mirror of
https://github.com/vcmi/vcmi.git
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522cb571b3
`grep -nr virtual | grep -v googletest | grep override > ../redundant_virtual.txt` ```python import os with open("../redundant_virtual.txt") as f: for line in f: print() line: str = line.strip() print(line) tmp = line.split(":") file = tmp[0].strip() code = tmp[-1].strip() print(file) print(code) new_code = code.replace("virtual ", "", 1) # https://superuser.com/a/802490/578501 command = f"export FIND='{code}' && export REPLACE='{new_code}' && ruby -p -i -e \"gsub(ENV['FIND'], ENV['REPLACE'])\" {file}" os.system(command) ```
454 lines
12 KiB
C++
454 lines
12 KiB
C++
/*
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* MiscObjects.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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#pragma once
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#include "CArmedInstance.h"
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#include "../MetaString.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CMap;
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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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using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
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/// Legacy class, use CRewardableObject instead
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class DLL_LINKAGE CTeamVisited: public CGObjectInstance
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{
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public:
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using CGObjectInstance::CGObjectInstance;
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std::set<PlayerColor> players; //players that visited this object
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bool wasVisited (const CGHeroInstance * h) const override;
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bool wasVisited(PlayerColor player) const override;
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bool wasVisited(const TeamID & team) const;
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void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & players;
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}
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};
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class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
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{
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public:
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using CGObjectInstance::CGObjectInstance;
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MetaString message;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj(CRandomGenerator & rand) override;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & message;
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}
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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};
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class DLL_LINKAGE CGGarrison : public CArmedInstance
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{
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public:
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using CArmedInstance::CArmedInstance;
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bool removableUnits;
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void initObj(CRandomGenerator &rand) override;
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bool passableFor(PlayerColor color) const override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & removableUnits;
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}
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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void addAntimagicGarrisonBonus();
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};
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class DLL_LINKAGE CGArtifact : public CArmedInstance
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{
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public:
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using CArmedInstance::CArmedInstance;
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CArtifactInstance * storedArtifact = nullptr;
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MetaString message;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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std::string getObjectName() const override;
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std::string getPopupText(PlayerColor player) const override;
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std::string getPopupText(const CGHeroInstance * hero) const override;
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std::vector<Component> getPopupComponents(PlayerColor player) const override;
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void pick( const CGHeroInstance * h ) const;
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void initObj(CRandomGenerator & rand) override;
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void pickRandomObject(CRandomGenerator & rand) override;
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void afterAddToMap(CMap * map) override;
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BattleField getBattlefield() const override;
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ArtifactID getArtifact() const;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & message;
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h & storedArtifact;
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}
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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};
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class DLL_LINKAGE CGResource : public CArmedInstance
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{
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public:
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using CArmedInstance::CArmedInstance;
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static constexpr ui32 RANDOM_AMOUNT = 0;
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ui32 amount = RANDOM_AMOUNT; //0 if random
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MetaString message;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj(CRandomGenerator & rand) override;
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void pickRandomObject(CRandomGenerator & rand) override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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std::string getHoverText(PlayerColor player) const override;
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void collectRes(const PlayerColor & player) const;
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GameResID resourceID() const;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & amount;
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h & message;
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}
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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};
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class DLL_LINKAGE CGMine : public CArmedInstance
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{
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public:
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GameResID producedResource;
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ui32 producedQuantity;
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std::set<GameResID> abandonedMineResources;
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bool isAbandoned() const;
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ResourceSet dailyIncome() const;
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private:
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using CArmedInstance::CArmedInstance;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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void flagMine(const PlayerColor & player) const;
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void newTurn(CRandomGenerator & rand) const override;
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void initObj(CRandomGenerator & rand) override;
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std::string getObjectName() const override;
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std::string getHoverText(PlayerColor player) const override;
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public:
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & producedResource;
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h & producedQuantity;
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h & abandonedMineResources;
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}
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ui32 defaultResProduction() const;
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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};
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struct DLL_LINKAGE TeleportChannel
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{
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enum EPassability {UNKNOWN, IMPASSABLE, PASSABLE};
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std::vector<ObjectInstanceID> entrances;
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std::vector<ObjectInstanceID> exits;
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EPassability passability = EPassability::UNKNOWN;
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template <typename Handler> void serialize(Handler &h)
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{
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h & entrances;
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h & exits;
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h & passability;
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}
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};
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class DLL_LINKAGE CGTeleport : public CGObjectInstance
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{
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bool isChannelEntrance(const ObjectInstanceID & id) const;
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bool isChannelExit(const ObjectInstanceID & id) const;
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std::vector<ObjectInstanceID> getAllEntrances(bool excludeCurrent = false) const;
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protected:
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enum EType {UNKNOWN, ENTRANCE, EXIT, BOTH};
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EType type = EType::UNKNOWN;
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ObjectInstanceID getRandomExit(const CGHeroInstance * h) const;
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std::vector<ObjectInstanceID> getAllExits(bool excludeCurrent = false) const;
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public:
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using CGObjectInstance::CGObjectInstance;
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TeleportChannelID channel;
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bool isEntrance() const;
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bool isExit() const;
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virtual void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const = 0;
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static bool isTeleport(const CGObjectInstance * dst);
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static bool isConnected(const CGTeleport * src, const CGTeleport * dst);
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static bool isConnected(const CGObjectInstance * src, const CGObjectInstance * dst);
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static void addToChannel(std::map<TeleportChannelID, std::shared_ptr<TeleportChannel> > &channelsList, const CGTeleport * obj);
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static std::vector<ObjectInstanceID> getPassableExits(CGameState * gs, const CGHeroInstance * h, std::vector<ObjectInstanceID> exits);
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static bool isExitPassable(CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj);
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template <typename Handler> void serialize(Handler &h)
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{
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h & type;
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h & channel;
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h & static_cast<CGObjectInstance&>(*this);
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}
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};
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class DLL_LINKAGE CGMonolith : public CGTeleport
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{
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TeleportChannelID findMeChannel(const std::vector<Obj> & IDs, MapObjectSubID SubID) const;
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protected:
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void onHeroVisit(const CGHeroInstance * h) const override;
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void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const override;
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void initObj(CRandomGenerator & rand) override;
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public:
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using CGTeleport::CGTeleport;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGTeleport&>(*this);
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}
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};
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class DLL_LINKAGE CGSubterraneanGate : public CGMonolith
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{
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj(CRandomGenerator & rand) override;
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public:
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using CGMonolith::CGMonolith;
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static void postInit(IGameCallback * cb);
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGMonolith&>(*this);
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}
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};
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class DLL_LINKAGE CGWhirlpool : public CGMonolith
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{
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void onHeroVisit(const CGHeroInstance * h) const override;
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void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const override;
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static bool isProtected( const CGHeroInstance * h );
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public:
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using CGMonolith::CGMonolith;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGMonolith&>(*this);
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}
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};
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class DLL_LINKAGE CGSirens : public CGObjectInstance
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{
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public:
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using CGObjectInstance::CGObjectInstance;
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void onHeroVisit(const CGHeroInstance * h) const override;
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std::string getHoverText(const CGHeroInstance * hero) const override;
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void initObj(CRandomGenerator & rand) override;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGObjectInstance&>(*this);
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}
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};
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class DLL_LINKAGE CGBoat : public CGObjectInstance, public CBonusSystemNode
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{
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public:
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using CGObjectInstance::CGObjectInstance;
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ui8 direction;
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const CGHeroInstance *hero; //hero on board
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bool onboardAssaultAllowed; //if true, hero can attack units from transport
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bool onboardVisitAllowed; //if true, hero can visit objects from transport
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EPathfindingLayer layer;
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//animation filenames. If empty - animations won't be used
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AnimationPath actualAnimation; //for OH3 boats those have actual animations
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AnimationPath overlayAnimation; //waves animations
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std::array<AnimationPath, PlayerColor::PLAYER_LIMIT_I> flagAnimations;
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CGBoat(IGameCallback * cb);
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bool isCoastVisitable() const override;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & static_cast<CBonusSystemNode&>(*this);
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h & direction;
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h & hero;
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h & layer;
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h & onboardAssaultAllowed;
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h & onboardVisitAllowed;
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h & actualAnimation;
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h & overlayAnimation;
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h & flagAnimations;
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}
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};
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class DLL_LINKAGE CGShipyard : public CGObjectInstance, public IShipyard
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{
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friend class ShipyardInstanceConstructor;
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BoatId createdBoat;
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protected:
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void getOutOffsets(std::vector<int3> & offsets) const override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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const IObjectInterface * getObject() const override;
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BoatId getBoatType() const override;
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public:
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using CGObjectInstance::CGObjectInstance;
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template<typename Handler> void serialize(Handler & h)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & createdBoat;
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}
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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};
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class DLL_LINKAGE CGMagi : public CGObjectInstance
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{
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public:
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using CGObjectInstance::CGObjectInstance;
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void initObj(CRandomGenerator & rand) override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGObjectInstance&>(*this);
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}
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};
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class DLL_LINKAGE CGDenOfthieves : public CGObjectInstance
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{
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void onHeroVisit(const CGHeroInstance * h) const override;
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public:
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using CGObjectInstance::CGObjectInstance;
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};
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class DLL_LINKAGE CGObelisk : public CTeamVisited
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{
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public:
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using CTeamVisited::CTeamVisited;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj(CRandomGenerator & rand) override;
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std::string getHoverText(PlayerColor player) const override;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CTeamVisited&>(*this);
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}
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protected:
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void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
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};
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class DLL_LINKAGE CGLighthouse : public CGObjectInstance
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{
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public:
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using CGObjectInstance::CGObjectInstance;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj(CRandomGenerator & rand) override;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGObjectInstance&>(*this);
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}
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void giveBonusTo(const PlayerColor & player, bool onInit = false) const;
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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};
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class DLL_LINKAGE CGTerrainPatch : public CGObjectInstance
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{
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public:
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using CGObjectInstance::CGObjectInstance;
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bool isTile2Terrain() const override
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{
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return true;
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}
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};
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class DLL_LINKAGE HillFort : public CGObjectInstance, public ICreatureUpgrader
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{
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friend class HillFortInstanceConstructor;
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std::vector<int> upgradeCostPercentage;
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protected:
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void onHeroVisit(const CGHeroInstance * h) const override;
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void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
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public:
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using CGObjectInstance::CGObjectInstance;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & upgradeCostPercentage;
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}
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};
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VCMI_LIB_NAMESPACE_END
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