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							- /*
 
-  * CObjectHandler.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 "ObjectTemplate.h"
 
- #include "../int3.h"
 
- #include "../HeroBonus.h"
 
- #include "../NetPacksBase.h"
 
- #include "../ResourceSet.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CGHeroInstance;
 
- class IGameCallback;
 
- class CGObjectInstance;
 
- struct MetaString;
 
- struct BattleResult;
 
- class JsonSerializeFormat;
 
- class CRandomGenerator;
 
- class CMap;
 
- class JsonNode;
 
- // This one teleport-specific, but has to be available everywhere in callbacks and netpacks
 
- // For now it's will be there till teleports code refactored and moved into own file
 
- using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
 
- class DLL_LINKAGE IObjectInterface
 
- {
 
- public:
 
- 	static IGameCallback *cb;
 
- 	virtual ~IObjectInterface() = default;
 
- 	virtual int32_t getObjGroupIndex() const = 0;
 
- 	virtual int32_t getObjTypeIndex() const = 0;
 
- 	virtual PlayerColor getOwner() const = 0;
 
- 	virtual int3 visitablePos() const = 0;
 
- 	virtual int3 getPosition() const = 0;
 
- 	virtual void onHeroVisit(const CGHeroInstance * h) const;
 
- 	virtual void onHeroLeave(const CGHeroInstance * h) const;
 
- 	virtual void newTurn(CRandomGenerator & rand) const;
 
- 	virtual void initObj(CRandomGenerator & rand); //synchr
 
- 	virtual void setProperty(ui8 what, ui32 val);//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, ui32 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;
 
- 	//unified helper to show a specific window
 
- 	static void openWindow(const EOpenWindowMode type, const int id1, const int id2 = -1);
 
- 	//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, const int version)
 
- 	{
 
- 		logGlobal->error("IObjectInterface serialized, unexpected, should not happen!");
 
- 	}
 
- };
 
- class DLL_LINKAGE IBoatGenerator
 
- {
 
- public:
 
- 	const CGObjectInstance *o;
 
- 	IBoatGenerator(const CGObjectInstance *O);
 
- 	virtual ~IBoatGenerator() = default;
 
- 	virtual BoatId getBoatType() const; //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};
 
- 	EGeneratorState shipyardStatus() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
 
- 	void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & o;
 
- 	}
 
- };
 
- class DLL_LINKAGE IShipyard : public IBoatGenerator
 
- {
 
- public:
 
- 	IShipyard(const CGObjectInstance *O);
 
- 	virtual void getBoatCost(TResources & cost) const;
 
- 	static const IShipyard *castFrom(const CGObjectInstance *obj);
 
- 	static IShipyard *castFrom(CGObjectInstance *obj);
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<IBoatGenerator&>(*this);
 
- 	}
 
- };
 
- 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.
 
- 	Obj ID;
 
- 	/// Subtype of object, depends on type
 
- 	si32 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;
 
- 	/// If true hero can visit this object only from neighbouring tiles and can't stand on this object
 
- 	bool blockVisit;
 
- 	std::string instanceName;
 
- 	std::string typeName;
 
- 	std::string subTypeName;
 
- 	CGObjectInstance(); //TODO: remove constructor
 
- 	~CGObjectInstance() override;
 
- 	int32_t getObjGroupIndex() const override;
 
- 	int32_t getObjTypeIndex() const override;
 
- 	/// "center" tile from which the sight distance is calculated
 
- 	int3 getSightCenter() const;
 
- 	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
 
- 	bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) (h3m pos)
 
- 	int3 visitablePos() const override;
 
- 	int3 getPosition() const override;
 
- 	int3 getTopVisiblePos() const;
 
- 	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)
 
- 	std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
 
- 	std::set<int3> getBlockedOffsets() const; //returns set of relative positions blocked by this object
 
- 	bool isVisitable() const; //returns true if object is visitable
 
- 	virtual BattleField getBattlefield() const;
 
- 	virtual bool isTile2Terrain() const { return false; }
 
- 	std::optional<std::string> getAmbientSound() const;
 
- 	std::optional<std::string> getVisitSound() const;
 
- 	std::optional<std::string> getRemovalSound() 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;
 
- 	/// Called mostly during map randomization to turn random object into a regular one (e.g. "Random Monster" into "Pikeman")
 
- 	virtual void setType(si32 ID, si32 subID);
 
- 	/// returns text visible in status bar with specific hero/player active.
 
- 	/// 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;
 
- 	/** OVERRIDES OF IObjectInterface **/
 
- 	void initObj(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(ui8 what, ui32 val) 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;
 
- 		h & subID;
 
- 		h & id;
 
- 		h & tempOwner;
 
- 		h & blockVisit;
 
- 		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(ui8 what, ui32 val);
 
- 	/// Gives dummy bonus from this object to hero. Can be used to track visited state
 
- 	void giveDummyBonus(const ObjectInstanceID & heroID, ui8 duration = Bonus::ONE_DAY) const;
 
- 	///Serialize object-type specific options
 
- 	virtual void serializeJsonOptions(JsonSerializeFormat & handler);
 
- 	void serializeJsonOwner(JsonSerializeFormat & handler);
 
- };
 
- /// function object which can be used to find an object with an specific sub ID
 
- class CGObjectInstanceBySubIdFinder
 
- {
 
- public:
 
- 	CGObjectInstanceBySubIdFinder(CGObjectInstance * obj);
 
- 	bool operator()(CGObjectInstance * obj) const;
 
- private:
 
- 	CGObjectInstance * obj;
 
- };
 
- class DLL_LINKAGE CObjectHandler
 
- {
 
- public:
 
- 	std::vector<ui32> resVals; //default values of resources in gold
 
- 	CObjectHandler();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & resVals;
 
- 	}
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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