| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107 | 
							- /*
 
-  * IObjectInterface.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
 
-  *
 
-  */
 
- #pragma once
 
- #include "../networkPacks/EInfoWindowMode.h"
 
- #include "../networkPacks/ObjProperty.h"
 
- #include "../constants/EntityIdentifiers.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- struct BattleResult;
 
- struct UpgradeInfo;
 
- class BoatId;
 
- class CGObjectInstance;
 
- class CRandomGenerator;
 
- class CStackInstance;
 
- class CGHeroInstance;
 
- class IGameCallback;
 
- class ResourceSet;
 
- class int3;
 
- class MetaString;
 
- class PlayerColor;
 
- class DLL_LINKAGE IObjectInterface
 
- {
 
- public:
 
- 	static IGameCallback *cb;
 
- 	virtual ~IObjectInterface() = default;
 
- 	virtual MapObjectID getObjGroupIndex() const = 0;
 
- 	virtual MapObjectSubID getObjTypeIndex() const = 0;
 
- 	virtual PlayerColor getOwner() const = 0;
 
- 	virtual int3 visitablePos() const = 0;
 
- 	virtual int3 getPosition() const = 0;
 
- 	virtual void onHeroVisit(const CGHeroInstance * h) const;
 
- 	virtual void onHeroLeave(const CGHeroInstance * h) const;
 
- 	virtual void newTurn(CRandomGenerator & rand) const;
 
- 	virtual void initObj(CRandomGenerator & rand); //synchr
 
- 	virtual void pickRandomObject(CRandomGenerator & rand);
 
- 	virtual void setProperty(ObjProperty what, ObjPropertyID identifier);//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 helper to show info dialog for object owner
 
- 	virtual void showInfoDialog(const ui32 txtID, const ui16 soundID = 0, EInfoWindowMode mode = EInfoWindowMode::AUTO) 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->error("IObjectInterface serialized, unexpected, should not happen!");
 
- 	}
 
- };
 
- class DLL_LINKAGE ICreatureUpgrader
 
- {
 
- public:
 
- 	virtual void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const = 0;
 
- 	virtual ~ICreatureUpgrader() = default;
 
- };
 
- class DLL_LINKAGE IBoatGenerator
 
- {
 
- public:
 
- 	virtual ~IBoatGenerator() = default;
 
- 	virtual const IObjectInterface * getObject() const = 0;
 
- 	virtual BoatId getBoatType() const = 0; //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, UNKNOWN};
 
- 	virtual EGeneratorState shipyardStatus() const;
 
- 	void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
 
- };
 
- class DLL_LINKAGE IShipyard : public IBoatGenerator
 
- {
 
- public:
 
- 	virtual void getBoatCost(ResourceSet & cost) const;
 
- 	static const IShipyard *castFrom(const CGObjectInstance *obj);
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
  |