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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 = 0)
  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->trace("\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(static_cast<ui32>(price.Float()));
  94. }
  95. logGlobal->trace("\t\tDone loading resource prices!");
  96. }
  97. CGObjectInstance::CGObjectInstance():
  98. pos(-1,-1,-1),
  99. ID(Obj::NO_OBJ),
  100. subID(-1),
  101. tempOwner(PlayerColor::UNFLAGGABLE),
  102. blockVisit(false)
  103. {
  104. }
  105. CGObjectInstance::~CGObjectInstance()
  106. {
  107. }
  108. int32_t CGObjectInstance::getObjGroupIndex() const
  109. {
  110. return ID.num;
  111. }
  112. int32_t CGObjectInstance::getObjTypeIndex() const
  113. {
  114. return subID;
  115. }
  116. int3 CGObjectInstance::getPosition() const
  117. {
  118. return pos;
  119. }
  120. void CGObjectInstance::setOwner(PlayerColor ow)
  121. {
  122. tempOwner = ow;
  123. }
  124. int CGObjectInstance::getWidth() const//returns width of object graphic in tiles
  125. {
  126. return appearance.getWidth();
  127. }
  128. int CGObjectInstance::getHeight() const //returns height of object graphic in tiles
  129. {
  130. return appearance.getHeight();
  131. }
  132. 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)
  133. {
  134. return appearance.isVisitableAt(pos.x - x, pos.y - y);
  135. }
  136. bool CGObjectInstance::blockingAt(int x, int y) const
  137. {
  138. return appearance.isBlockedAt(pos.x - x, pos.y - y);
  139. }
  140. bool CGObjectInstance::coveringAt(int x, int y) const
  141. {
  142. return appearance.isVisibleAt(pos.x - x, pos.y - y);
  143. }
  144. std::set<int3> CGObjectInstance::getBlockedPos() const
  145. {
  146. std::set<int3> ret;
  147. for(int w=0; w<getWidth(); ++w)
  148. {
  149. for(int h=0; h<getHeight(); ++h)
  150. {
  151. if(appearance.isBlockedAt(w, h))
  152. ret.insert(int3(pos.x - w, pos.y - h, pos.z));
  153. }
  154. }
  155. return ret;
  156. }
  157. std::set<int3> CGObjectInstance::getBlockedOffsets() const
  158. {
  159. return appearance.getBlockedOffsets();
  160. }
  161. void CGObjectInstance::setType(si32 ID, si32 subID)
  162. {
  163. const TerrainTile &tile = cb->gameState()->map->getTile(visitablePos());
  164. this->ID = Obj(ID);
  165. this->subID = subID;
  166. //recalculate blockvis tiles - new appearance might have different blockmap than before
  167. cb->gameState()->map->removeBlockVisTiles(this, true);
  168. auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
  169. if(!handler)
  170. {
  171. logGlobal->error("Unknown object type %d:%d at %s", ID, subID, visitablePos().toString());
  172. return;
  173. }
  174. if(!handler->getTemplates(tile.terType).empty())
  175. appearance = handler->getTemplates(tile.terType)[0];
  176. else
  177. appearance = handler->getTemplates()[0]; // get at least some appearance since alternative is crash
  178. cb->gameState()->map->addBlockVisTiles(this);
  179. }
  180. void CGObjectInstance::initObj(CRandomGenerator & rand)
  181. {
  182. switch(ID)
  183. {
  184. case Obj::TAVERN:
  185. blockVisit = true;
  186. break;
  187. }
  188. }
  189. void CGObjectInstance::setProperty( ui8 what, ui32 val )
  190. {
  191. setPropertyDer(what, val); // call this before any actual changes (needed at least for dwellings)
  192. switch(what)
  193. {
  194. case ObjProperty::OWNER:
  195. tempOwner = PlayerColor(val);
  196. break;
  197. case ObjProperty::BLOCKVIS:
  198. blockVisit = val;
  199. break;
  200. case ObjProperty::ID:
  201. ID = Obj(val);
  202. break;
  203. case ObjProperty::SUBID:
  204. subID = val;
  205. break;
  206. }
  207. }
  208. void CGObjectInstance::setPropertyDer( ui8 what, ui32 val )
  209. {}
  210. int3 CGObjectInstance::getSightCenter() const
  211. {
  212. return visitablePos();
  213. }
  214. int CGObjectInstance::getSightRadius() const
  215. {
  216. return 3;
  217. }
  218. int3 CGObjectInstance::getVisitableOffset() const
  219. {
  220. return appearance.getVisitableOffset();
  221. }
  222. void CGObjectInstance::giveDummyBonus(ObjectInstanceID heroID, ui8 duration) const
  223. {
  224. GiveBonus gbonus;
  225. gbonus.bonus.type = Bonus::NONE;
  226. gbonus.id = heroID.getNum();
  227. gbonus.bonus.duration = (Bonus::BonusDuration)duration;
  228. gbonus.bonus.source = Bonus::OBJECT;
  229. gbonus.bonus.sid = ID;
  230. cb->giveHeroBonus(&gbonus);
  231. }
  232. std::string CGObjectInstance::getObjectName() const
  233. {
  234. return VLC->objtypeh->getObjectName(ID, subID);
  235. }
  236. boost::optional<std::string> CGObjectInstance::getAmbientSound() const
  237. {
  238. const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).ambient;
  239. if(sounds.size())
  240. return sounds.front(); // TODO: Support randomization of ambient sounds
  241. return boost::none;
  242. }
  243. boost::optional<std::string> CGObjectInstance::getVisitSound() const
  244. {
  245. const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).visit;
  246. if(sounds.size())
  247. return *RandomGeneratorUtil::nextItem(sounds, CRandomGenerator::getDefault());
  248. return boost::none;
  249. }
  250. boost::optional<std::string> CGObjectInstance::getRemovalSound() const
  251. {
  252. const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).removal;
  253. if(sounds.size())
  254. return *RandomGeneratorUtil::nextItem(sounds, CRandomGenerator::getDefault());
  255. return boost::none;
  256. }
  257. std::string CGObjectInstance::getHoverText(PlayerColor player) const
  258. {
  259. return getObjectName();
  260. }
  261. std::string CGObjectInstance::getHoverText(const CGHeroInstance * hero) const
  262. {
  263. return getHoverText(hero->tempOwner);
  264. }
  265. void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
  266. {
  267. switch(ID)
  268. {
  269. case Obj::HILL_FORT:
  270. {
  271. openWindow(OpenWindow::HILL_FORT_WINDOW,id.getNum(),h->id.getNum());
  272. }
  273. break;
  274. case Obj::SANCTUARY:
  275. {
  276. //You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders. You feel safe here.
  277. showInfoDialog(h, 114);
  278. }
  279. break;
  280. case Obj::TAVERN:
  281. {
  282. openWindow(OpenWindow::TAVERN_WINDOW,h->id.getNum(),id.getNum());
  283. }
  284. break;
  285. }
  286. }
  287. int3 CGObjectInstance::visitablePos() const
  288. {
  289. return pos - getVisitableOffset();
  290. }
  291. bool CGObjectInstance::isVisitable() const
  292. {
  293. return appearance.isVisitable();
  294. }
  295. bool CGObjectInstance::passableFor(PlayerColor color) const
  296. {
  297. return false;
  298. }
  299. void CGObjectInstance::updateFrom(const JsonNode & data)
  300. {
  301. }
  302. void CGObjectInstance::serializeJson(JsonSerializeFormat & handler)
  303. {
  304. //only save here, loading is handled by map loader
  305. if(handler.saving)
  306. {
  307. handler.serializeString("type", typeName);
  308. handler.serializeString("subtype", subTypeName);
  309. handler.serializeInt("x", pos.x);
  310. handler.serializeInt("y", pos.y);
  311. handler.serializeInt("l", pos.z);
  312. JsonNode app;
  313. appearance.writeJson(app, false);
  314. handler.serializeRaw("template",app, boost::none);
  315. }
  316. {
  317. auto options = handler.enterStruct("options");
  318. serializeJsonOptions(handler);
  319. }
  320. }
  321. void CGObjectInstance::afterAddToMap(CMap * map)
  322. {
  323. //nothing here
  324. }
  325. void CGObjectInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  326. {
  327. //nothing here
  328. }
  329. void CGObjectInstance::serializeJsonOwner(JsonSerializeFormat & handler)
  330. {
  331. ui8 temp = tempOwner.getNum();
  332. handler.serializeEnum("owner", temp, PlayerColor::NEUTRAL.getNum(), GameConstants::PLAYER_COLOR_NAMES);
  333. if(!handler.saving)
  334. tempOwner = PlayerColor(temp);
  335. }
  336. CGObjectInstanceBySubIdFinder::CGObjectInstanceBySubIdFinder(CGObjectInstance * obj) : obj(obj)
  337. {
  338. }
  339. bool CGObjectInstanceBySubIdFinder::operator()(CGObjectInstance * obj) const
  340. {
  341. return this->obj->subID == obj->subID;
  342. }
  343. int3 IBoatGenerator::bestLocation() const
  344. {
  345. std::vector<int3> offsets;
  346. getOutOffsets(offsets);
  347. for (auto & offset : offsets)
  348. {
  349. if(const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offset, false)) //tile is in the map
  350. {
  351. 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
  352. return o->pos + offset;
  353. }
  354. }
  355. return int3 (-1,-1,-1);
  356. }
  357. IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const
  358. {
  359. int3 tile = bestLocation();
  360. const TerrainTile *t = IObjectInterface::cb->getTile(tile);
  361. if(!t)
  362. return TILE_BLOCKED; //no available water
  363. else if(!t->blockingObjects.size())
  364. return GOOD; //OK
  365. else if(t->blockingObjects.front()->ID == Obj::BOAT)
  366. return BOAT_ALREADY_BUILT; //blocked with boat
  367. else
  368. return TILE_BLOCKED; //blocked
  369. }
  370. int IBoatGenerator::getBoatType() const
  371. {
  372. //We make good ships by default
  373. return 1;
  374. }
  375. IBoatGenerator::IBoatGenerator(const CGObjectInstance *O)
  376. : o(O)
  377. {
  378. }
  379. void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const
  380. {
  381. switch(shipyardStatus())
  382. {
  383. case BOAT_ALREADY_BUILT:
  384. out.addTxt(MetaString::GENERAL_TXT, 51);
  385. break;
  386. case TILE_BLOCKED:
  387. if(visitor)
  388. {
  389. out.addTxt(MetaString::GENERAL_TXT, 134);
  390. out.addReplacement(visitor->name);
  391. }
  392. else
  393. out.addTxt(MetaString::ADVOB_TXT, 189);
  394. break;
  395. case NO_WATER:
  396. logGlobal->error("Shipyard without water! %s \t %d", o->pos.toString(), o->id.getNum());
  397. return;
  398. }
  399. }
  400. void IShipyard::getBoatCost( std::vector<si32> &cost ) const
  401. {
  402. cost.resize(GameConstants::RESOURCE_QUANTITY);
  403. cost[Res::WOOD] = 10;
  404. cost[Res::GOLD] = 1000;
  405. }
  406. IShipyard::IShipyard(const CGObjectInstance *O)
  407. : IBoatGenerator(O)
  408. {
  409. }
  410. IShipyard * IShipyard::castFrom( CGObjectInstance *obj )
  411. {
  412. if(!obj)
  413. return nullptr;
  414. if(obj->ID == Obj::TOWN)
  415. {
  416. return static_cast<CGTownInstance*>(obj);
  417. }
  418. else if(obj->ID == Obj::SHIPYARD)
  419. {
  420. return static_cast<CGShipyard*>(obj);
  421. }
  422. else
  423. {
  424. return nullptr;
  425. }
  426. }
  427. const IShipyard * IShipyard::castFrom( const CGObjectInstance *obj )
  428. {
  429. return castFrom(const_cast<CGObjectInstance*>(obj));
  430. }