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205 lines
7.7 KiB
C++
205 lines
7.7 KiB
C++
#pragma once
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#include "ObjectTemplate.h"
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#include "../IGameCallback.h"
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#include "../int3.h"
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#include "../HeroBonus.h"
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/*
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* CObjectHandler.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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class CGHeroInstance;
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struct BattleResult;
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class DLL_LINKAGE IObjectInterface
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{
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public:
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static IGameCallback *cb;
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IObjectInterface();
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virtual ~IObjectInterface();
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virtual void onHeroVisit(const CGHeroInstance * h) const;
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virtual void onHeroLeave(const CGHeroInstance * h) const;
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virtual void newTurn() const;
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virtual void initObj(); //synchr
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virtual void setProperty(ui8 what, ui32 val);//synchr
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//Called when queries created DURING HERO VISIT are resolved
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//First parameter is always hero that visited object and triggered the query
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virtual void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const;
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virtual void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const;
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virtual void garrisonDialogClosed(const CGHeroInstance *hero) const;
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virtual void heroLevelUpDone(const CGHeroInstance *hero) const;
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//unified interface, AI helpers
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virtual bool wasVisited (PlayerColor player) const;
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virtual bool wasVisited (const CGHeroInstance * h) const;
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static void preInit(); //called before objs receive their initObj
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static void postInit();//called after objs receive their initObj
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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logGlobal->errorStream() << "IObjectInterface serialized, unexpected, should not happen!";
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}
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};
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class DLL_LINKAGE IBoatGenerator
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{
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public:
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const CGObjectInstance *o;
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IBoatGenerator(const CGObjectInstance *O);
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virtual ~IBoatGenerator() {}
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virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
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virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
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int3 bestLocation() const; //returns location when the boat should be placed
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enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER};
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EGeneratorState shipyardStatus() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
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void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & o;
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}
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};
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class DLL_LINKAGE IShipyard : public IBoatGenerator
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{
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public:
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IShipyard(const CGObjectInstance *O);
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virtual ~IShipyard() {}
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virtual void getBoatCost(std::vector<si32> &cost) const;
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static const IShipyard *castFrom(const CGObjectInstance *obj);
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static IShipyard *castFrom(CGObjectInstance *obj);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<IBoatGenerator&>(*this);
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}
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};
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class DLL_LINKAGE CGObjectInstance : public IObjectInterface
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{
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public:
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mutable std::string hoverName;
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int3 pos; //h3m pos
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Obj ID;
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si32 subID; //normal subID (this one from OH3 maps ;])
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ObjectInstanceID id;//number of object in map's vector
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ObjectTemplate appearance;
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PlayerColor tempOwner;
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bool blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
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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
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virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
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virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
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bool passableFor(PlayerColor color) const;
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void getSightTiles(std::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
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PlayerColor getOwner() const;
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void setOwner(PlayerColor ow);
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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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virtual bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) (h3m pos)
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virtual int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
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int3 visitablePos() const;
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bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) (h3m pos)
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bool coveringAt(int x, int y) const; //returns true if object covers with picture location (x, y) (h3m pos)
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std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
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std::set<int3> getBlockedOffsets() const; //returns set of relative positions blocked by this object
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bool isVisitable() const; //returns true if object is visitable
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bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
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void hideTiles(PlayerColor ourplayer, int radius) const;
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CGObjectInstance();
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virtual ~CGObjectInstance();
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//CGObjectInstance(const CGObjectInstance & right);
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//CGObjectInstance& operator=(const CGObjectInstance & right);
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virtual const std::string & getHoverText() const;
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void setType(si32 ID, si32 subID);
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///IObjectInterface
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void initObj() override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void setProperty(ui8 what, ui32 val) override;//synchr
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friend class CGameHandler;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & hoverName & pos & ID & subID & id & tempOwner & blockVisit & appearance;
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//definfo is handled by map serializer
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}
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protected:
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virtual void setPropertyDer(ui8 what, ui32 val);//synchr
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void getNameVis(std::string &hname) const;
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void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
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};
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/// function object which can be used to find an object with an specific sub ID
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class CGObjectInstanceBySubIdFinder
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{
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public:
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CGObjectInstanceBySubIdFinder(CGObjectInstance * obj);
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bool operator()(CGObjectInstance * obj) const;
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private:
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CGObjectInstance * obj;
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};
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struct BankConfig
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{
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BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
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ui8 level; //1 - 4, how hard the battle will be
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ui8 chance; //chance for this level being chosen
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ui8 upgradeChance; //chance for creatures to be in upgraded versions
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std::vector< std::pair <CreatureID, ui32> > guards; //creature ID, amount
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ui32 combatValue; //how hard are guards of this level
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Res::ResourceSet resources; //resources given in case of victory
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std::vector< std::pair <CreatureID, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
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std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
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ui32 value; //overall value of given things
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ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
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ui16 easiest; //?!?
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
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}
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};
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class DLL_LINKAGE CObjectHandler
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{
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public:
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std::map<si32, CreatureID> cregens; //type 17. dwelling subid -> creature ID
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std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
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std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
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std::vector<ui32> resVals; //default values of resources in gold
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CObjectHandler();
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~CObjectHandler();
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int bankObjToIndex (const CGObjectInstance * obj);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & cregens & banksInfo & creBanksNames & resVals;
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}
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};
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