| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117 | /* * IObjectInterface.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 * */#pragma once#include "../GameCallbackHolder.h"#include "../constants/EntityIdentifiers.h"#include "../networkPacks/EInfoWindowMode.h"#include "../networkPacks/ObjProperty.h"#include "../serializer/Serializeable.h"VCMI_LIB_NAMESPACE_BEGINnamespace vstd{class RNG;}struct BattleResult;class UpgradeInfo;class BoatId;class CGObjectInstance;class CStackInstance;class CGHeroInstance;class IGameCallback;class ResourceSet;class int3;class MetaString;class PlayerColor;class IOwnableObject;class DLL_LINKAGE IObjectInterface : public GameCallbackHolder, public virtual Serializeable{public:	using GameCallbackHolder::GameCallbackHolder;	virtual ~IObjectInterface() = default;	virtual MapObjectID getObjGroupIndex() const = 0;	virtual MapObjectSubID getObjTypeIndex() const = 0;	virtual PlayerColor getOwner() const = 0;	virtual int3 visitablePos() const = 0;	virtual int3 anchorPos() const = 0;	virtual void onHeroVisit(const CGHeroInstance * h) const;	virtual void onHeroLeave(const CGHeroInstance * h) const;	/// Called on new turn by server. This method can not modify object state on its own	/// Instead all changes must be propagated via netpacks	virtual void newTurn(vstd::RNG & rand) const;	virtual void initObj(vstd::RNG & rand); //synchr	virtual void pickRandomObject(vstd::RNG & rand);	virtual void setProperty(ObjProperty what, ObjPropertyID identifier);//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, int32_t answer) const;	virtual void garrisonDialogClosed(const CGHeroInstance *hero) const;	virtual void heroLevelUpDone(const CGHeroInstance *hero) const;	//unified helper to show info dialog for object owner	virtual void showInfoDialog(const ui32 txtID, const ui16 soundID = 0, EInfoWindowMode mode = EInfoWindowMode::AUTO) const;	virtual const IOwnableObject * asOwnable() const = 0;	//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)	{		logGlobal->error("IObjectInterface serialized, unexpected, should not happen!");	}};class DLL_LINKAGE ICreatureUpgrader{public:	virtual void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const = 0;	virtual ~ICreatureUpgrader() = default;};class DLL_LINKAGE IBoatGenerator{public:	virtual ~IBoatGenerator() = default;	virtual const IObjectInterface * getObject() const = 0;	virtual BoatId getBoatType() const = 0; //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, UNKNOWN};	virtual EGeneratorState shipyardStatus() const;	void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;};class DLL_LINKAGE IShipyard : public IBoatGenerator{public:	virtual void getBoatCost(ResourceSet & cost) const;};VCMI_LIB_NAMESPACE_END
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