IObjectInterface.h 3.3 KB

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  1. /*
  2. * IObjectInterface.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../networkPacks/EInfoWindowMode.h"
  12. #include "../constants/EntityIdentifiers.h"
  13. VCMI_LIB_NAMESPACE_BEGIN
  14. struct BattleResult;
  15. struct UpgradeInfo;
  16. class BoatId;
  17. class CGObjectInstance;
  18. class CRandomGenerator;
  19. class CStackInstance;
  20. class CGHeroInstance;
  21. class IGameCallback;
  22. class ResourceSet;
  23. class int3;
  24. class MetaString;
  25. class PlayerColor;
  26. class DLL_LINKAGE IObjectInterface
  27. {
  28. public:
  29. static IGameCallback *cb;
  30. virtual ~IObjectInterface() = default;
  31. virtual MapObjectID getObjGroupIndex() const = 0;
  32. virtual MapObjectSubID getObjTypeIndex() const = 0;
  33. virtual PlayerColor getOwner() const = 0;
  34. virtual int3 visitablePos() const = 0;
  35. virtual int3 getPosition() const = 0;
  36. virtual void onHeroVisit(const CGHeroInstance * h) const;
  37. virtual void onHeroLeave(const CGHeroInstance * h) const;
  38. virtual void newTurn(CRandomGenerator & rand) const;
  39. virtual void initObj(CRandomGenerator & rand); //synchr
  40. virtual void setProperty(ui8 what, ui32 val);//synchr
  41. //Called when queries created DURING HERO VISIT are resolved
  42. //First parameter is always hero that visited object and triggered the query
  43. virtual void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const;
  44. virtual void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const;
  45. virtual void garrisonDialogClosed(const CGHeroInstance *hero) const;
  46. virtual void heroLevelUpDone(const CGHeroInstance *hero) const;
  47. //unified helper to show info dialog for object owner
  48. virtual void showInfoDialog(const ui32 txtID, const ui16 soundID = 0, EInfoWindowMode mode = EInfoWindowMode::AUTO) const;
  49. //unified interface, AI helpers
  50. virtual bool wasVisited (PlayerColor player) const;
  51. virtual bool wasVisited (const CGHeroInstance * h) const;
  52. static void preInit(); //called before objs receive their initObj
  53. static void postInit();//called after objs receive their initObj
  54. template <typename Handler> void serialize(Handler &h, const int version)
  55. {
  56. logGlobal->error("IObjectInterface serialized, unexpected, should not happen!");
  57. }
  58. };
  59. class DLL_LINKAGE ICreatureUpgrader
  60. {
  61. public:
  62. virtual void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const = 0;
  63. virtual ~ICreatureUpgrader() = default;
  64. };
  65. class DLL_LINKAGE IBoatGenerator
  66. {
  67. public:
  68. virtual ~IBoatGenerator() = default;
  69. virtual const IObjectInterface * getObject() const = 0;
  70. virtual BoatId getBoatType() const = 0; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  71. virtual void getOutOffsets(std::vector<int3> & offsets) const = 0; //offsets to obj pos when we boat can be placed
  72. int3 bestLocation() const; //returns location when the boat should be placed
  73. enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER, UNKNOWN};
  74. virtual EGeneratorState shipyardStatus() const;
  75. void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
  76. };
  77. class DLL_LINKAGE IShipyard : public IBoatGenerator
  78. {
  79. public:
  80. virtual void getBoatCost(ResourceSet & cost) const;
  81. static const IShipyard *castFrom(const CGObjectInstance *obj);
  82. };
  83. VCMI_LIB_NAMESPACE_END