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- #pragma once
- #include "ObjectTemplate.h"
- //#include "../IGameCallback.h"
- #include "../int3.h"
- #include "../HeroBonus.h"
- /*
- * CObjectHandler.h, 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
- *
- */
- class CGHeroInstance;
- class IGameCallback;
- class CGObjectInstance;
- struct MetaString;
- struct BattleResult;
- // This one teleport-specific, but has to be available everywhere in callbacks and netpacks
- // For now it's will be there till teleports code refactored and moved into own file
- typedef std::vector<std::pair<ObjectInstanceID, int3>> TTeleportExitsList;
- class DLL_LINKAGE IObjectInterface
- {
- public:
- static IGameCallback *cb;
- IObjectInterface();
- virtual ~IObjectInterface();
- virtual void onHeroVisit(const CGHeroInstance * h) const;
- virtual void onHeroLeave(const CGHeroInstance * h) const;
- virtual void newTurn() const;
- virtual void initObj(); //synchr
- virtual void setProperty(ui8 what, ui32 val);//synchr
-
- //Called when queries created DURING HERO VISIT are resolved
- //First parameter is always hero that visited object and triggered the query
- virtual void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const;
- virtual void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const;
- virtual void garrisonDialogClosed(const CGHeroInstance *hero) const;
- virtual void heroLevelUpDone(const CGHeroInstance *hero) const;
- //unified interface, AI helpers
- virtual bool wasVisited (PlayerColor player) const;
- virtual bool wasVisited (const CGHeroInstance * h) const;
- static void preInit(); //called before objs receive their initObj
- static void postInit();//called after objs receive their initObj
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- logGlobal->errorStream() << "IObjectInterface serialized, unexpected, should not happen!";
- }
- };
- class DLL_LINKAGE IBoatGenerator
- {
- public:
- const CGObjectInstance *o;
- IBoatGenerator(const CGObjectInstance *O);
- virtual ~IBoatGenerator() {}
- virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
- virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
- int3 bestLocation() const; //returns location when the boat should be placed
- enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER};
- EGeneratorState shipyardStatus() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
- void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & o;
- }
- };
- class DLL_LINKAGE IShipyard : public IBoatGenerator
- {
- public:
- IShipyard(const CGObjectInstance *O);
- virtual ~IShipyard() {}
- virtual void getBoatCost(std::vector<si32> &cost) const;
- static const IShipyard *castFrom(const CGObjectInstance *obj);
- static IShipyard *castFrom(CGObjectInstance *obj);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<IBoatGenerator&>(*this);
- }
- };
- class DLL_LINKAGE CGObjectInstance : public IObjectInterface
- {
- public:
- /// Position of bottom-right corner of object on map
- int3 pos;
- /// Type of object, e.g. town, hero, creature.
- Obj ID;
- /// Subtype of object, depends on type
- si32 subID;
- /// Index of object in map's list of objects
- ObjectInstanceID id;
- /// Defines appearance of object on map (animation, blocked tiles, blit order, etc)
- ObjectTemplate appearance;
- /// Current owner of an object (when below PLAYER_LIMIT)
- PlayerColor tempOwner;
- /// If true hero can visit this object only from neighbouring tiles and can't stand on this object
- bool blockVisit;
- CGObjectInstance();
- ~CGObjectInstance();
- /// "center" tile from which the sight distance is calculated
- int3 getSightCenter() const;
- PlayerColor getOwner() const;
- void setOwner(PlayerColor ow);
- /** APPEARANCE ACCESSORS **/
- int getWidth() const; //returns width of object graphic in tiles
- int getHeight() const; //returns height of object graphic in tiles
- bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) (h3m pos)
- int3 visitablePos() const;
- bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) (h3m pos)
- bool coveringAt(int x, int y) const; //returns true if object covers with picture location (x, y) (h3m pos)
- std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
- std::set<int3> getBlockedOffsets() const; //returns set of relative positions blocked by this object
- bool isVisitable() const; //returns true if object is visitable
- /** VIRTUAL METHODS **/
- /// Returns true if player can pass through visitable tiles of this object
- virtual bool passableFor(PlayerColor color) const;
- /// Range of revealed map around this object, counting from getSightCenter()
- virtual int getSightRadius() const;
- /// returns (x,y,0) offset to a visitable tile of object
- virtual int3 getVisitableOffset() const;
- /// Called mostly during map randomization to turn random object into a regular one (e.g. "Random Monster" into "Pikeman")
- virtual void setType(si32 ID, si32 subID);
- /// returns text visible in status bar with specific hero/player active.
- /// Returns generic name of object, without any player-specific info
- virtual std::string getObjectName() const;
- /// Returns hover name for situation when there are no selected heroes. Default = object name
- virtual std::string getHoverText(PlayerColor player) const;
- /// Returns hero-specific hover name, including visited/not visited info. Default = player-specific name
- virtual std::string getHoverText(const CGHeroInstance * hero) const;
- /** OVERRIDES OF IObjectInterface **/
- void initObj() override;
- void onHeroVisit(const CGHeroInstance * h) const override;
- /// method for synchronous update. Note: For new properties classes should override setPropertyDer instead
- void setProperty(ui8 what, ui32 val) override final;
- //friend class CGameHandler;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & pos & ID & subID & id & tempOwner & blockVisit & appearance;
- //definfo is handled by map serializer
- }
- protected:
- /// virtual method that allows synchronously update object state on server and all clients
- virtual void setPropertyDer(ui8 what, ui32 val);
- /// Gives dummy bonus from this object to hero. Can be used to track visited state
- void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
- };
- /// function object which can be used to find an object with an specific sub ID
- class CGObjectInstanceBySubIdFinder
- {
- public:
- CGObjectInstanceBySubIdFinder(CGObjectInstance * obj);
- bool operator()(CGObjectInstance * obj) const;
- private:
- CGObjectInstance * obj;
- };
- class DLL_LINKAGE CObjectHandler
- {
- public:
- std::vector<ui32> resVals; //default values of resources in gold
- CObjectHandler();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & resVals;
- }
- };
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