CObjectHandler.cpp 11 KB

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  1. /*
  2. * CObjectHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CObjectHandler.h"
  12. #include "../NetPacks.h"
  13. #include "../CGeneralTextHandler.h"
  14. #include "../CHeroHandler.h"
  15. #include "../CSoundBase.h"
  16. #include "../filesystem/ResourceID.h"
  17. #include "../IGameCallback.h"
  18. #include "../CGameState.h"
  19. #include "../StringConstants.h"
  20. #include "../mapping/CMap.h"
  21. #include "CObjectClassesHandler.h"
  22. #include "CGTownInstance.h"
  23. IGameCallback * IObjectInterface::cb = nullptr;
  24. ///helpers
  25. static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1)
  26. {
  27. OpenWindow ow;
  28. ow.window = type;
  29. ow.id1 = id1;
  30. ow.id2 = id2;
  31. IObjectInterface::cb->sendAndApply(&ow);
  32. }
  33. static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
  34. {
  35. InfoWindow iw;
  36. iw.soundID = soundID;
  37. iw.player = playerID;
  38. iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
  39. IObjectInterface::cb->sendAndApply(&iw);
  40. }
  41. /*static void showInfoDialog(const ObjectInstanceID heroID, const ui32 txtID, const ui16 soundID)
  42. {
  43. const PlayerColor playerID = IObjectInterface::cb->getOwner(heroID);
  44. showInfoDialog(playerID,txtID,soundID);
  45. }*/
  46. static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
  47. {
  48. const PlayerColor playerID = h->getOwner();
  49. showInfoDialog(playerID,txtID,soundID);
  50. }
  51. ///IObjectInterface
  52. void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const
  53. {}
  54. void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const
  55. {}
  56. void IObjectInterface::newTurn () const
  57. {}
  58. IObjectInterface::~IObjectInterface()
  59. {}
  60. IObjectInterface::IObjectInterface()
  61. {}
  62. void IObjectInterface::initObj()
  63. {}
  64. void IObjectInterface::setProperty( ui8 what, ui32 val )
  65. {}
  66. bool IObjectInterface::wasVisited (PlayerColor player) const
  67. {
  68. return false;
  69. }
  70. bool IObjectInterface::wasVisited (const CGHeroInstance * h) const
  71. {
  72. return false;
  73. }
  74. void IObjectInterface::postInit()
  75. {}
  76. void IObjectInterface::preInit()
  77. {}
  78. void IObjectInterface::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
  79. {}
  80. void IObjectInterface::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
  81. {}
  82. void IObjectInterface::garrisonDialogClosed(const CGHeroInstance *hero) const
  83. {}
  84. void IObjectInterface::heroLevelUpDone(const CGHeroInstance *hero) const
  85. {}
  86. CObjectHandler::CObjectHandler()
  87. {
  88. logGlobal->traceStream() << "\t\tReading resources prices ";
  89. const JsonNode config2(ResourceID("config/resources.json"));
  90. for(const JsonNode &price : config2["resources_prices"].Vector())
  91. {
  92. resVals.push_back(price.Float());
  93. }
  94. logGlobal->traceStream() << "\t\tDone loading resource prices!";
  95. }
  96. PlayerColor CGObjectInstance::getOwner() const
  97. {
  98. //if (state)
  99. // return state->owner;
  100. //else
  101. return tempOwner; //won't have owner
  102. }
  103. CGObjectInstance::CGObjectInstance():
  104. pos(-1,-1,-1),
  105. ID(Obj::NO_OBJ),
  106. subID(-1),
  107. tempOwner(PlayerColor::UNFLAGGABLE),
  108. blockVisit(false)
  109. {
  110. }
  111. CGObjectInstance::~CGObjectInstance()
  112. {
  113. }
  114. const std::string & CGObjectInstance::getStringId() const
  115. {
  116. //todo: getStringId use real object type
  117. if(stringId == "")
  118. {
  119. boost::format fmt("%s_%d");
  120. fmt % typeName % id.getNum();
  121. stringId = fmt.str();
  122. }
  123. return stringId;
  124. }
  125. void CGObjectInstance::setOwner(PlayerColor ow)
  126. {
  127. tempOwner = ow;
  128. }
  129. int CGObjectInstance::getWidth() const//returns width of object graphic in tiles
  130. {
  131. return appearance.getWidth();
  132. }
  133. int CGObjectInstance::getHeight() const //returns height of object graphic in tiles
  134. {
  135. return appearance.getHeight();
  136. }
  137. bool CGObjectInstance::visitableAt(int x, int y) const //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
  138. {
  139. return appearance.isVisitableAt(pos.x - x, pos.y - y);
  140. }
  141. bool CGObjectInstance::blockingAt(int x, int y) const
  142. {
  143. return appearance.isBlockedAt(pos.x - x, pos.y - y);
  144. }
  145. bool CGObjectInstance::coveringAt(int x, int y) const
  146. {
  147. return appearance.isVisibleAt(pos.x - x, pos.y - y);
  148. }
  149. std::set<int3> CGObjectInstance::getBlockedPos() const
  150. {
  151. std::set<int3> ret;
  152. for(int w=0; w<getWidth(); ++w)
  153. {
  154. for(int h=0; h<getHeight(); ++h)
  155. {
  156. if(appearance.isBlockedAt(w, h))
  157. ret.insert(int3(pos.x - w, pos.y - h, pos.z));
  158. }
  159. }
  160. return ret;
  161. }
  162. std::set<int3> CGObjectInstance::getBlockedOffsets() const
  163. {
  164. return appearance.getBlockedOffsets();
  165. }
  166. void CGObjectInstance::setType(si32 ID, si32 subID)
  167. {
  168. const TerrainTile &tile = cb->gameState()->map->getTile(visitablePos());
  169. this->ID = Obj(ID);
  170. this->subID = subID;
  171. //recalculate blockvis tiles - new appearance might have different blockmap than before
  172. cb->gameState()->map->removeBlockVisTiles(this, true);
  173. auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
  174. if(!handler)
  175. {
  176. logGlobal->errorStream() << boost::format(
  177. "Unknown object type %d:%d at %s") % ID % subID % visitablePos();
  178. return;
  179. }
  180. if(!handler->getTemplates(tile.terType).empty())
  181. appearance = handler->getTemplates(tile.terType)[0];
  182. else
  183. appearance = handler->getTemplates()[0]; // get at least some appearance since alternative is crash
  184. cb->gameState()->map->addBlockVisTiles(this);
  185. }
  186. void CGObjectInstance::initObj()
  187. {
  188. switch(ID)
  189. {
  190. case Obj::TAVERN:
  191. blockVisit = true;
  192. break;
  193. }
  194. }
  195. void CGObjectInstance::setProperty( ui8 what, ui32 val )
  196. {
  197. setPropertyDer(what, val); // call this before any actual changes (needed at least for dwellings)
  198. switch(what)
  199. {
  200. case ObjProperty::OWNER:
  201. tempOwner = PlayerColor(val);
  202. break;
  203. case ObjProperty::BLOCKVIS:
  204. blockVisit = val;
  205. break;
  206. case ObjProperty::ID:
  207. ID = Obj(val);
  208. break;
  209. case ObjProperty::SUBID:
  210. subID = val;
  211. break;
  212. }
  213. }
  214. void CGObjectInstance::setPropertyDer( ui8 what, ui32 val )
  215. {}
  216. int3 CGObjectInstance::getSightCenter() const
  217. {
  218. return visitablePos();
  219. }
  220. int CGObjectInstance::getSightRadius() const
  221. {
  222. return 3;
  223. }
  224. int3 CGObjectInstance::getVisitableOffset() const
  225. {
  226. return appearance.getVisitableOffset();
  227. }
  228. void CGObjectInstance::giveDummyBonus(ObjectInstanceID heroID, ui8 duration) const
  229. {
  230. GiveBonus gbonus;
  231. gbonus.bonus.type = Bonus::NONE;
  232. gbonus.id = heroID.getNum();
  233. gbonus.bonus.duration = duration;
  234. gbonus.bonus.source = Bonus::OBJECT;
  235. gbonus.bonus.sid = ID;
  236. cb->giveHeroBonus(&gbonus);
  237. }
  238. std::string CGObjectInstance::getObjectName() const
  239. {
  240. return VLC->objtypeh->getObjectName(ID, subID);
  241. }
  242. std::string CGObjectInstance::getHoverText(PlayerColor player) const
  243. {
  244. return getObjectName();
  245. }
  246. std::string CGObjectInstance::getHoverText(const CGHeroInstance * hero) const
  247. {
  248. return getHoverText(hero->tempOwner);
  249. }
  250. void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
  251. {
  252. switch(ID)
  253. {
  254. case Obj::HILL_FORT:
  255. {
  256. openWindow(OpenWindow::HILL_FORT_WINDOW,id.getNum(),h->id.getNum());
  257. }
  258. break;
  259. case Obj::SANCTUARY:
  260. {
  261. //You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders. You feel safe here.
  262. showInfoDialog(h,114,soundBase::GETPROTECTION);
  263. }
  264. break;
  265. case Obj::TAVERN:
  266. {
  267. openWindow(OpenWindow::TAVERN_WINDOW,h->id.getNum(),id.getNum());
  268. }
  269. break;
  270. }
  271. }
  272. int3 CGObjectInstance::visitablePos() const
  273. {
  274. return pos - getVisitableOffset();
  275. }
  276. bool CGObjectInstance::isVisitable() const
  277. {
  278. return appearance.isVisitable();
  279. }
  280. bool CGObjectInstance::passableFor(PlayerColor color) const
  281. {
  282. return false;
  283. }
  284. void CGObjectInstance::writeJson(JsonNode & json) const
  285. {
  286. logGlobal->debugStream() <<"Save: [" << pos << "] " << id << " " << ID << " " << subID << " " << typeName << " " << subTypeName;
  287. json.setType(JsonNode::DATA_STRUCT);
  288. json["type"].String() = typeName;
  289. json["subType"].String() = subTypeName;
  290. json["x"].Float() = pos.x;
  291. json["y"].Float() = pos.y;
  292. json["l"].Float() = pos.z;
  293. appearance.writeJson(json["template"], false);
  294. writeJsonOptions(json["options"]);
  295. }
  296. void CGObjectInstance::readJson(const JsonNode & json)
  297. {
  298. if(json.getType() != JsonNode::DATA_STRUCT)
  299. {
  300. logGlobal->error("Invalid object instance data");
  301. return;
  302. }
  303. pos.x = json["x"].Float();
  304. pos.y = json["y"].Float();
  305. pos.z = json["l"].Float();
  306. appearance.readJson(json["template"], false);
  307. readJsonOptions(json["options"]);
  308. }
  309. void CGObjectInstance::writeJsonOptions(JsonNode & json) const
  310. {
  311. json.setType(JsonNode::DATA_STRUCT);
  312. }
  313. void CGObjectInstance::readJsonOptions(const JsonNode & json)
  314. {
  315. }
  316. void CGObjectInstance::writeOwner(JsonNode & json) const
  317. {
  318. if(tempOwner != PlayerColor::UNFLAGGABLE)
  319. {
  320. PlayerColor p (tempOwner);
  321. if(p.isValidPlayer())
  322. json["owner"].String() = GameConstants::PLAYER_COLOR_NAMES[p.getNum()];
  323. }
  324. }
  325. void CGObjectInstance::readOwner(const JsonNode & json)
  326. {
  327. if(json["owner"].getType() == JsonNode::DATA_STRING)
  328. {
  329. tempOwner = PlayerColor(vstd::find_pos(GameConstants::PLAYER_COLOR_NAMES, json["owner"].String()));
  330. }
  331. }
  332. CGObjectInstanceBySubIdFinder::CGObjectInstanceBySubIdFinder(CGObjectInstance * obj) : obj(obj)
  333. {
  334. }
  335. bool CGObjectInstanceBySubIdFinder::operator()(CGObjectInstance * obj) const
  336. {
  337. return this->obj->subID == obj->subID;
  338. }
  339. int3 IBoatGenerator::bestLocation() const
  340. {
  341. std::vector<int3> offsets;
  342. getOutOffsets(offsets);
  343. for (auto & offset : offsets)
  344. {
  345. if(const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offset, false)) //tile is in the map
  346. {
  347. if(tile->terType == ETerrainType::WATER && (!tile->blocked || tile->blockingObjects.front()->ID == Obj::BOAT)) //and is water and is not blocked or is blocked by boat
  348. return o->pos + offset;
  349. }
  350. }
  351. return int3 (-1,-1,-1);
  352. }
  353. IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const
  354. {
  355. int3 tile = bestLocation();
  356. const TerrainTile *t = IObjectInterface::cb->getTile(tile);
  357. if(!t)
  358. return TILE_BLOCKED; //no available water
  359. else if(!t->blockingObjects.size())
  360. return GOOD; //OK
  361. else if(t->blockingObjects.front()->ID == Obj::BOAT)
  362. return BOAT_ALREADY_BUILT; //blocked with boat
  363. else
  364. return TILE_BLOCKED; //blocked
  365. }
  366. int IBoatGenerator::getBoatType() const
  367. {
  368. //We make good ships by default
  369. return 1;
  370. }
  371. IBoatGenerator::IBoatGenerator(const CGObjectInstance *O)
  372. : o(O)
  373. {
  374. }
  375. void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const
  376. {
  377. switch(shipyardStatus())
  378. {
  379. case BOAT_ALREADY_BUILT:
  380. out.addTxt(MetaString::GENERAL_TXT, 51);
  381. break;
  382. case TILE_BLOCKED:
  383. if(visitor)
  384. {
  385. out.addTxt(MetaString::GENERAL_TXT, 134);
  386. out.addReplacement(visitor->name);
  387. }
  388. else
  389. out.addTxt(MetaString::ADVOB_TXT, 189);
  390. break;
  391. case NO_WATER:
  392. logGlobal->errorStream() << "Shipyard without water!!! " << o->pos << "\t" << o->id;
  393. return;
  394. }
  395. }
  396. void IShipyard::getBoatCost( std::vector<si32> &cost ) const
  397. {
  398. cost.resize(GameConstants::RESOURCE_QUANTITY);
  399. cost[Res::WOOD] = 10;
  400. cost[Res::GOLD] = 1000;
  401. }
  402. IShipyard::IShipyard(const CGObjectInstance *O)
  403. : IBoatGenerator(O)
  404. {
  405. }
  406. IShipyard * IShipyard::castFrom( CGObjectInstance *obj )
  407. {
  408. if(!obj)
  409. return nullptr;
  410. if(obj->ID == Obj::TOWN)
  411. {
  412. return static_cast<CGTownInstance*>(obj);
  413. }
  414. else if(obj->ID == Obj::SHIPYARD)
  415. {
  416. return static_cast<CGShipyard*>(obj);
  417. }
  418. else
  419. {
  420. return nullptr;
  421. }
  422. }
  423. const IShipyard * IShipyard::castFrom( const CGObjectInstance *obj )
  424. {
  425. return castFrom(const_cast<CGObjectInstance*>(obj));
  426. }