CObjectHandler.h 7.1 KB

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