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vcmi/lib/mapObjects/CGObjectInstance.cpp

344 lines
8.0 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 "CGObjectInstance.h"
#include "CGHeroInstance.h"
#include "ObjectTemplate.h"
#include "../CGameState.h"
#include "../CGeneralTextHandler.h"
#include "../IGameCallback.h"
#include "../NetPacks.h"
#include "../StringConstants.h"
#include "../TerrainHandler.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../mapping/CMap.h"
#include "../serializer/JsonSerializeFormat.h"
VCMI_LIB_NAMESPACE_BEGIN
//TODO: remove constructor
CGObjectInstance::CGObjectInstance():
pos(-1,-1,-1),
ID(Obj::NO_OBJ),
subID(-1),
tempOwner(PlayerColor::UNFLAGGABLE),
blockVisit(false)
{
}
//must be instantiated in .cpp file for access to complete types of all member fields
CGObjectInstance::~CGObjectInstance() = default;
int32_t CGObjectInstance::getObjGroupIndex() const
{
return ID.num;
}
int32_t CGObjectInstance::getObjTypeIndex() const
{
return subID;
}
int3 CGObjectInstance::getPosition() const
{
return pos;
}
int3 CGObjectInstance::getTopVisiblePos() const
{
return pos - appearance->getTopVisibleOffset();
}
void CGObjectInstance::setOwner(const 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)
{
auto position = visitablePos();
auto oldOffset = getVisitableOffset();
auto &tile = cb->gameState()->map->getTile(position);
//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->error("Unknown object type %d:%d at %s", ID, subID, visitablePos().toString());
return;
}
if(!handler->getTemplates(tile.terType->getId()).empty())
{
appearance = handler->getTemplates(tile.terType->getId())[0];
}
else
{
logGlobal->warn("Object %d:%d at %s has no templates suitable for terrain %s", ID, subID, visitablePos().toString(), tile.terType->getNameTranslated());
appearance = handler->getTemplates()[0]; // get at least some appearance since alternative is crash
}
if(this->ID == Obj::PRISON && ID == Obj::HERO)
{
auto newOffset = getVisitableOffset();
// FIXME: potentially unused code - setType is NOT called when releasing hero from prison
// instead, appearance update & pos adjustment occurs in GiveHero::applyGs
// adjust position since hero and prison may have different visitable offset
pos = pos - oldOffset + newOffset;
}
this->ID = Obj(ID);
this->subID = subID;
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(const ObjectInstanceID & heroID, BonusDuration::Type duration) const
{
GiveBonus gbonus;
gbonus.bonus.type = BonusType::NONE;
gbonus.id = heroID.getNum();
gbonus.bonus.duration = duration;
gbonus.bonus.source = BonusSource::OBJECT;
gbonus.bonus.sid = ID;
cb->giveHeroBonus(&gbonus);
}
std::string CGObjectInstance::getObjectName() const
{
return VLC->objtypeh->getObjectName(ID, subID);
}
std::optional<std::string> CGObjectInstance::getAmbientSound() const
{
const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).ambient;
if(!sounds.empty())
return sounds.front(); // TODO: Support randomization of ambient sounds
return std::nullopt;
}
std::optional<std::string> CGObjectInstance::getVisitSound() const
{
const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).visit;
if(!sounds.empty())
return *RandomGeneratorUtil::nextItem(sounds, CRandomGenerator::getDefault());
return std::nullopt;
}
std::optional<std::string> CGObjectInstance::getRemovalSound() const
{
const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).removal;
if(!sounds.empty())
return *RandomGeneratorUtil::nextItem(sounds, CRandomGenerator::getDefault());
return std::nullopt;
}
std::string CGObjectInstance::getHoverText(PlayerColor player) const
{
auto text = getObjectName();
if (tempOwner.isValidPlayer())
text += "\n" + VLC->generaltexth->arraytxt[23 + tempOwner.getNum()];
return text;
}
std::string CGObjectInstance::getHoverText(const CGHeroInstance * hero) const
{
return getHoverText(hero->tempOwner);
}
void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
{
switch(ID)
{
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.
h->showInfoDialog(114);
}
break;
case Obj::TAVERN:
{
openWindow(EOpenWindowMode::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::updateFrom(const JsonNode & data)
{
}
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);
JsonNode app;
appearance->writeJson(app, false);
handler.serializeRaw("template", app, std::nullopt);
}
{
auto options = handler.enterStruct("options");
serializeJsonOptions(handler);
}
}
void CGObjectInstance::afterAddToMap(CMap * map)
{
//nothing here
}
void CGObjectInstance::afterRemoveFromMap(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);
}
BattleField CGObjectInstance::getBattlefield() const
{
return VLC->objtypeh->getHandlerFor(ID, subID)->getBattlefield();
}
VCMI_LIB_NAMESPACE_END