mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-14 10:12:59 +02:00
477 lines
11 KiB
C++
477 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(CRandomGenerator & rand) const
|
|
{}
|
|
|
|
IObjectInterface::~IObjectInterface()
|
|
{}
|
|
|
|
IObjectInterface::IObjectInterface()
|
|
{}
|
|
|
|
void IObjectInterface::initObj(CRandomGenerator & rand)
|
|
{}
|
|
|
|
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->trace("\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->trace("\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(CRandomGenerator & rand)
|
|
{
|
|
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.serializeInt("x", pos.x);
|
|
handler.serializeInt("y", pos.y);
|
|
handler.serializeInt("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::afterAddToMap(CMap * map)
|
|
{
|
|
//nothing here
|
|
}
|
|
|
|
void CGObjectInstance::serializeJsonOptions(JsonSerializeFormat & handler)
|
|
{
|
|
//nothing here
|
|
}
|
|
|
|
void CGObjectInstance::serializeJsonOwner(JsonSerializeFormat & handler)
|
|
{
|
|
ui8 temp = tempOwner.getNum();
|
|
|
|
handler.serializeEnum("owner", temp, PlayerColor::NEUTRAL.getNum(), GameConstants::PLAYER_COLOR_NAMES);
|
|
|
|
if(!handler.saving)
|
|
tempOwner = PlayerColor(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));
|
|
}
|