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 "../NetPacksBase.h"
  12. VCMI_LIB_NAMESPACE_BEGIN
  13. struct BattleResult;
  14. struct UpgradeInfo;
  15. class CGObjectInstance;
  16. class CRandomGenerator;
  17. class IGameCallback;
  18. class ResourceSet;
  19. class int3;
  20. class MetaString;
  21. class DLL_LINKAGE IObjectInterface
  22. {
  23. public:
  24. static IGameCallback *cb;
  25. virtual ~IObjectInterface() = default;
  26. virtual int32_t getObjGroupIndex() const = 0;
  27. virtual int32_t getObjTypeIndex() const = 0;
  28. virtual PlayerColor getOwner() const = 0;
  29. virtual int3 visitablePos() const = 0;
  30. virtual int3 getPosition() const = 0;
  31. virtual void onHeroVisit(const CGHeroInstance * h) const;
  32. virtual void onHeroLeave(const CGHeroInstance * h) const;
  33. virtual void newTurn(CRandomGenerator & rand) const;
  34. virtual void initObj(CRandomGenerator & rand); //synchr
  35. virtual void setProperty(ui8 what, ui32 val);//synchr
  36. //Called when queries created DURING HERO VISIT are resolved
  37. //First parameter is always hero that visited object and triggered the query
  38. virtual void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const;
  39. virtual void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const;
  40. virtual void garrisonDialogClosed(const CGHeroInstance *hero) const;
  41. virtual void heroLevelUpDone(const CGHeroInstance *hero) const;
  42. //unified helper to show info dialog for object owner
  43. virtual void showInfoDialog(const ui32 txtID, const ui16 soundID = 0, EInfoWindowMode mode = EInfoWindowMode::AUTO) const;
  44. //unified helper to show a specific window
  45. static void openWindow(const EOpenWindowMode type, const int id1, const int id2 = -1);
  46. //unified interface, AI helpers
  47. virtual bool wasVisited (PlayerColor player) const;
  48. virtual bool wasVisited (const CGHeroInstance * h) const;
  49. static void preInit(); //called before objs receive their initObj
  50. static void postInit();//called after objs receive their initObj
  51. template <typename Handler> void serialize(Handler &h, const int version)
  52. {
  53. logGlobal->error("IObjectInterface serialized, unexpected, should not happen!");
  54. }
  55. };
  56. class DLL_LINKAGE ICreatureUpgrader
  57. {
  58. public:
  59. virtual void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const = 0;
  60. virtual ~ICreatureUpgrader() = default;
  61. };
  62. class DLL_LINKAGE IBoatGenerator
  63. {
  64. public:
  65. virtual ~IBoatGenerator() = default;
  66. virtual const IObjectInterface * getObject() const = 0;
  67. virtual BoatId getBoatType() const = 0; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  68. virtual void getOutOffsets(std::vector<int3> & offsets) const = 0; //offsets to obj pos when we boat can be placed
  69. int3 bestLocation() const; //returns location when the boat should be placed
  70. enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER, UNKNOWN};
  71. virtual EGeneratorState shipyardStatus() const;
  72. void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
  73. };
  74. class DLL_LINKAGE IShipyard : public IBoatGenerator
  75. {
  76. public:
  77. virtual void getBoatCost(ResourceSet & cost) const;
  78. static const IShipyard *castFrom(const CGObjectInstance *obj);
  79. };
  80. VCMI_LIB_NAMESPACE_END