CObjectHandler.h 7.8 KB

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  1. #pragma once
  2. #include "ObjectTemplate.h"
  3. //#include "../IGameCallback.h"
  4. #include "../int3.h"
  5. #include "../HeroBonus.h"
  6. /*
  7. * CObjectHandler.h, part of VCMI engine
  8. *
  9. * Authors: listed in file AUTHORS in main folder
  10. *
  11. * License: GNU General Public License v2.0 or later
  12. * Full text of license available in license.txt file, in main folder
  13. *
  14. */
  15. class CGHeroInstance;
  16. class IGameCallback;
  17. class CGObjectInstance;
  18. struct MetaString;
  19. struct BattleResult;
  20. class DLL_LINKAGE IObjectInterface
  21. {
  22. public:
  23. static IGameCallback *cb;
  24. IObjectInterface();
  25. virtual ~IObjectInterface();
  26. virtual void onHeroVisit(const CGHeroInstance * h) const;
  27. virtual void onHeroLeave(const CGHeroInstance * h) const;
  28. virtual void newTurn() const;
  29. virtual void initObj(); //synchr
  30. virtual void setProperty(ui8 what, ui32 val);//synchr
  31. //Called when queries created DURING HERO VISIT are resolved
  32. //First parameter is always hero that visited object and triggered the query
  33. virtual void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const;
  34. virtual void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const;
  35. virtual void garrisonDialogClosed(const CGHeroInstance *hero) const;
  36. virtual void heroLevelUpDone(const CGHeroInstance *hero) const;
  37. //unified interface, AI helpers
  38. virtual bool wasVisited (PlayerColor player) const;
  39. virtual bool wasVisited (const CGHeroInstance * h) const;
  40. static void preInit(); //called before objs receive their initObj
  41. static void postInit();//called after objs receive their initObj
  42. template <typename Handler> void serialize(Handler &h, const int version)
  43. {
  44. logGlobal->errorStream() << "IObjectInterface serialized, unexpected, should not happen!";
  45. }
  46. };
  47. class DLL_LINKAGE IBoatGenerator
  48. {
  49. public:
  50. const CGObjectInstance *o;
  51. IBoatGenerator(const CGObjectInstance *O);
  52. virtual ~IBoatGenerator() {}
  53. virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
  54. virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
  55. int3 bestLocation() const; //returns location when the boat should be placed
  56. enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER};
  57. EGeneratorState shipyardStatus() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
  58. void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
  59. template <typename Handler> void serialize(Handler &h, const int version)
  60. {
  61. h & o;
  62. }
  63. };
  64. class DLL_LINKAGE IShipyard : public IBoatGenerator
  65. {
  66. public:
  67. IShipyard(const CGObjectInstance *O);
  68. virtual ~IShipyard() {}
  69. virtual void getBoatCost(std::vector<si32> &cost) const;
  70. static const IShipyard *castFrom(const CGObjectInstance *obj);
  71. static IShipyard *castFrom(CGObjectInstance *obj);
  72. template <typename Handler> void serialize(Handler &h, const int version)
  73. {
  74. h & static_cast<IBoatGenerator&>(*this);
  75. }
  76. };
  77. class DLL_LINKAGE CGObjectInstance : public IObjectInterface
  78. {
  79. public:
  80. /// Position of bottom-right corner of object on map
  81. int3 pos;
  82. /// Type of object, e.g. town, hero, creature.
  83. Obj ID;
  84. /// Subtype of object, depends on type
  85. si32 subID;
  86. /// Index of object in map's list of objects
  87. ObjectInstanceID id;
  88. /// Defines appearance of object on map (animation, blocked tiles, blit order, etc)
  89. ObjectTemplate appearance;
  90. /// Current owner of an object (when below PLAYER_LIMIT)
  91. PlayerColor tempOwner;
  92. /// If true hero can visit this object only from neighbouring tiles and can't stand on this object
  93. bool blockVisit;
  94. CGObjectInstance();
  95. ~CGObjectInstance();
  96. const std::string & getStringId() const;
  97. /// "center" tile from which the sight distance is calculated
  98. int3 getSightCenter() const;
  99. PlayerColor getOwner() const;
  100. void setOwner(PlayerColor ow);
  101. /** APPEARANCE ACCESSORS **/
  102. int getWidth() const; //returns width of object graphic in tiles
  103. int getHeight() const; //returns height of object graphic in tiles
  104. bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) (h3m pos)
  105. int3 visitablePos() const;
  106. bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) (h3m pos)
  107. bool coveringAt(int x, int y) const; //returns true if object covers with picture location (x, y) (h3m pos)
  108. std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
  109. std::set<int3> getBlockedOffsets() const; //returns set of relative positions blocked by this object
  110. bool isVisitable() const; //returns true if object is visitable
  111. /** VIRTUAL METHODS **/
  112. /// Returns true if player can pass through visitable tiles of this object
  113. virtual bool passableFor(PlayerColor color) const;
  114. /// Range of revealed map around this object, counting from getSightCenter()
  115. virtual int getSightRadious() const;
  116. /// returns (x,y,0) offset to a visitable tile of object
  117. virtual int3 getVisitableOffset() const;
  118. /// Called mostly during map randomization to turn random object into a regular one (e.g. "Random Monster" into "Pikeman")
  119. virtual void setType(si32 ID, si32 subID);
  120. /// returns text visible in status bar with specific hero/player active.
  121. /// Returns generic name of object, without any player-specific info
  122. virtual std::string getObjectName() const;
  123. /// Returns hover name for situation when there are no selected heroes. Default = object name
  124. virtual std::string getHoverText(PlayerColor player) const;
  125. /// Returns hero-specific hover name, including visited/not visited info. Default = player-specific name
  126. virtual std::string getHoverText(const CGHeroInstance * hero) const;
  127. /** OVERRIDES OF IObjectInterface **/
  128. void initObj() override;
  129. void onHeroVisit(const CGHeroInstance * h) const override;
  130. /// method for synchronous update. Note: For new properties classes should override setPropertyDer instead
  131. void setProperty(ui8 what, ui32 val) override final;
  132. //friend class CGameHandler;
  133. ///Entry point of binary (de-)serialization
  134. template <typename Handler> void serialize(Handler &h, const int version)
  135. {
  136. h & pos & ID & subID & id & tempOwner & blockVisit & appearance;
  137. //definfo is handled by map serializer
  138. }
  139. ///Entry point of Json serialization
  140. void writeJson(JsonNode & json, bool withState = false) const;
  141. ///Entry point of Json de-serialization
  142. void readJson(const JsonNode & json, bool withState = false);
  143. protected:
  144. /// virtual method that allows synchronously update object state on server and all clients
  145. virtual void setPropertyDer(ui8 what, ui32 val);
  146. /// Gives dummy bonus from this object to hero. Can be used to track visited state
  147. void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
  148. ///Saves object-type specific options
  149. ///(!) do not forget to call inherited method first when overriding
  150. virtual void writeJsonOptions(JsonNode & json) const;
  151. ///Loads object-type specific options
  152. ///(!) do not forget to call inherited method first when overriding
  153. virtual void readJsonOptions(const JsonNode & json);
  154. ///Saves object-type specific state
  155. ///(!) do not forget to call inherited method first when overriding
  156. virtual void writeJsonState(JsonNode & json) const;
  157. ///Loads object-type specific state
  158. ///(!) do not forget to call inherited method first when overriding
  159. virtual void readJsonState(const JsonNode & json);
  160. private:
  161. mutable std::string stringId;///<alternate id, dynamically generated, do not serialize
  162. };
  163. /// function object which can be used to find an object with an specific sub ID
  164. class CGObjectInstanceBySubIdFinder
  165. {
  166. public:
  167. CGObjectInstanceBySubIdFinder(CGObjectInstance * obj);
  168. bool operator()(CGObjectInstance * obj) const;
  169. private:
  170. CGObjectInstance * obj;
  171. };
  172. class DLL_LINKAGE CObjectHandler
  173. {
  174. public:
  175. std::vector<ui32> resVals; //default values of resources in gold
  176. CObjectHandler();
  177. template <typename Handler> void serialize(Handler &h, const int version)
  178. {
  179. h & resVals;
  180. }
  181. };