| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204 | 
							- #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;
 
- struct BattleResult;
 
- 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:
 
- 	mutable std::string hoverName;
 
- 	/// 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
 
- 	/// HELPERS THAT SHOULD BE REMOVED ///
 
- 	/// fills set with tiles which are visible from this object. TODO: remove?
 
- 	void getSightTiles(std::unordered_set<int3, ShashInt3> &tiles) const;
 
- 	/// Hides tiles visible for any player but ours. TODO: move to callback/game state?
 
- 	void hideTiles(PlayerColor ourplayer, int radius) const;
 
- 	/// 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 getSightRadious() const;
 
- 	/// returns (x,y,0) offset to a visitable tile of object
 
- 	virtual int3 getVisitableOffset() const;
 
- 	/// returns text visible in status bar
 
- 	/// TODO: should accept selected hero as parameter and possibly - moved into object handler
 
- 	virtual const std::string & getHoverText() 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);
 
- 	///IObjectInterface OVERRIDES
 
- 	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;
 
- 	//friend class CGameHandler;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & hoverName & 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);
 
- 	/// Adds (visited) text if selected hero has visited object
 
- 	/// TODO: remove?
 
- 	void getNameVis(std::string &hname) const;
 
- 	/// 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;
 
- 	}
 
- };
 
 
  |