123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598 |
- /*
- * 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 "CObjectHandler.h"
- #include "../NetPacks.h"
- #include "../CGeneralTextHandler.h"
- #include "../CHeroHandler.h"
- #include "../CSoundBase.h"
- #include "CObjectClassesHandler.h"
- using namespace boost::assign;
- IGameCallback * IObjectInterface::cb = nullptr;
- ///helpers
- static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1)
- {
- OpenWindow ow;
- ow.window = type;
- ow.id1 = id1;
- ow.id2 = id2;
- IObjectInterface::cb->sendAndApply(&ow);
- }
- static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
- {
- InfoWindow iw;
- iw.soundID = soundID;
- iw.player = playerID;
- iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
- IObjectInterface::cb->sendAndApply(&iw);
- }
- /*static void showInfoDialog(const ObjectInstanceID heroID, const ui32 txtID, const ui16 soundID)
- {
- const PlayerColor playerID = IObjectInterface::cb->getOwner(heroID);
- showInfoDialog(playerID,txtID,soundID);
- }*/
- static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
- {
- const PlayerColor playerID = h->getOwner();
- showInfoDialog(playerID,txtID,soundID);
- }
- static std::string & visitedTxt(const bool visited)
- {
- int id = visited ? 352 : 353;
- return VLC->generaltexth->allTexts[id];
- }
- ///IObjectInterface
- void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const
- {}
- void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const
- {}
- void IObjectInterface::newTurn () const
- {}
- IObjectInterface::~IObjectInterface()
- {}
- IObjectInterface::IObjectInterface()
- {}
- void IObjectInterface::initObj()
- {}
- void IObjectInterface::setProperty( ui8 what, ui32 val )
- {}
- bool IObjectInterface::wasVisited (PlayerColor player) const
- {
- return false;
- }
- bool IObjectInterface::wasVisited (const CGHeroInstance * h) const
- {
- return false;
- }
- void IObjectInterface::postInit()
- {}
- void IObjectInterface::preInit()
- {}
- void IObjectInterface::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
- {}
- void IObjectInterface::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
- {}
- void IObjectInterface::garrisonDialogClosed(const CGHeroInstance *hero) const
- {}
- void IObjectInterface::heroLevelUpDone(const CGHeroInstance *hero) const
- {}
- // Bank helper. Find the creature ID and their number, and store the
- // result in storage (either guards or reward creatures).
- static void readCreatures(const JsonNode &creature, std::vector< std::pair <CreatureID, ui32> > &storage)
- {
- std::pair<CreatureID, si32> creInfo = std::make_pair(CreatureID::NONE, 0);
- //TODO: replace numeric id's with mod-friendly string id's
- creInfo.second = creature["number"].Float();
- creInfo.first = CreatureID((si32)creature["id"].Float());
- storage.push_back(creInfo);
- }
- // Bank helper. Process a bank level.
- static void readBankLevel(const JsonNode &level, BankConfig &bc)
- {
- int idx;
- bc.chance = level["chance"].Float();
- for(const JsonNode &creature : level["guards"].Vector())
- {
- readCreatures(creature, bc.guards);
- }
- bc.upgradeChance = level["upgrade_chance"].Float();
- bc.combatValue = level["combat_value"].Float();
- bc.resources = Res::ResourceSet(level["reward_resources"]);
- for(const JsonNode &creature : level["reward_creatures"].Vector())
- {
- readCreatures(creature, bc.creatures);
- }
- bc.artifacts.resize(4);
- idx = 0;
- for(const JsonNode &artifact : level["reward_artifacts"].Vector())
- {
- bc.artifacts[idx] = artifact.Float();
- idx ++;
- }
- bc.value = level["value"].Float();
- bc.rewardDifficulty = level["profitability"].Float();
- bc.easiest = level["easiest"].Float();
- }
- CObjectHandler::CObjectHandler()
- {
- logGlobal->traceStream() << "\t\tReading resources prices ";
- const JsonNode config2(ResourceID("config/resources.json"));
- for(const JsonNode &price : config2["resources_prices"].Vector())
- {
- resVals.push_back(price.Float());
- }
- logGlobal->traceStream() << "\t\tDone loading resource prices!";
- logGlobal->traceStream() << "\t\tReading banks configs";
- const JsonNode config3(ResourceID("config/bankconfig.json"));
- int bank_num = 0;
- for(const JsonNode &bank : config3["banks"].Vector())
- {
- creBanksNames[bank_num] = bank["name"].String();
- int level_num = 0;
- for(const JsonNode &level : bank["levels"].Vector())
- {
- banksInfo[bank_num].push_back(new BankConfig);
- BankConfig &bc = *banksInfo[bank_num].back();
- bc.level = level_num;
- readBankLevel(level, bc);
- level_num ++;
- }
- bank_num ++;
- }
- logGlobal->traceStream() << "\t\tDone loading banks configs";
- }
- CObjectHandler::~CObjectHandler()
- {
- for(auto & mapEntry : banksInfo)
- {
- for(auto & vecEntry : mapEntry.second)
- {
- vecEntry.dellNull();
- }
- }
- }
- int CObjectHandler::bankObjToIndex (const CGObjectInstance * obj)
- {
- switch (obj->ID) //find appriopriate key
- {
- case Obj::CREATURE_BANK:
- return obj->subID;
- case Obj::DERELICT_SHIP:
- return 8;
- case Obj::DRAGON_UTOPIA:
- return 10;
- case Obj::CRYPT:
- return 9;
- case Obj::SHIPWRECK:
- return 7;
- case Obj::PYRAMID:
- return 21;
- default:
- logGlobal->warnStream() << "Unrecognized Bank indetifier!";
- return 0;
- }
- }
- PlayerColor CGObjectInstance::getOwner() const
- {
- //if (state)
- // return state->owner;
- //else
- return tempOwner; //won't have owner
- }
- CGObjectInstance::CGObjectInstance():
- pos(-1,-1,-1),
- ID(Obj::NO_OBJ),
- subID(-1),
- tempOwner(PlayerColor::UNFLAGGABLE),
- blockVisit(false)
- {
- }
- CGObjectInstance::~CGObjectInstance()
- {
- //if (state)
- // delete state;
- //state=nullptr;
- }
- const std::string & CGObjectInstance::getHoverText() const
- {
- return hoverName;
- }
- void CGObjectInstance::setOwner(PlayerColor ow)
- {
- //if (state)
- // state->owner = ow;
- //else
- tempOwner = ow;
- }
- int CGObjectInstance::getWidth() const//returns width of object graphic in tiles
- {
- return appearance.getWidth();
- }
- int CGObjectInstance::getHeight() const //returns height of object graphic in tiles
- {
- return appearance.getHeight();
- }
- bool CGObjectInstance::visitableAt(int x, int y) const //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
- {
- 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);
- }
- 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;
- }
- std::set<int3> CGObjectInstance::getBlockedOffsets() 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(-w, -h, 0));
- }
- }
- return ret;
- }
- bool CGObjectInstance::operator<(const CGObjectInstance & cmp) const //screen printing priority comparing
- {
- if (appearance.printPriority != cmp.appearance.printPriority)
- return appearance.printPriority > cmp.appearance.printPriority;
- if(pos.y != cmp.pos.y)
- return pos.y < cmp.pos.y;
- if(cmp.ID==Obj::HERO && ID!=Obj::HERO)
- return true;
- if(cmp.ID!=Obj::HERO && ID==Obj::HERO)
- return false;
- if(!isVisitable() && cmp.isVisitable())
- return true;
- if(!cmp.isVisitable() && isVisitable())
- return false;
- if(this->pos.x<cmp.pos.x)
- return true;
- return false;
- }
- void CGObjectInstance::setType(si32 ID, si32 subID)
- {
- const TerrainTile &tile = cb->gameState()->map->getTile(visitablePos());
- this->ID = Obj(ID);
- this->subID = subID;
- //recalculate blockvis tiles - new appearance might have different blockmap than before
- cb->gameState()->map->removeBlockVisTiles(this, true);
- auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
- appearance = handler->getTemplates(tile.terType).at(0);
- cb->gameState()->map->addBlockVisTiles(this);
- }
- void CGObjectInstance::initObj()
- {
- switch(ID)
- {
- case Obj::TAVERN:
- blockVisit = true;
- break;
- }
- }
- void CGObjectInstance::setProperty( ui8 what, ui32 val )
- {
- switch(what)
- {
- case ObjProperty::OWNER:
- tempOwner = PlayerColor(val);
- break;
- case ObjProperty::BLOCKVIS:
- blockVisit = val;
- break;
- case ObjProperty::ID:
- ID = Obj(val);
- break;
- case ObjProperty::SUBID:
- subID = val;
- break;
- }
- setPropertyDer(what, val);
- }
- void CGObjectInstance::setPropertyDer( ui8 what, ui32 val )
- {}
- int3 CGObjectInstance::getSightCenter() const
- {
- //return vistiable tile if possible
- for(int i=0; i < 8; i++)
- for(int j=0; j < 6; j++)
- if(visitableAt(i,j))
- return(pos + int3(i-7, j-5, 0));
- return pos;
- }
- int CGObjectInstance::getSightRadious() const
- {
- return 3;
- }
- void CGObjectInstance::getSightTiles(std::unordered_set<int3, ShashInt3> &tiles) const //returns reference to the set
- {
- cb->getTilesInRange(tiles, getSightCenter(), getSightRadious(), tempOwner, 1);
- }
- void CGObjectInstance::hideTiles(PlayerColor ourplayer, int radius) const
- {
- for (auto i = cb->gameState()->teams.begin(); i != cb->gameState()->teams.end(); i++)
- {
- if ( !vstd::contains(i->second.players, ourplayer ))//another team
- {
- for (auto & elem : i->second.players)
- if ( cb->getPlayer(elem)->status == EPlayerStatus::INGAME )//seek for living player (if any)
- {
- FoWChange fw;
- fw.mode = 0;
- fw.player = elem;
- cb->getTilesInRange (fw.tiles, pos, radius, (elem), -1);
- cb->sendAndApply (&fw);
- break;
- }
- }
- }
- }
- int3 CGObjectInstance::getVisitableOffset() const
- {
- for(int y = 0; y < appearance.getHeight(); y++)
- for (int x = 0; x < appearance.getWidth(); x++)
- if (appearance.isVisitableAt(x, y))
- return int3(x,y,0);
- logGlobal->warnStream() << "Warning: getVisitableOffset called on non-visitable obj!";
- return int3(0,0,0);
- }
- void CGObjectInstance::getNameVis( std::string &hname ) const
- {
- const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());
- hname = VLC->objtypeh->getObjectName(ID);
- if(h)
- {
- const bool visited = h->hasBonusFrom(Bonus::OBJECT,ID);
- hname + " " + visitedTxt(visited);
- }
- }
- void CGObjectInstance::giveDummyBonus(ObjectInstanceID heroID, ui8 duration) const
- {
- GiveBonus gbonus;
- gbonus.bonus.type = Bonus::NONE;
- gbonus.id = heroID.getNum();
- gbonus.bonus.duration = duration;
- gbonus.bonus.source = Bonus::OBJECT;
- gbonus.bonus.sid = ID;
- cb->giveHeroBonus(&gbonus);
- }
- void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
- {
- switch(ID)
- {
- case Obj::HILL_FORT:
- {
- openWindow(OpenWindow::HILL_FORT_WINDOW,id.getNum(),h->id.getNum());
- }
- break;
- 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.
- showInfoDialog(h,114,soundBase::GETPROTECTION);
- }
- break;
- case Obj::TAVERN:
- {
- openWindow(OpenWindow::TAVERN_WINDOW,h->id.getNum(),id.getNum());
- }
- break;
- }
- }
- ui8 CGObjectInstance::getPassableness() const
- {
- return 0;
- }
- int3 CGObjectInstance::visitablePos() const
- {
- return pos - getVisitableOffset();
- }
- bool CGObjectInstance::isVisitable() const
- {
- return appearance.isVisitable();
- }
- bool CGObjectInstance::passableFor(PlayerColor color) const
- {
- return getPassableness() & 1<<color.getNum();
- }
- CGObjectInstanceBySubIdFinder::CGObjectInstanceBySubIdFinder(CGObjectInstance * obj) : obj(obj)
- {
- }
- bool CGObjectInstanceBySubIdFinder::operator()(CGObjectInstance * obj) const
- {
- return this->obj->subID == obj->subID;
- }
- int3 IBoatGenerator::bestLocation() const
- {
- std::vector<int3> offsets;
- getOutOffsets(offsets);
- for (auto & offset : offsets)
- {
- if (const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offset, false)) //tile is in the map
- {
- if (tile->terType == ETerrainType::WATER && (!tile->blocked || tile->blockingObjects.front()->ID == 8)) //and is water and is not blocked or is blocked by boat
- return o->pos + offset;
- }
- }
- return int3 (-1,-1,-1);
- }
- IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const
- {
- int3 tile = bestLocation();
- const TerrainTile *t = IObjectInterface::cb->getTile(tile);
- if(!t)
- return TILE_BLOCKED; //no available water
- else if(!t->blockingObjects.size())
- return GOOD; //OK
- else if(t->blockingObjects.front()->ID == Obj::BOAT)
- return BOAT_ALREADY_BUILT; //blocked with boat
- else
- return TILE_BLOCKED; //blocked
- }
- int IBoatGenerator::getBoatType() const
- {
- //We make good ships by default
- return 1;
- }
- IBoatGenerator::IBoatGenerator(const CGObjectInstance *O)
- : o(O)
- {
- }
- void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const
- {
- switch(shipyardStatus())
- {
- case BOAT_ALREADY_BUILT:
- out.addTxt(MetaString::GENERAL_TXT, 51);
- break;
- case TILE_BLOCKED:
- if(visitor)
- {
- out.addTxt(MetaString::GENERAL_TXT, 134);
- out.addReplacement(visitor->name);
- }
- else
- out.addTxt(MetaString::ADVOB_TXT, 189);
- break;
- case NO_WATER:
- logGlobal->errorStream() << "Shipyard without water!!! " << o->pos << "\t" << o->id;
- return;
- }
- }
- void IShipyard::getBoatCost( std::vector<si32> &cost ) const
- {
- cost.resize(GameConstants::RESOURCE_QUANTITY);
- cost[Res::WOOD] = 10;
- cost[Res::GOLD] = 1000;
- }
- IShipyard::IShipyard(const CGObjectInstance *O)
- : IBoatGenerator(O)
- {
- }
- IShipyard * IShipyard::castFrom( CGObjectInstance *obj )
- {
- if(!obj)
- return nullptr;
- if(obj->ID == Obj::TOWN)
- {
- return static_cast<CGTownInstance*>(obj);
- }
- else if(obj->ID == Obj::SHIPYARD)
- {
- return static_cast<CGShipyard*>(obj);
- }
- else
- {
- return nullptr;
- }
- }
- const IShipyard * IShipyard::castFrom( const CGObjectInstance *obj )
- {
- return castFrom(const_cast<CGObjectInstance*>(obj));
- }
|