //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));
}