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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 "../StringConstants.h"
- #include "../mapping/CMap.h"
- #include "../TerrainHandler.h"
- #include "CObjectClassesHandler.h"
- #include "CGTownInstance.h"
- #include "../serializer/JsonSerializeFormat.h"
- VCMI_LIB_NAMESPACE_BEGIN
- IGameCallback * IObjectInterface::cb = nullptr;
- ///helpers
- void IObjectInterface::openWindow(const EOpenWindowMode type, const int id1, const int id2)
- {
- OpenWindow ow;
- ow.window = type;
- ow.id1 = id1;
- ow.id2 = id2;
- IObjectInterface::cb->sendAndApply(&ow);
- }
- void IObjectInterface::showInfoDialog(const ui32 txtID, const ui16 soundID, EInfoWindowMode mode) const
- {
- InfoWindow iw;
- iw.soundID = soundID;
- iw.player = getOwner();
- iw.type = mode;
- iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
- IObjectInterface::cb->sendAndApply(&iw);
- }
- ///IObjectInterface
- void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const
- {}
- void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const
- {}
- void IObjectInterface::newTurn(CRandomGenerator & rand) const
- {}
- void IObjectInterface::initObj(CRandomGenerator & rand)
- {}
- 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->trace("\t\tReading resources prices ");
- const JsonNode config2(ResourceID("config/resources.json"));
- for(const JsonNode &price : config2["resources_prices"].Vector())
- {
- resVals.push_back(static_cast<ui32>(price.Float()));
- }
- logGlobal->trace("\t\tDone loading resource prices!");
- }
- //TODO: remove constructor
- CGObjectInstance::CGObjectInstance():
- pos(-1,-1,-1),
- ID(Obj::NO_OBJ),
- subID(-1),
- tempOwner(PlayerColor::UNFLAGGABLE),
- blockVisit(false)
- {
- }
- //must be instantiated in .cpp file for access to complete types of all member fields
- CGObjectInstance::~CGObjectInstance() = default;
- int32_t CGObjectInstance::getObjGroupIndex() const
- {
- return ID.num;
- }
- int32_t CGObjectInstance::getObjTypeIndex() const
- {
- return subID;
- }
- int3 CGObjectInstance::getPosition() const
- {
- return pos;
- }
- int3 CGObjectInstance::getTopVisiblePos() const
- {
- return pos - appearance->getTopVisibleOffset();
- }
- void CGObjectInstance::setOwner(const 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)
- {
- auto position = visitablePos();
- auto oldOffset = getVisitableOffset();
- auto &tile = cb->gameState()->map->getTile(position);
- //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)
- {
- logGlobal->error("Unknown object type %d:%d at %s", ID, subID, visitablePos().toString());
- return;
- }
- if(!handler->getTemplates(tile.terType->getId()).empty())
- {
- appearance = handler->getTemplates(tile.terType->getId())[0];
- }
- else
- {
- logGlobal->warn("Object %d:%d at %s has no templates suitable for terrain %s", ID, subID, visitablePos().toString(), tile.terType->getNameTranslated());
- appearance = handler->getTemplates()[0]; // get at least some appearance since alternative is crash
- }
- if(this->ID == Obj::PRISON && ID == Obj::HERO)
- {
- auto newOffset = getVisitableOffset();
- // FIXME: potentially unused code - setType is NOT called when releasing hero from prison
- // instead, appearance update & pos adjustment occurs in GiveHero::applyGs
- // adjust position since hero and prison may have different visitable offset
- pos = pos - oldOffset + newOffset;
- }
- this->ID = Obj(ID);
- this->subID = subID;
- cb->gameState()->map->addBlockVisTiles(this);
- }
- void CGObjectInstance::initObj(CRandomGenerator & rand)
- {
- 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::getSightRadius() const
- {
- return 3;
- }
- int3 CGObjectInstance::getVisitableOffset() const
- {
- return appearance->getVisitableOffset();
- }
- void CGObjectInstance::giveDummyBonus(const ObjectInstanceID & heroID, ui8 duration) const
- {
- GiveBonus gbonus;
- gbonus.bonus.type = Bonus::NONE;
- gbonus.id = heroID.getNum();
- gbonus.bonus.duration = static_cast<Bonus::BonusDuration>(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::optional<std::string> CGObjectInstance::getAmbientSound() const
- {
- const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).ambient;
- if(!sounds.empty())
- return sounds.front(); // TODO: Support randomization of ambient sounds
- return std::nullopt;
- }
- std::optional<std::string> CGObjectInstance::getVisitSound() const
- {
- const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).visit;
- if(!sounds.empty())
- return *RandomGeneratorUtil::nextItem(sounds, CRandomGenerator::getDefault());
- return std::nullopt;
- }
- std::optional<std::string> CGObjectInstance::getRemovalSound() const
- {
- const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).removal;
- if(!sounds.empty())
- return *RandomGeneratorUtil::nextItem(sounds, CRandomGenerator::getDefault());
- return std::nullopt;
- }
- std::string CGObjectInstance::getHoverText(PlayerColor player) const
- {
- auto text = getObjectName();
- if (tempOwner.isValidPlayer())
- text += "\n" + VLC->generaltexth->arraytxt[23 + tempOwner.getNum()];
- return text;
- }
- 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(EOpenWindowMode::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.
- h->showInfoDialog(114);
- }
- break;
- case Obj::TAVERN:
- {
- openWindow(EOpenWindowMode::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;
- }
- void CGObjectInstance::updateFrom(const JsonNode & data)
- {
- }
- void CGObjectInstance::serializeJson(JsonSerializeFormat & handler)
- {
- //only save here, loading is handled by map loader
- if(handler.saving)
- {
- handler.serializeString("type", typeName);
- handler.serializeString("subtype", subTypeName);
- handler.serializeInt("x", pos.x);
- handler.serializeInt("y", pos.y);
- handler.serializeInt("l", pos.z);
- JsonNode app;
- appearance->writeJson(app, false);
- handler.serializeRaw("template", app, std::nullopt);
- }
- {
- auto options = handler.enterStruct("options");
- serializeJsonOptions(handler);
- }
- }
- void CGObjectInstance::afterAddToMap(CMap * map)
- {
- //nothing here
- }
- void CGObjectInstance::afterRemoveFromMap(CMap * map)
- {
- //nothing here
- }
- void CGObjectInstance::serializeJsonOptions(JsonSerializeFormat & handler)
- {
- //nothing here
- }
- void CGObjectInstance::serializeJsonOwner(JsonSerializeFormat & handler)
- {
- ui8 temp = tempOwner.getNum();
- handler.serializeEnum("owner", temp, PlayerColor::NEUTRAL.getNum(), GameConstants::PLAYER_COLOR_NAMES);
- if(!handler.saving)
- tempOwner = PlayerColor(temp);
- }
- BattleField CGObjectInstance::getBattlefield() const
- {
- return VLC->objtypeh->getHandlerFor(ID, subID)->getBattlefield();
- }
- 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->isWater() && (!tile->blocked || tile->blockingObjects.front()->ID == Obj::BOAT)) //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.empty())
- 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->getNameTranslated());
- }
- else
- out.addTxt(MetaString::ADVOB_TXT, 189);
- break;
- case NO_WATER:
- logGlobal->error("Shipyard without water! %s \t %d", o->pos.toString(), o->id.getNum());
- return;
- }
- }
- void IShipyard::getBoatCost(TResources & cost) const
- {
- cost[EGameResID::WOOD] = 10;
- cost[EGameResID::GOLD] = 1000;
- }
- IShipyard::IShipyard(const CGObjectInstance *O)
- : IBoatGenerator(O)
- {
- }
- IShipyard * IShipyard::castFrom( CGObjectInstance *obj )
- {
- if(!obj)
- return nullptr;
- if(obj->ID == Obj::TOWN)
- {
- return dynamic_cast<CGTownInstance *>(obj);
- }
- else if(obj->ID == Obj::SHIPYARD)
- {
- return dynamic_cast<CGShipyard *>(obj);
- }
- else
- {
- return nullptr;
- }
- }
- const IShipyard * IShipyard::castFrom( const CGObjectInstance *obj )
- {
- return castFrom(const_cast<CGObjectInstance*>(obj));
- }
- VCMI_LIB_NAMESPACE_END
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