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- /*
- * CObjectHandler.cpp, 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
- *
- */
- #include "StdInc.h"
- #include "CObjectHandler.h"
- #include "../NetPacks.h"
- #include "../CGeneralTextHandler.h"
- #include "../CHeroHandler.h"
- #include "../CSoundBase.h"
- #include "../filesystem/ResourceID.h"
- #include "../IGameCallback.h"
- #include "../CGameState.h"
- #include "CObjectClassesHandler.h"
- IGameCallback * IObjectInterface::cb = nullptr;
- ///helpers
- static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1)
- {
- OpenWindow ow;
- ow.window = type;
- ow.id1 = id1;
- ow.id2 = id2;
- IObjectInterface::cb->sendAndApply(&ow);
- }
- static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
- {
- InfoWindow iw;
- iw.soundID = soundID;
- iw.player = playerID;
- iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
- IObjectInterface::cb->sendAndApply(&iw);
- }
- /*static void showInfoDialog(const ObjectInstanceID heroID, const ui32 txtID, const ui16 soundID)
- {
- const PlayerColor playerID = IObjectInterface::cb->getOwner(heroID);
- showInfoDialog(playerID,txtID,soundID);
- }*/
- static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
- {
- const PlayerColor playerID = h->getOwner();
- showInfoDialog(playerID,txtID,soundID);
- }
- ///IObjectInterface
- void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const
- {}
- void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const
- {}
- void IObjectInterface::newTurn () const
- {}
- IObjectInterface::~IObjectInterface()
- {}
- IObjectInterface::IObjectInterface()
- {}
- void IObjectInterface::initObj()
- {}
- void IObjectInterface::setProperty( ui8 what, ui32 val )
- {}
- bool IObjectInterface::wasVisited (PlayerColor player) const
- {
- return false;
- }
- bool IObjectInterface::wasVisited (const CGHeroInstance * h) const
- {
- return false;
- }
- void IObjectInterface::postInit()
- {}
- void IObjectInterface::preInit()
- {}
- void IObjectInterface::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
- {}
- void IObjectInterface::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
- {}
- void IObjectInterface::garrisonDialogClosed(const CGHeroInstance *hero) const
- {}
- void IObjectInterface::heroLevelUpDone(const CGHeroInstance *hero) const
- {}
- CObjectHandler::CObjectHandler()
- {
- logGlobal->traceStream() << "\t\tReading resources prices ";
- const JsonNode config2(ResourceID("config/resources.json"));
- for(const JsonNode &price : config2["resources_prices"].Vector())
- {
- resVals.push_back(price.Float());
- }
- logGlobal->traceStream() << "\t\tDone loading resource prices!";
- }
- PlayerColor CGObjectInstance::getOwner() const
- {
- //if (state)
- // return state->owner;
- //else
- return tempOwner; //won't have owner
- }
- CGObjectInstance::CGObjectInstance():
- pos(-1,-1,-1),
- ID(Obj::NO_OBJ),
- subID(-1),
- tempOwner(PlayerColor::UNFLAGGABLE),
- blockVisit(false)
- {
- }
- CGObjectInstance::~CGObjectInstance()
- {
- }
- void CGObjectInstance::setOwner(PlayerColor ow)
- {
- tempOwner = ow;
- }
- int CGObjectInstance::getWidth() const//returns width of object graphic in tiles
- {
- return appearance.getWidth();
- }
- int CGObjectInstance::getHeight() const //returns height of object graphic in tiles
- {
- return appearance.getHeight();
- }
- bool CGObjectInstance::visitableAt(int x, int y) const //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
- {
- return appearance.isVisitableAt(pos.x - x, pos.y - y);
- }
- bool CGObjectInstance::blockingAt(int x, int y) const
- {
- return appearance.isBlockedAt(pos.x - x, pos.y - y);
- }
- bool CGObjectInstance::coveringAt(int x, int y) const
- {
- return appearance.isVisibleAt(pos.x - x, pos.y - y);
- }
- std::set<int3> CGObjectInstance::getBlockedPos() const
- {
- std::set<int3> ret;
- for(int w=0; w<getWidth(); ++w)
- {
- for(int h=0; h<getHeight(); ++h)
- {
- if (appearance.isBlockedAt(w, h))
- ret.insert(int3(pos.x - w, pos.y - h, pos.z));
- }
- }
- return ret;
- }
- std::set<int3> CGObjectInstance::getBlockedOffsets() const
- {
- return appearance.getBlockedOffsets();
- }
- void CGObjectInstance::setType(si32 ID, si32 subID)
- {
- const TerrainTile &tile = cb->gameState()->map->getTile(visitablePos());
- this->ID = Obj(ID);
- this->subID = subID;
- //recalculate blockvis tiles - new appearance might have different blockmap than before
- cb->gameState()->map->removeBlockVisTiles(this, true);
- auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
- if (!handler->getTemplates(tile.terType).empty())
- appearance = handler->getTemplates(tile.terType)[0];
- else
- appearance = handler->getTemplates()[0]; // get at least some appearance since alternative is crash
- cb->gameState()->map->addBlockVisTiles(this);
- }
- void CGObjectInstance::initObj()
- {
- switch(ID)
- {
- case Obj::TAVERN:
- blockVisit = true;
- break;
- }
- }
- void CGObjectInstance::setProperty( ui8 what, ui32 val )
- {
- setPropertyDer(what, val); // call this before any actual changes (needed at least for dwellings)
- switch(what)
- {
- case ObjProperty::OWNER:
- tempOwner = PlayerColor(val);
- break;
- case ObjProperty::BLOCKVIS:
- blockVisit = val;
- break;
- case ObjProperty::ID:
- ID = Obj(val);
- break;
- case ObjProperty::SUBID:
- subID = val;
- break;
- }
- }
- void CGObjectInstance::setPropertyDer( ui8 what, ui32 val )
- {}
- int3 CGObjectInstance::getSightCenter() const
- {
- return visitablePos();
- }
- int CGObjectInstance::getSightRadious() const
- {
- return 3;
- }
- int3 CGObjectInstance::getVisitableOffset() const
- {
- return appearance.getVisitableOffset();
- }
- void CGObjectInstance::giveDummyBonus(ObjectInstanceID heroID, ui8 duration) const
- {
- GiveBonus gbonus;
- gbonus.bonus.type = Bonus::NONE;
- gbonus.id = heroID.getNum();
- gbonus.bonus.duration = duration;
- gbonus.bonus.source = Bonus::OBJECT;
- gbonus.bonus.sid = ID;
- cb->giveHeroBonus(&gbonus);
- }
- std::string CGObjectInstance::getObjectName() const
- {
- return VLC->objtypeh->getObjectName(ID, subID);
- }
- std::string CGObjectInstance::getHoverText(PlayerColor player) const
- {
- return getObjectName();
- }
- std::string CGObjectInstance::getHoverText(const CGHeroInstance * hero) const
- {
- return getHoverText(hero->tempOwner);
- }
- void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
- {
- switch(ID)
- {
- case Obj::HILL_FORT:
- {
- openWindow(OpenWindow::HILL_FORT_WINDOW,id.getNum(),h->id.getNum());
- }
- break;
- case Obj::SANCTUARY:
- {
- //You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders. You feel safe here.
- showInfoDialog(h,114,soundBase::GETPROTECTION);
- }
- break;
- case Obj::TAVERN:
- {
- openWindow(OpenWindow::TAVERN_WINDOW,h->id.getNum(),id.getNum());
- }
- break;
- }
- }
- int3 CGObjectInstance::visitablePos() const
- {
- return pos - getVisitableOffset();
- }
- bool CGObjectInstance::isVisitable() const
- {
- return appearance.isVisitable();
- }
- bool CGObjectInstance::passableFor(PlayerColor color) const
- {
- return false;
- }
- CGObjectInstanceBySubIdFinder::CGObjectInstanceBySubIdFinder(CGObjectInstance * obj) : obj(obj)
- {
- }
- bool CGObjectInstanceBySubIdFinder::operator()(CGObjectInstance * obj) const
- {
- return this->obj->subID == obj->subID;
- }
- int3 IBoatGenerator::bestLocation() const
- {
- std::vector<int3> offsets;
- getOutOffsets(offsets);
- for (auto & offset : offsets)
- {
- if (const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offset, false)) //tile is in the map
- {
- if (tile->terType == ETerrainType::WATER && (!tile->blocked || tile->blockingObjects.front()->ID == 8)) //and is water and is not blocked or is blocked by boat
- return o->pos + offset;
- }
- }
- return int3 (-1,-1,-1);
- }
- IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const
- {
- int3 tile = bestLocation();
- const TerrainTile *t = IObjectInterface::cb->getTile(tile);
- if(!t)
- return TILE_BLOCKED; //no available water
- else if(!t->blockingObjects.size())
- return GOOD; //OK
- else if(t->blockingObjects.front()->ID == Obj::BOAT)
- return BOAT_ALREADY_BUILT; //blocked with boat
- else
- return TILE_BLOCKED; //blocked
- }
- int IBoatGenerator::getBoatType() const
- {
- //We make good ships by default
- return 1;
- }
- IBoatGenerator::IBoatGenerator(const CGObjectInstance *O)
- : o(O)
- {
- }
- void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const
- {
- switch(shipyardStatus())
- {
- case BOAT_ALREADY_BUILT:
- out.addTxt(MetaString::GENERAL_TXT, 51);
- break;
- case TILE_BLOCKED:
- if(visitor)
- {
- out.addTxt(MetaString::GENERAL_TXT, 134);
- out.addReplacement(visitor->name);
- }
- else
- out.addTxt(MetaString::ADVOB_TXT, 189);
- break;
- case NO_WATER:
- logGlobal->errorStream() << "Shipyard without water!!! " << o->pos << "\t" << o->id;
- return;
- }
- }
- void IShipyard::getBoatCost( std::vector<si32> &cost ) const
- {
- cost.resize(GameConstants::RESOURCE_QUANTITY);
- cost[Res::WOOD] = 10;
- cost[Res::GOLD] = 1000;
- }
- IShipyard::IShipyard(const CGObjectInstance *O)
- : IBoatGenerator(O)
- {
- }
- IShipyard * IShipyard::castFrom( CGObjectInstance *obj )
- {
- if(!obj)
- return nullptr;
- if(obj->ID == Obj::TOWN)
- {
- return static_cast<CGTownInstance*>(obj);
- }
- else if(obj->ID == Obj::SHIPYARD)
- {
- return static_cast<CGShipyard*>(obj);
- }
- else
- {
- return nullptr;
- }
- }
- const IShipyard * IShipyard::castFrom( const CGObjectInstance *obj )
- {
- return castFrom(const_cast<CGObjectInstance*>(obj));
- }
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