CObjectHandler.cpp 11 KB

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  1. /*
  2. * CObjectHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CObjectHandler.h"
  12. #include "../NetPacks.h"
  13. #include "../CGeneralTextHandler.h"
  14. #include "../CHeroHandler.h"
  15. #include "../CSoundBase.h"
  16. #include "../filesystem/ResourceID.h"
  17. #include "../IGameCallback.h"
  18. #include "../CGameState.h"
  19. #include "../StringConstants.h"
  20. #include "../mapping/CMap.h"
  21. #include "CObjectClassesHandler.h"
  22. #include "CGTownInstance.h"
  23. #include "../serializer/JsonSerializeFormat.h"
  24. IGameCallback * IObjectInterface::cb = nullptr;
  25. ///helpers
  26. static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1)
  27. {
  28. OpenWindow ow;
  29. ow.window = type;
  30. ow.id1 = id1;
  31. ow.id2 = id2;
  32. IObjectInterface::cb->sendAndApply(&ow);
  33. }
  34. static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
  35. {
  36. InfoWindow iw;
  37. iw.soundID = soundID;
  38. iw.player = playerID;
  39. iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
  40. IObjectInterface::cb->sendAndApply(&iw);
  41. }
  42. /*static void showInfoDialog(const ObjectInstanceID heroID, const ui32 txtID, const ui16 soundID)
  43. {
  44. const PlayerColor playerID = IObjectInterface::cb->getOwner(heroID);
  45. showInfoDialog(playerID,txtID,soundID);
  46. }*/
  47. static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
  48. {
  49. const PlayerColor playerID = h->getOwner();
  50. showInfoDialog(playerID,txtID,soundID);
  51. }
  52. ///IObjectInterface
  53. void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const
  54. {}
  55. void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const
  56. {}
  57. void IObjectInterface::newTurn(CRandomGenerator & rand) const
  58. {}
  59. IObjectInterface::~IObjectInterface()
  60. {}
  61. IObjectInterface::IObjectInterface()
  62. {}
  63. void IObjectInterface::initObj(CRandomGenerator & rand)
  64. {}
  65. void IObjectInterface::setProperty( ui8 what, ui32 val )
  66. {}
  67. bool IObjectInterface::wasVisited (PlayerColor player) const
  68. {
  69. return false;
  70. }
  71. bool IObjectInterface::wasVisited (const CGHeroInstance * h) const
  72. {
  73. return false;
  74. }
  75. void IObjectInterface::postInit()
  76. {}
  77. void IObjectInterface::preInit()
  78. {}
  79. void IObjectInterface::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
  80. {}
  81. void IObjectInterface::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
  82. {}
  83. void IObjectInterface::garrisonDialogClosed(const CGHeroInstance *hero) const
  84. {}
  85. void IObjectInterface::heroLevelUpDone(const CGHeroInstance *hero) const
  86. {}
  87. CObjectHandler::CObjectHandler()
  88. {
  89. logGlobal->traceStream() << "\t\tReading resources prices ";
  90. const JsonNode config2(ResourceID("config/resources.json"));
  91. for(const JsonNode &price : config2["resources_prices"].Vector())
  92. {
  93. resVals.push_back(price.Float());
  94. }
  95. logGlobal->traceStream() << "\t\tDone loading resource prices!";
  96. }
  97. PlayerColor CGObjectInstance::getOwner() const
  98. {
  99. //if (state)
  100. // return state->owner;
  101. //else
  102. return tempOwner; //won't have owner
  103. }
  104. CGObjectInstance::CGObjectInstance():
  105. pos(-1,-1,-1),
  106. ID(Obj::NO_OBJ),
  107. subID(-1),
  108. tempOwner(PlayerColor::UNFLAGGABLE),
  109. blockVisit(false)
  110. {
  111. }
  112. CGObjectInstance::~CGObjectInstance()
  113. {
  114. }
  115. void CGObjectInstance::setOwner(PlayerColor ow)
  116. {
  117. tempOwner = ow;
  118. }
  119. int CGObjectInstance::getWidth() const//returns width of object graphic in tiles
  120. {
  121. return appearance.getWidth();
  122. }
  123. int CGObjectInstance::getHeight() const //returns height of object graphic in tiles
  124. {
  125. return appearance.getHeight();
  126. }
  127. 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)
  128. {
  129. return appearance.isVisitableAt(pos.x - x, pos.y - y);
  130. }
  131. bool CGObjectInstance::blockingAt(int x, int y) const
  132. {
  133. return appearance.isBlockedAt(pos.x - x, pos.y - y);
  134. }
  135. bool CGObjectInstance::coveringAt(int x, int y) const
  136. {
  137. return appearance.isVisibleAt(pos.x - x, pos.y - y);
  138. }
  139. std::set<int3> CGObjectInstance::getBlockedPos() const
  140. {
  141. std::set<int3> ret;
  142. for(int w=0; w<getWidth(); ++w)
  143. {
  144. for(int h=0; h<getHeight(); ++h)
  145. {
  146. if(appearance.isBlockedAt(w, h))
  147. ret.insert(int3(pos.x - w, pos.y - h, pos.z));
  148. }
  149. }
  150. return ret;
  151. }
  152. std::set<int3> CGObjectInstance::getBlockedOffsets() const
  153. {
  154. return appearance.getBlockedOffsets();
  155. }
  156. void CGObjectInstance::setType(si32 ID, si32 subID)
  157. {
  158. const TerrainTile &tile = cb->gameState()->map->getTile(visitablePos());
  159. this->ID = Obj(ID);
  160. this->subID = subID;
  161. //recalculate blockvis tiles - new appearance might have different blockmap than before
  162. cb->gameState()->map->removeBlockVisTiles(this, true);
  163. auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
  164. if(!handler)
  165. {
  166. logGlobal->errorStream() << boost::format(
  167. "Unknown object type %d:%d at %s") % ID % subID % visitablePos();
  168. return;
  169. }
  170. if(!handler->getTemplates(tile.terType).empty())
  171. appearance = handler->getTemplates(tile.terType)[0];
  172. else
  173. appearance = handler->getTemplates()[0]; // get at least some appearance since alternative is crash
  174. cb->gameState()->map->addBlockVisTiles(this);
  175. }
  176. void CGObjectInstance::initObj(CRandomGenerator & rand)
  177. {
  178. switch(ID)
  179. {
  180. case Obj::TAVERN:
  181. blockVisit = true;
  182. break;
  183. }
  184. }
  185. void CGObjectInstance::setProperty( ui8 what, ui32 val )
  186. {
  187. setPropertyDer(what, val); // call this before any actual changes (needed at least for dwellings)
  188. switch(what)
  189. {
  190. case ObjProperty::OWNER:
  191. tempOwner = PlayerColor(val);
  192. break;
  193. case ObjProperty::BLOCKVIS:
  194. blockVisit = val;
  195. break;
  196. case ObjProperty::ID:
  197. ID = Obj(val);
  198. break;
  199. case ObjProperty::SUBID:
  200. subID = val;
  201. break;
  202. }
  203. }
  204. void CGObjectInstance::setPropertyDer( ui8 what, ui32 val )
  205. {}
  206. int3 CGObjectInstance::getSightCenter() const
  207. {
  208. return visitablePos();
  209. }
  210. int CGObjectInstance::getSightRadius() const
  211. {
  212. return 3;
  213. }
  214. int3 CGObjectInstance::getVisitableOffset() const
  215. {
  216. return appearance.getVisitableOffset();
  217. }
  218. void CGObjectInstance::giveDummyBonus(ObjectInstanceID heroID, ui8 duration) const
  219. {
  220. GiveBonus gbonus;
  221. gbonus.bonus.type = Bonus::NONE;
  222. gbonus.id = heroID.getNum();
  223. gbonus.bonus.duration = duration;
  224. gbonus.bonus.source = Bonus::OBJECT;
  225. gbonus.bonus.sid = ID;
  226. cb->giveHeroBonus(&gbonus);
  227. }
  228. std::string CGObjectInstance::getObjectName() const
  229. {
  230. return VLC->objtypeh->getObjectName(ID, subID);
  231. }
  232. std::string CGObjectInstance::getHoverText(PlayerColor player) const
  233. {
  234. return getObjectName();
  235. }
  236. std::string CGObjectInstance::getHoverText(const CGHeroInstance * hero) const
  237. {
  238. return getHoverText(hero->tempOwner);
  239. }
  240. void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
  241. {
  242. switch(ID)
  243. {
  244. case Obj::HILL_FORT:
  245. {
  246. openWindow(OpenWindow::HILL_FORT_WINDOW,id.getNum(),h->id.getNum());
  247. }
  248. break;
  249. case Obj::SANCTUARY:
  250. {
  251. //You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders. You feel safe here.
  252. showInfoDialog(h,114,soundBase::GETPROTECTION);
  253. }
  254. break;
  255. case Obj::TAVERN:
  256. {
  257. openWindow(OpenWindow::TAVERN_WINDOW,h->id.getNum(),id.getNum());
  258. }
  259. break;
  260. }
  261. }
  262. int3 CGObjectInstance::visitablePos() const
  263. {
  264. return pos - getVisitableOffset();
  265. }
  266. bool CGObjectInstance::isVisitable() const
  267. {
  268. return appearance.isVisitable();
  269. }
  270. bool CGObjectInstance::passableFor(PlayerColor color) const
  271. {
  272. return false;
  273. }
  274. void CGObjectInstance::serializeJson(JsonSerializeFormat & handler)
  275. {
  276. //only save here, loading is handled by map loader
  277. if(handler.saving)
  278. {
  279. handler.serializeString("type", typeName);
  280. handler.serializeString("subtype", subTypeName);
  281. handler.serializeInt("x", pos.x);
  282. handler.serializeInt("y", pos.y);
  283. handler.serializeInt("l", pos.z);
  284. appearance.writeJson(handler.getCurrent()["template"], false);
  285. }
  286. {
  287. auto options = handler.enterStruct("options");
  288. serializeJsonOptions(handler);
  289. }
  290. if(handler.saving && handler.getCurrent()["options"].Struct().empty())
  291. {
  292. handler.getCurrent().Struct().erase("options");
  293. }
  294. }
  295. void CGObjectInstance::afterAddToMap(CMap * map)
  296. {
  297. //nothing here
  298. }
  299. void CGObjectInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  300. {
  301. //nothing here
  302. }
  303. void CGObjectInstance::serializeJsonOwner(JsonSerializeFormat & handler)
  304. {
  305. ui8 temp = tempOwner.getNum();
  306. handler.serializeEnum("owner", temp, PlayerColor::NEUTRAL.getNum(), GameConstants::PLAYER_COLOR_NAMES);
  307. if(!handler.saving)
  308. tempOwner = PlayerColor(temp);
  309. }
  310. CGObjectInstanceBySubIdFinder::CGObjectInstanceBySubIdFinder(CGObjectInstance * obj) : obj(obj)
  311. {
  312. }
  313. bool CGObjectInstanceBySubIdFinder::operator()(CGObjectInstance * obj) const
  314. {
  315. return this->obj->subID == obj->subID;
  316. }
  317. int3 IBoatGenerator::bestLocation() const
  318. {
  319. std::vector<int3> offsets;
  320. getOutOffsets(offsets);
  321. for (auto & offset : offsets)
  322. {
  323. if(const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offset, false)) //tile is in the map
  324. {
  325. if(tile->terType == ETerrainType::WATER && (!tile->blocked || tile->blockingObjects.front()->ID == Obj::BOAT)) //and is water and is not blocked or is blocked by boat
  326. return o->pos + offset;
  327. }
  328. }
  329. return int3 (-1,-1,-1);
  330. }
  331. IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const
  332. {
  333. int3 tile = bestLocation();
  334. const TerrainTile *t = IObjectInterface::cb->getTile(tile);
  335. if(!t)
  336. return TILE_BLOCKED; //no available water
  337. else if(!t->blockingObjects.size())
  338. return GOOD; //OK
  339. else if(t->blockingObjects.front()->ID == Obj::BOAT)
  340. return BOAT_ALREADY_BUILT; //blocked with boat
  341. else
  342. return TILE_BLOCKED; //blocked
  343. }
  344. int IBoatGenerator::getBoatType() const
  345. {
  346. //We make good ships by default
  347. return 1;
  348. }
  349. IBoatGenerator::IBoatGenerator(const CGObjectInstance *O)
  350. : o(O)
  351. {
  352. }
  353. void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const
  354. {
  355. switch(shipyardStatus())
  356. {
  357. case BOAT_ALREADY_BUILT:
  358. out.addTxt(MetaString::GENERAL_TXT, 51);
  359. break;
  360. case TILE_BLOCKED:
  361. if(visitor)
  362. {
  363. out.addTxt(MetaString::GENERAL_TXT, 134);
  364. out.addReplacement(visitor->name);
  365. }
  366. else
  367. out.addTxt(MetaString::ADVOB_TXT, 189);
  368. break;
  369. case NO_WATER:
  370. logGlobal->errorStream() << "Shipyard without water!!! " << o->pos << "\t" << o->id;
  371. return;
  372. }
  373. }
  374. void IShipyard::getBoatCost( std::vector<si32> &cost ) const
  375. {
  376. cost.resize(GameConstants::RESOURCE_QUANTITY);
  377. cost[Res::WOOD] = 10;
  378. cost[Res::GOLD] = 1000;
  379. }
  380. IShipyard::IShipyard(const CGObjectInstance *O)
  381. : IBoatGenerator(O)
  382. {
  383. }
  384. IShipyard * IShipyard::castFrom( CGObjectInstance *obj )
  385. {
  386. if(!obj)
  387. return nullptr;
  388. if(obj->ID == Obj::TOWN)
  389. {
  390. return static_cast<CGTownInstance*>(obj);
  391. }
  392. else if(obj->ID == Obj::SHIPYARD)
  393. {
  394. return static_cast<CGShipyard*>(obj);
  395. }
  396. else
  397. {
  398. return nullptr;
  399. }
  400. }
  401. const IShipyard * IShipyard::castFrom( const CGObjectInstance *obj )
  402. {
  403. return castFrom(const_cast<CGObjectInstance*>(obj));
  404. }