CObjectHandler.h 7.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227
  1. #pragma once
  2. #include "ObjectTemplate.h"
  3. //#include "../IGameCallback.h"
  4. #include "../int3.h"
  5. #include "../HeroBonus.h"
  6. /*
  7. * CObjectHandler.h, part of VCMI engine
  8. *
  9. * Authors: listed in file AUTHORS in main folder
  10. *
  11. * License: GNU General Public License v2.0 or later
  12. * Full text of license available in license.txt file, in main folder
  13. *
  14. */
  15. class CGHeroInstance;
  16. class IGameCallback;
  17. class CGObjectInstance;
  18. struct MetaString;
  19. struct BattleResult;
  20. class JsonSerializeFormat;
  21. class CRandomGenerator;
  22. // This one teleport-specific, but has to be available everywhere in callbacks and netpacks
  23. // For now it's will be there till teleports code refactored and moved into own file
  24. typedef std::vector<std::pair<ObjectInstanceID, int3>> TTeleportExitsList;
  25. class DLL_LINKAGE IObjectInterface
  26. {
  27. public:
  28. static IGameCallback *cb;
  29. IObjectInterface();
  30. virtual ~IObjectInterface();
  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 interface, AI helpers
  43. virtual bool wasVisited (PlayerColor player) const;
  44. virtual bool wasVisited (const CGHeroInstance * h) const;
  45. static void preInit(); //called before objs receive their initObj
  46. static void postInit();//called after objs receive their initObj
  47. template <typename Handler> void serialize(Handler &h, const int version)
  48. {
  49. logGlobal->errorStream() << "IObjectInterface serialized, unexpected, should not happen!";
  50. }
  51. };
  52. class DLL_LINKAGE IBoatGenerator
  53. {
  54. public:
  55. const CGObjectInstance *o;
  56. IBoatGenerator(const CGObjectInstance *O);
  57. virtual ~IBoatGenerator() {}
  58. virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  59. virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
  60. int3 bestLocation() const; //returns location when the boat should be placed
  61. enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER};
  62. EGeneratorState shipyardStatus() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
  63. void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
  64. template <typename Handler> void serialize(Handler &h, const int version)
  65. {
  66. h & o;
  67. }
  68. };
  69. class DLL_LINKAGE IShipyard : public IBoatGenerator
  70. {
  71. public:
  72. IShipyard(const CGObjectInstance *O);
  73. virtual ~IShipyard() {}
  74. virtual void getBoatCost(std::vector<si32> &cost) const;
  75. static const IShipyard *castFrom(const CGObjectInstance *obj);
  76. static IShipyard *castFrom(CGObjectInstance *obj);
  77. template <typename Handler> void serialize(Handler &h, const int version)
  78. {
  79. h & static_cast<IBoatGenerator&>(*this);
  80. }
  81. };
  82. class DLL_LINKAGE CGObjectInstance : public IObjectInterface
  83. {
  84. public:
  85. /// Position of bottom-right corner of object on map
  86. int3 pos;
  87. /// Type of object, e.g. town, hero, creature.
  88. Obj ID;
  89. /// Subtype of object, depends on type
  90. si32 subID;
  91. /// Index of object in map's list of objects
  92. ObjectInstanceID id;
  93. /// Defines appearance of object on map (animation, blocked tiles, blit order, etc)
  94. ObjectTemplate appearance;
  95. /// Current owner of an object (when below PLAYER_LIMIT)
  96. PlayerColor tempOwner;
  97. /// If true hero can visit this object only from neighbouring tiles and can't stand on this object
  98. bool blockVisit;
  99. std::string instanceName;
  100. std::string typeName;
  101. std::string subTypeName;
  102. CGObjectInstance();
  103. ~CGObjectInstance();
  104. /// "center" tile from which the sight distance is calculated
  105. int3 getSightCenter() const;
  106. PlayerColor getOwner() const;
  107. void setOwner(PlayerColor ow);
  108. /** APPEARANCE ACCESSORS **/
  109. int getWidth() const; //returns width of object graphic in tiles
  110. int getHeight() const; //returns height of object graphic in tiles
  111. bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) (h3m pos)
  112. int3 visitablePos() const;
  113. bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) (h3m pos)
  114. bool coveringAt(int x, int y) const; //returns true if object covers with picture location (x, y) (h3m pos)
  115. std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
  116. std::set<int3> getBlockedOffsets() const; //returns set of relative positions blocked by this object
  117. bool isVisitable() const; //returns true if object is visitable
  118. /** VIRTUAL METHODS **/
  119. /// Returns true if player can pass through visitable tiles of this object
  120. virtual bool passableFor(PlayerColor color) const;
  121. /// Range of revealed map around this object, counting from getSightCenter()
  122. virtual int getSightRadius() const;
  123. /// returns (x,y,0) offset to a visitable tile of object
  124. virtual int3 getVisitableOffset() const;
  125. /// Called mostly during map randomization to turn random object into a regular one (e.g. "Random Monster" into "Pikeman")
  126. virtual void setType(si32 ID, si32 subID);
  127. /// returns text visible in status bar with specific hero/player active.
  128. /// Returns generic name of object, without any player-specific info
  129. virtual std::string getObjectName() const;
  130. /// Returns hover name for situation when there are no selected heroes. Default = object name
  131. virtual std::string getHoverText(PlayerColor player) const;
  132. /// Returns hero-specific hover name, including visited/not visited info. Default = player-specific name
  133. virtual std::string getHoverText(const CGHeroInstance * hero) const;
  134. /** OVERRIDES OF IObjectInterface **/
  135. void initObj(CRandomGenerator & rand) override;
  136. void onHeroVisit(const CGHeroInstance * h) const override;
  137. /// method for synchronous update. Note: For new properties classes should override setPropertyDer instead
  138. void setProperty(ui8 what, ui32 val) override final;
  139. //friend class CGameHandler;
  140. ///Entry point of binary (de-)serialization
  141. template <typename Handler> void serialize(Handler &h, const int version)
  142. {
  143. if(version >= 759)
  144. {
  145. h & instanceName & typeName & subTypeName;
  146. }
  147. h & pos & ID & subID & id & tempOwner & blockVisit & appearance;
  148. //definfo is handled by map serializer
  149. }
  150. ///Entry point of Json (de-)serialization
  151. void serializeJson(JsonSerializeFormat & handler);
  152. protected:
  153. /// virtual method that allows synchronously update object state on server and all clients
  154. virtual void setPropertyDer(ui8 what, ui32 val);
  155. /// Gives dummy bonus from this object to hero. Can be used to track visited state
  156. void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
  157. ///Serialize object-type specific options
  158. virtual void serializeJsonOptions(JsonSerializeFormat & handler);
  159. void serializeJsonOwner(JsonSerializeFormat & handler);
  160. };
  161. /// function object which can be used to find an object with an specific sub ID
  162. class CGObjectInstanceBySubIdFinder
  163. {
  164. public:
  165. CGObjectInstanceBySubIdFinder(CGObjectInstance * obj);
  166. bool operator()(CGObjectInstance * obj) const;
  167. private:
  168. CGObjectInstance * obj;
  169. };
  170. class DLL_LINKAGE CObjectHandler
  171. {
  172. public:
  173. std::vector<ui32> resVals; //default values of resources in gold
  174. CObjectHandler();
  175. template <typename Handler> void serialize(Handler &h, const int version)
  176. {
  177. h & resVals;
  178. }
  179. };