mirror of
https://github.com/vcmi/vcmi.git
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414 lines
9.7 KiB
C++
414 lines
9.7 KiB
C++
/*
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* CObjectHandler.cpp, 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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#include "StdInc.h"
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#include "CGObjectInstance.h"
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#include "CGHeroInstance.h"
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#include "ObjectTemplate.h"
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#include "../gameState/CGameState.h"
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#include "../texts/CGeneralTextHandler.h"
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#include "../IGameCallback.h"
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#include "../constants/StringConstants.h"
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#include "../TerrainHandler.h"
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#include "../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../mapping/CMap.h"
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#include "../networkPacks/PacksForClient.h"
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#include "../serializer/JsonSerializeFormat.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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//TODO: remove constructor
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CGObjectInstance::CGObjectInstance(IGameCallback *cb):
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IObjectInterface(cb),
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pos(-1,-1,-1),
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ID(Obj::NO_OBJ),
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subID(-1),
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tempOwner(PlayerColor::UNFLAGGABLE),
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blockVisit(false),
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removable(false)
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{
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}
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//must be instantiated in .cpp file for access to complete types of all member fields
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CGObjectInstance::~CGObjectInstance() = default;
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MapObjectID CGObjectInstance::getObjGroupIndex() const
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{
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return ID;
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}
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MapObjectSubID CGObjectInstance::getObjTypeIndex() const
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{
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return subID;
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}
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int3 CGObjectInstance::anchorPos() const
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{
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return pos;
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}
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int3 CGObjectInstance::getTopVisiblePos() const
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{
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return anchorPos() - appearance->getTopVisibleOffset();
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}
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void CGObjectInstance::setOwner(const PlayerColor & ow)
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{
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tempOwner = ow;
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}
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void CGObjectInstance::setAnchorPos(int3 newPos)
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{
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pos = newPos;
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}
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int CGObjectInstance::getWidth() const
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{
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return appearance->getWidth();
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}
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int CGObjectInstance::getHeight() const
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{
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return appearance->getHeight();
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}
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bool CGObjectInstance::visitableAt(const int3 & testPos) const
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{
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return anchorPos().z == testPos.z && appearance->isVisitableAt(anchorPos().x - testPos.x, anchorPos().y - testPos.y);
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}
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bool CGObjectInstance::blockingAt(const int3 & testPos) const
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{
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return anchorPos().z == testPos.z && appearance->isBlockedAt(anchorPos().x - testPos.x, anchorPos().y - testPos.y);
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}
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bool CGObjectInstance::coveringAt(const int3 & testPos) const
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{
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return anchorPos().z == testPos.z && appearance->isVisibleAt(anchorPos().x - testPos.x, anchorPos().y - testPos.y);
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}
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std::set<int3> CGObjectInstance::getBlockedPos() const
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{
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std::set<int3> ret;
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for(int w=0; w<getWidth(); ++w)
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{
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for(int h=0; h<getHeight(); ++h)
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{
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if(appearance->isBlockedAt(w, h))
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ret.insert(int3(anchorPos().x - w, anchorPos().y - h, anchorPos().z));
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}
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}
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return ret;
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}
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const std::set<int3> & CGObjectInstance::getBlockedOffsets() const
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{
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return appearance->getBlockedOffsets();
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}
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void CGObjectInstance::setType(MapObjectID newID, MapObjectSubID newSubID)
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{
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auto position = visitablePos();
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auto oldOffset = getVisitableOffset();
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auto &tile = cb->gameState()->map->getTile(position);
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//recalculate blockvis tiles - new appearance might have different blockmap than before
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cb->gameState()->map->removeBlockVisTiles(this, true);
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auto handler = VLC->objtypeh->getHandlerFor(newID, newSubID);
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if(!handler->getTemplates(tile.getTerrainID()).empty())
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{
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appearance = handler->getTemplates(tile.getTerrainID())[0];
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}
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else
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{
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logGlobal->warn("Object %d:%d at %s has no templates suitable for terrain %s", newID, newSubID, visitablePos().toString(), tile.getTerrain()->getNameTranslated());
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appearance = handler->getTemplates()[0]; // get at least some appearance since alternative is crash
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}
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bool needToAdjustOffset = false;
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// FIXME: potentially unused code - setType is NOT called when releasing hero from prison
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// instead, appearance update & pos adjustment occurs in GiveHero::applyGs
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needToAdjustOffset |= this->ID == Obj::PRISON && newID == Obj::HERO;
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needToAdjustOffset |= newID == Obj::MONSTER;
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if(needToAdjustOffset)
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{
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// adjust position since object visitable offset might have changed
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auto newOffset = getVisitableOffset();
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pos = pos - oldOffset + newOffset;
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}
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this->ID = Obj(newID);
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this->subID = newSubID;
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cb->gameState()->map->addBlockVisTiles(this);
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}
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void CGObjectInstance::pickRandomObject(vstd::RNG & rand)
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{
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// no-op
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}
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void CGObjectInstance::initObj(vstd::RNG & rand)
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{
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// no-op
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}
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void CGObjectInstance::setProperty( ObjProperty what, ObjPropertyID identifier )
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{
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setPropertyDer(what, identifier); // call this before any actual changes (needed at least for dwellings)
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switch(what)
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{
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case ObjProperty::OWNER:
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tempOwner = identifier.as<PlayerColor>();
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break;
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case ObjProperty::BLOCKVIS:
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// Never actually used in code, but possible in ERM
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blockVisit = identifier.getNum();
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break;
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case ObjProperty::ID:
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ID = identifier.as<MapObjectID>();
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break;
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}
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}
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TObjectTypeHandler CGObjectInstance::getObjectHandler() const
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{
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return VLC->objtypeh->getHandlerFor(ID, subID);
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}
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std::string CGObjectInstance::getTypeName() const
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{
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return getObjectHandler()->getTypeName();
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}
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std::string CGObjectInstance::getSubtypeName() const
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{
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return getObjectHandler()->getSubTypeName();
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}
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void CGObjectInstance::setPropertyDer( ObjProperty what, ObjPropertyID identifier )
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{}
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int3 CGObjectInstance::getSightCenter() const
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{
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return visitablePos();
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}
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int CGObjectInstance::getSightRadius() const
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{
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return 3;
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}
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int3 CGObjectInstance::getVisitableOffset() const
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{
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if (!isVisitable())
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logGlobal->debug("Attempt to access visitable offset on a non-visitable object!");
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return appearance->getVisitableOffset();
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}
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void CGObjectInstance::giveDummyBonus(const ObjectInstanceID & heroID, BonusDuration::Type duration) const
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{
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GiveBonus gbonus;
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gbonus.bonus.type = BonusType::NONE;
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gbonus.id = heroID;
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gbonus.bonus.duration = duration;
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gbonus.bonus.source = BonusSource::OBJECT_TYPE;
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gbonus.bonus.sid = BonusSourceID(ID);
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cb->giveHeroBonus(&gbonus);
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}
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std::string CGObjectInstance::getObjectName() const
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{
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return VLC->objtypeh->getObjectName(ID, subID);
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}
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std::optional<AudioPath> CGObjectInstance::getAmbientSound(vstd::RNG & rng) const
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{
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const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).ambient;
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if(!sounds.empty())
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return sounds.front(); // TODO: Support randomization of ambient sounds
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return std::nullopt;
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}
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std::optional<AudioPath> CGObjectInstance::getVisitSound(vstd::RNG & rng) const
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{
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const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).visit;
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if(!sounds.empty())
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return *RandomGeneratorUtil::nextItem(sounds, rng);
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return std::nullopt;
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}
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std::optional<AudioPath> CGObjectInstance::getRemovalSound(vstd::RNG & rng) const
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{
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const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).removal;
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if(!sounds.empty())
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return *RandomGeneratorUtil::nextItem(sounds, rng);
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return std::nullopt;
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}
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std::string CGObjectInstance::getHoverText(PlayerColor player) const
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{
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auto text = getObjectName();
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if (tempOwner.isValidPlayer())
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text += "\n" + VLC->generaltexth->arraytxt[23 + tempOwner.getNum()];
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return text;
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}
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std::string CGObjectInstance::getHoverText(const CGHeroInstance * hero) const
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{
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return getHoverText(hero->tempOwner);
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}
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std::string CGObjectInstance::getPopupText(PlayerColor player) const
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{
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return getHoverText(player);
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}
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std::string CGObjectInstance::getPopupText(const CGHeroInstance * hero) const
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{
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return getHoverText(hero);
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}
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std::vector<Component> CGObjectInstance::getPopupComponents(PlayerColor player) const
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{
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return {};
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}
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std::vector<Component> CGObjectInstance::getPopupComponents(const CGHeroInstance * hero) const
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{
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return getPopupComponents(hero->getOwner());
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}
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void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
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{
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switch(ID.toEnum())
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{
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case Obj::SANCTUARY:
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{
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//You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders. You feel safe here.
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h->showInfoDialog(114);
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}
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break;
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case Obj::TAVERN:
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{
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cb->showObjectWindow(this, EOpenWindowMode::TAVERN_WINDOW, h, true);
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}
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break;
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}
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}
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int3 CGObjectInstance::visitablePos() const
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{
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if (!isVisitable())
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logGlobal->debug("Attempt to access visitable position on a non-visitable object!");
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return pos - getVisitableOffset();
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}
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bool CGObjectInstance::isVisitable() const
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{
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return appearance->isVisitable();
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}
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bool CGObjectInstance::isBlockedVisitable() const
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{
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// TODO: Read from json
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return blockVisit;
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}
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bool CGObjectInstance::isRemovable() const
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{
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// TODO: Read from json
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return removable;
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}
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bool CGObjectInstance::isCoastVisitable() const
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{
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return false;
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}
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bool CGObjectInstance::passableFor(PlayerColor color) const
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{
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return false;
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}
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void CGObjectInstance::updateFrom(const JsonNode & data)
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{
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}
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void CGObjectInstance::serializeJson(JsonSerializeFormat & handler)
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{
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//only save here, loading is handled by map loader
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if(handler.saving)
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{
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std::string ourTypeName = getTypeName();
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std::string ourSubtypeName = getSubtypeName();
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handler.serializeString("type", ourTypeName);
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handler.serializeString("subtype", ourSubtypeName);
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handler.serializeInt("x", pos.x);
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handler.serializeInt("y", pos.y);
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handler.serializeInt("l", pos.z);
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JsonNode app;
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appearance->writeJson(app, false);
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handler.serializeRaw("template", app, std::nullopt);
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}
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{
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auto options = handler.enterStruct("options");
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serializeJsonOptions(handler);
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}
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}
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void CGObjectInstance::afterAddToMap(CMap * map)
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{
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//nothing here
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}
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void CGObjectInstance::afterRemoveFromMap(CMap * map)
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{
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//nothing here
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}
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void CGObjectInstance::serializeJsonOptions(JsonSerializeFormat & handler)
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{
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//nothing here
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}
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void CGObjectInstance::serializeJsonOwner(JsonSerializeFormat & handler)
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{
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handler.serializeId("owner", tempOwner, PlayerColor::NEUTRAL);
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}
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BattleField CGObjectInstance::getBattlefield() const
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{
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return VLC->objtypeh->getHandlerFor(ID, subID)->getBattlefield();
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}
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const IOwnableObject * CGObjectInstance::asOwnable() const
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{
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return nullptr;
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}
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VCMI_LIB_NAMESPACE_END
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