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https://github.com/vcmi/vcmi.git
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01c5bc25e5
Not a perfect solution, but this is the best location for now.
207 lines
7.1 KiB
C++
207 lines
7.1 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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class IGameCallback;
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class CGObjectInstance;
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struct MetaString;
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struct BattleResult;
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// This one teleport-specific, but has to be available everywhere in callbacks and netpacks
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// For now it's will be there till teleports code refactored and moved into own file
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typedef std::vector<std::pair<ObjectInstanceID, int3>> TTeleportExitsList;
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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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/// Position of bottom-right corner of object on map
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int3 pos;
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/// Type of object, e.g. town, hero, creature.
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Obj ID;
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/// Subtype of object, depends on type
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si32 subID;
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/// Index of object in map's list of objects
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ObjectInstanceID id;
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/// Defines appearance of object on map (animation, blocked tiles, blit order, etc)
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ObjectTemplate appearance;
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/// Current owner of an object (when below PLAYER_LIMIT)
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PlayerColor tempOwner;
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/// If true hero can visit this object only from neighbouring tiles and can't stand on this object
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bool blockVisit;
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CGObjectInstance();
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~CGObjectInstance();
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/// "center" tile from which the sight distance is calculated
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int3 getSightCenter() const;
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PlayerColor getOwner() const;
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void setOwner(PlayerColor ow);
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/** APPEARANCE ACCESSORS **/
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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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bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) (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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/** VIRTUAL METHODS **/
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/// Returns true if player can pass through visitable tiles of this object
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virtual bool passableFor(PlayerColor color) const;
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/// Range of revealed map around this object, counting from getSightCenter()
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virtual int getSightRadious() const;
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/// returns (x,y,0) offset to a visitable tile of object
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virtual int3 getVisitableOffset() const;
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/// Called mostly during map randomization to turn random object into a regular one (e.g. "Random Monster" into "Pikeman")
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virtual void setType(si32 ID, si32 subID);
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/// returns text visible in status bar with specific hero/player active.
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/// Returns generic name of object, without any player-specific info
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virtual std::string getObjectName() const;
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/// Returns hover name for situation when there are no selected heroes. Default = object name
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virtual std::string getHoverText(PlayerColor player) const;
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/// Returns hero-specific hover name, including visited/not visited info. Default = player-specific name
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virtual std::string getHoverText(const CGHeroInstance * hero) const;
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/** OVERRIDES OF IObjectInterface **/
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void initObj() override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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/// method for synchronous update. Note: For new properties classes should override setPropertyDer instead
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void setProperty(ui8 what, ui32 val) override final;
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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 & 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 method that allows synchronously update object state on server and all clients
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virtual void setPropertyDer(ui8 what, ui32 val);
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/// Gives dummy bonus from this object to hero. Can be used to track visited state
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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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class DLL_LINKAGE CObjectHandler
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{
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public:
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std::vector<ui32> resVals; //default values of resources in gold
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CObjectHandler();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & resVals;
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}
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};
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