| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176 | /* * CGObjectInstance.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 "IObjectInterface.h"#include "../constants/EntityIdentifiers.h"#include "../filesystem/ResourcePath.h"#include "../int3.h"#include "../bonuses/BonusEnum.h"VCMI_LIB_NAMESPACE_BEGINstruct Component;class JsonSerializeFormat;class ObjectTemplate;class CMap;class AObjectTypeHandler;using TObjectTypeHandler = std::shared_ptr<AObjectTypeHandler>;class DLL_LINKAGE CGObjectInstance : public IObjectInterface{public:	/// Position of bottom-right corner of object on map	int3 pos;	/// Type of object, e.g. town, hero, creature.	MapObjectID ID;	/// Subtype of object, depends on type	MapObjectSubID subID;	/// Current owner of an object (when below PLAYER_LIMIT)	PlayerColor tempOwner;	/// Index of object in map's list of objects	ObjectInstanceID id;	/// Defines appearance of object on map (animation, blocked tiles, blit order, etc)	std::shared_ptr<const ObjectTemplate> appearance;	std::string instanceName;	std::string typeName;	std::string subTypeName;	CGObjectInstance(); //TODO: remove constructor	~CGObjectInstance() override;	MapObjectID getObjGroupIndex() const override;	MapObjectSubID getObjTypeIndex() const override;	/// "center" tile from which the sight distance is calculated	int3 getSightCenter() const;	/// If true hero can visit this object only from neighbouring tiles and can't stand on this object	bool blockVisit;	bool removable;	PlayerColor getOwner() const override	{		return this->tempOwner;	}	void setOwner(const PlayerColor & ow);	/** APPEARANCE ACCESSORS **/	int getWidth() const; //returns width of object graphic in tiles	int getHeight() const; //returns height of object graphic in tiles	int3 visitablePos() const override;	int3 getPosition() const override;	int3 getTopVisiblePos() const;	bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) (h3m pos)	bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) (h3m pos)	bool coveringAt(int x, int y) const; //returns true if object covers with picture location (x, y) (h3m pos)	bool visitableAt(const int3 & pos) const; //returns true if object is visitable at location (x, y) (h3m pos)	bool blockingAt (const int3 & pos) const; //returns true if object is blocking location (x, y) (h3m pos)	bool coveringAt (const int3 & pos) const; //returns true if object covers with picture location (x, y) (h3m pos)	std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object	const std::set<int3> & getBlockedOffsets() const; //returns set of relative positions blocked by this object	/// returns true if object is visitable	bool isVisitable() const;	/// If true hero can visit this object only from neighbouring tiles and can't stand on this object	virtual bool isBlockedVisitable() const;	// If true, can be possibly removed from the map	virtual bool isRemovable() const;	/// If true this object can be visited by hero standing on the coast	virtual bool isCoastVisitable() const;	virtual BattleField getBattlefield() const;	virtual bool isTile2Terrain() const { return false; }	std::optional<AudioPath> getAmbientSound() const;	std::optional<AudioPath> getVisitSound() const;	std::optional<AudioPath> getRemovalSound() const;	TObjectTypeHandler getObjectHandler() const;	/** VIRTUAL METHODS **/	/// Returns true if player can pass through visitable tiles of this object	virtual bool passableFor(PlayerColor color) const;	/// Range of revealed map around this object, counting from getSightCenter()	virtual int getSightRadius() const;	/// returns (x,y,0) offset to a visitable tile of object	virtual int3 getVisitableOffset() const;	/// Returns generic name of object, without any player-specific info	virtual std::string getObjectName() const;	/// Returns hover name for situation when there are no selected heroes. Default = object name	virtual std::string getHoverText(PlayerColor player) const;	/// Returns hero-specific hover name, including visited/not visited info. Default = player-specific name	virtual std::string getHoverText(const CGHeroInstance * hero) const;	virtual std::string getPopupText(PlayerColor player) const;	virtual std::string getPopupText(const CGHeroInstance * hero) const;	virtual std::vector<Component> getPopupComponents(PlayerColor player) const;	virtual std::vector<Component> getPopupComponents(const CGHeroInstance * hero) const;	/** OVERRIDES OF IObjectInterface **/	void initObj(CRandomGenerator & rand) override;	void pickRandomObject(CRandomGenerator & rand) override;	void onHeroVisit(const CGHeroInstance * h) const override;	/// method for synchronous update. Note: For new properties classes should override setPropertyDer instead	void setProperty(ObjProperty what, ObjPropertyID identifier) final;	virtual void afterAddToMap(CMap * map);	virtual void afterRemoveFromMap(CMap * map);	///Entry point of binary (de-)serialization	template <typename Handler> void serialize(Handler &h, const int version)	{		h & instanceName;		h & typeName;		h & subTypeName;		h & pos;		h & ID;		subID.serializeIdentifier(h, ID, version);		h & id;		h & tempOwner;		h & blockVisit;		h & removable;		h & appearance;		//definfo is handled by map serializer	}	///Entry point of Json (de-)serialization	void serializeJson(JsonSerializeFormat & handler);	virtual void updateFrom(const JsonNode & data);protected:	/// virtual method that allows synchronously update object state on server and all clients	virtual void setPropertyDer(ObjProperty what, ObjPropertyID identifier);	/// Called mostly during map randomization to turn random object into a regular one (e.g. "Random Monster" into "Pikeman")	void setType(MapObjectID ID, MapObjectSubID subID);	/// Gives dummy bonus from this object to hero. Can be used to track visited state	void giveDummyBonus(const ObjectInstanceID & heroID, BonusDuration::Type duration = BonusDuration::ONE_DAY) const;	///Serialize object-type specific options	virtual void serializeJsonOptions(JsonSerializeFormat & handler);	void serializeJsonOwner(JsonSerializeFormat & handler);};VCMI_LIB_NAMESPACE_END
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