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vcmi/lib/mapObjects/CGObjectInstance.cpp
Tomasz Zieliński 6cd19b81dd Working fir for Corpse issue:
- Do not place guard next to blockVis object, if possible
- Do not place two blockVis objects next to each other
2023-12-06 20:49:28 +01:00

400 lines
9.4 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 "../gameState/CGameState.h"
#include "../CGeneralTextHandler.h"
#include "../IGameCallback.h"
#include "../constants/StringConstants.h"
#include "../TerrainHandler.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../mapping/CMap.h"
#include "../networkPacks/PacksForClient.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),
removable(false)
{
}
//must be instantiated in .cpp file for access to complete types of all member fields
CGObjectInstance::~CGObjectInstance() = default;
MapObjectID CGObjectInstance::getObjGroupIndex() const
{
return ID;
}
MapObjectSubID 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
{
return appearance->getWidth();
}
int CGObjectInstance::getHeight() const
{
return appearance->getHeight();
}
bool CGObjectInstance::visitableAt(int x, int y) const
{
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);
}
bool CGObjectInstance::visitableAt(const int3 & testPos) const
{
return pos.z == testPos.z && appearance->isVisitableAt(pos.x - testPos.x, pos.y - testPos.y);
}
bool CGObjectInstance::blockingAt(const int3 & testPos) const
{
return pos.z == testPos.z && appearance->isBlockedAt(pos.x - testPos.x, pos.y - testPos.y);
}
bool CGObjectInstance::coveringAt(const int3 & testPos) const
{
return pos.z == testPos.z && appearance->isVisibleAt(pos.x - testPos.x, pos.y - testPos.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;
}
const std::set<int3> & CGObjectInstance::getBlockedOffsets() const
{
return appearance->getBlockedOffsets();
}
void CGObjectInstance::setType(MapObjectID newID, MapObjectSubID newSubID)
{
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(newID, newSubID);
if(!handler)
{
logGlobal->error("Unknown object type %d:%d at %s", newID, newSubID, 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", newID, newSubID, visitablePos().toString(), tile.terType->getNameTranslated());
appearance = handler->getTemplates()[0]; // get at least some appearance since alternative is crash
}
bool needToAdjustOffset = false;
// FIXME: potentially unused code - setType is NOT called when releasing hero from prison
// instead, appearance update & pos adjustment occurs in GiveHero::applyGs
needToAdjustOffset |= this->ID == Obj::PRISON && newID == Obj::HERO;
needToAdjustOffset |= newID == Obj::MONSTER;
if(needToAdjustOffset)
{
// adjust position since object visitable offset might have changed
auto newOffset = getVisitableOffset();
pos = pos - oldOffset + newOffset;
}
this->ID = Obj(newID);
this->subID = newSubID;
cb->gameState()->map->addBlockVisTiles(this);
}
void CGObjectInstance::pickRandomObject(CRandomGenerator & rand)
{
// no-op
}
void CGObjectInstance::initObj(CRandomGenerator & rand)
{
// no-op
}
void CGObjectInstance::setProperty( ObjProperty what, ObjPropertyID identifier )
{
setPropertyDer(what, identifier); // call this before any actual changes (needed at least for dwellings)
switch(what)
{
case ObjProperty::OWNER:
tempOwner = identifier.as<PlayerColor>();
break;
case ObjProperty::BLOCKVIS:
// Never actually used in code, but possible in ERM
blockVisit = identifier.getNum();
break;
case ObjProperty::ID:
ID = identifier.as<MapObjectID>();
break;
}
}
TObjectTypeHandler CGObjectInstance::getObjectHandler() const
{
return VLC->objtypeh->getHandlerFor(ID, subID);
}
void CGObjectInstance::setPropertyDer( ObjProperty what, ObjPropertyID identifier )
{}
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;
gbonus.bonus.duration = duration;
gbonus.bonus.source = BonusSource::OBJECT_TYPE;
gbonus.bonus.sid = BonusSourceID(ID);
cb->giveHeroBonus(&gbonus);
}
std::string CGObjectInstance::getObjectName() const
{
return VLC->objtypeh->getObjectName(ID, subID);
}
std::optional<AudioPath> 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<AudioPath> 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<AudioPath> 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);
}
std::string CGObjectInstance::getPopupText(PlayerColor player) const
{
return getHoverText(player);
}
std::string CGObjectInstance::getPopupText(const CGHeroInstance * hero) const
{
return getHoverText(hero);
}
std::vector<Component> CGObjectInstance::getPopupComponents(PlayerColor player) const
{
return {};
}
std::vector<Component> CGObjectInstance::getPopupComponents(const CGHeroInstance * hero) const
{
return getPopupComponents(hero->getOwner());
}
void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
{
switch(ID.toEnum())
{
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:
{
cb->showObjectWindow(this, EOpenWindowMode::TAVERN_WINDOW, h, true);
}
break;
}
}
int3 CGObjectInstance::visitablePos() const
{
return pos - getVisitableOffset();
}
bool CGObjectInstance::isVisitable() const
{
return appearance->isVisitable();
}
bool CGObjectInstance::isBlockedVisitable() const
{
// TODO: Read from json
return blockVisit;
}
bool CGObjectInstance::isRemovable() const
{
// TODO: Read from json
return removable;
}
bool CGObjectInstance::isCoastVisitable() const
{
return false;
}
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)
{
handler.serializeId("owner", tempOwner, PlayerColor::NEUTRAL);
}
BattleField CGObjectInstance::getBattlefield() const
{
return VLC->objtypeh->getHandlerFor(ID, subID)->getBattlefield();
}
VCMI_LIB_NAMESPACE_END