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- /*
- * IObjectInterface.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 "IObjectInterface.h"
- #include "CGTownInstance.h"
- #include "MiscObjects.h"
- #include "../NetPacks.h"
- #include "../IGameCallback.h"
- #include "../TerrainHandler.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
- {}
- 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
- }
- BoatId IBoatGenerator::getBoatType() const
- {
- //We make good ships by default
- return EBoatId::BOAT_GOOD;
- }
- 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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