CObjectHandler.cpp 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510
  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. #include "../serializer/JsonSerializeFormat.h"
  24. IGameCallback * IObjectInterface::cb = nullptr;
  25. ///helpers
  26. static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1)
  27. {
  28. OpenWindow ow;
  29. ow.window = type;
  30. ow.id1 = id1;
  31. ow.id2 = id2;
  32. IObjectInterface::cb->sendAndApply(&ow);
  33. }
  34. static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
  35. {
  36. InfoWindow iw;
  37. iw.soundID = soundID;
  38. iw.player = playerID;
  39. iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
  40. IObjectInterface::cb->sendAndApply(&iw);
  41. }
  42. /*static void showInfoDialog(const ObjectInstanceID heroID, const ui32 txtID, const ui16 soundID)
  43. {
  44. const PlayerColor playerID = IObjectInterface::cb->getOwner(heroID);
  45. showInfoDialog(playerID,txtID,soundID);
  46. }*/
  47. static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
  48. {
  49. const PlayerColor playerID = h->getOwner();
  50. showInfoDialog(playerID,txtID,soundID);
  51. }
  52. ///IObjectInterface
  53. void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const
  54. {}
  55. void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const
  56. {}
  57. void IObjectInterface::newTurn () const
  58. {}
  59. IObjectInterface::~IObjectInterface()
  60. {}
  61. IObjectInterface::IObjectInterface()
  62. {}
  63. void IObjectInterface::initObj()
  64. {}
  65. void IObjectInterface::setProperty( ui8 what, ui32 val )
  66. {}
  67. bool IObjectInterface::wasVisited (PlayerColor player) const
  68. {
  69. return false;
  70. }
  71. bool IObjectInterface::wasVisited (const CGHeroInstance * h) const
  72. {
  73. return false;
  74. }
  75. void IObjectInterface::postInit()
  76. {}
  77. void IObjectInterface::preInit()
  78. {}
  79. void IObjectInterface::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
  80. {}
  81. void IObjectInterface::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
  82. {}
  83. void IObjectInterface::garrisonDialogClosed(const CGHeroInstance *hero) const
  84. {}
  85. void IObjectInterface::heroLevelUpDone(const CGHeroInstance *hero) const
  86. {}
  87. CObjectHandler::CObjectHandler()
  88. {
  89. logGlobal->traceStream() << "\t\tReading resources prices ";
  90. const JsonNode config2(ResourceID("config/resources.json"));
  91. for(const JsonNode &price : config2["resources_prices"].Vector())
  92. {
  93. resVals.push_back(price.Float());
  94. }
  95. logGlobal->traceStream() << "\t\tDone loading resource prices!";
  96. }
  97. PlayerColor CGObjectInstance::getOwner() const
  98. {
  99. //if (state)
  100. // return state->owner;
  101. //else
  102. return tempOwner; //won't have owner
  103. }
  104. CGObjectInstance::CGObjectInstance():
  105. pos(-1,-1,-1),
  106. ID(Obj::NO_OBJ),
  107. subID(-1),
  108. tempOwner(PlayerColor::UNFLAGGABLE),
  109. blockVisit(false)
  110. {
  111. }
  112. CGObjectInstance::~CGObjectInstance()
  113. {
  114. }
  115. const std::string & CGObjectInstance::getStringId() const
  116. {
  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::serializeJson(JsonSerializeFormat & handler)
  285. {
  286. if(handler.saving)
  287. {
  288. handler.serializeString("type", typeName);
  289. handler.serializeString("subType", subTypeName);
  290. }
  291. handler.serializeNumeric("x", pos.x);
  292. handler.serializeNumeric("y", pos.y);
  293. handler.serializeNumeric("l", pos.z);
  294. if(handler.saving)
  295. {
  296. appearance.writeJson(handler.getCurrent()["template"], false);
  297. }
  298. else
  299. {
  300. appearance.readJson(handler.getCurrent()["template"], false);
  301. }
  302. {
  303. auto options = handler.enterStruct("options");
  304. serializeJsonOptions(handler);
  305. }
  306. if(handler.saving && handler.getCurrent()["options"].isNull())
  307. {
  308. handler.getCurrent().Struct().erase("options");
  309. }
  310. }
  311. void CGObjectInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  312. {
  313. }
  314. void CGObjectInstance::serializeJsonOwner(JsonSerializeFormat & handler)
  315. {
  316. std::string temp;
  317. //todo: use enum serialize
  318. if(handler.saving)
  319. {
  320. if(tempOwner.isValidPlayer())
  321. {
  322. temp = GameConstants::PLAYER_COLOR_NAMES[tempOwner.getNum()];
  323. handler.serializeString("owner", temp);
  324. }
  325. }
  326. else
  327. {
  328. tempOwner = PlayerColor::NEUTRAL;//this method assumes that object is ownable
  329. handler.serializeString("owner", temp);
  330. if(temp != "")
  331. {
  332. auto rawOwner = vstd::find_pos(GameConstants::PLAYER_COLOR_NAMES, temp);
  333. if(rawOwner >=0)
  334. tempOwner = PlayerColor(rawOwner);
  335. else
  336. logGlobal->errorStream() << "Invalid owner :" << temp;
  337. }
  338. }
  339. }
  340. CGObjectInstanceBySubIdFinder::CGObjectInstanceBySubIdFinder(CGObjectInstance * obj) : obj(obj)
  341. {
  342. }
  343. bool CGObjectInstanceBySubIdFinder::operator()(CGObjectInstance * obj) const
  344. {
  345. return this->obj->subID == obj->subID;
  346. }
  347. int3 IBoatGenerator::bestLocation() const
  348. {
  349. std::vector<int3> offsets;
  350. getOutOffsets(offsets);
  351. for (auto & offset : offsets)
  352. {
  353. if(const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offset, false)) //tile is in the map
  354. {
  355. 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
  356. return o->pos + offset;
  357. }
  358. }
  359. return int3 (-1,-1,-1);
  360. }
  361. IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const
  362. {
  363. int3 tile = bestLocation();
  364. const TerrainTile *t = IObjectInterface::cb->getTile(tile);
  365. if(!t)
  366. return TILE_BLOCKED; //no available water
  367. else if(!t->blockingObjects.size())
  368. return GOOD; //OK
  369. else if(t->blockingObjects.front()->ID == Obj::BOAT)
  370. return BOAT_ALREADY_BUILT; //blocked with boat
  371. else
  372. return TILE_BLOCKED; //blocked
  373. }
  374. int IBoatGenerator::getBoatType() const
  375. {
  376. //We make good ships by default
  377. return 1;
  378. }
  379. IBoatGenerator::IBoatGenerator(const CGObjectInstance *O)
  380. : o(O)
  381. {
  382. }
  383. void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const
  384. {
  385. switch(shipyardStatus())
  386. {
  387. case BOAT_ALREADY_BUILT:
  388. out.addTxt(MetaString::GENERAL_TXT, 51);
  389. break;
  390. case TILE_BLOCKED:
  391. if(visitor)
  392. {
  393. out.addTxt(MetaString::GENERAL_TXT, 134);
  394. out.addReplacement(visitor->name);
  395. }
  396. else
  397. out.addTxt(MetaString::ADVOB_TXT, 189);
  398. break;
  399. case NO_WATER:
  400. logGlobal->errorStream() << "Shipyard without water!!! " << o->pos << "\t" << o->id;
  401. return;
  402. }
  403. }
  404. void IShipyard::getBoatCost( std::vector<si32> &cost ) const
  405. {
  406. cost.resize(GameConstants::RESOURCE_QUANTITY);
  407. cost[Res::WOOD] = 10;
  408. cost[Res::GOLD] = 1000;
  409. }
  410. IShipyard::IShipyard(const CGObjectInstance *O)
  411. : IBoatGenerator(O)
  412. {
  413. }
  414. IShipyard * IShipyard::castFrom( CGObjectInstance *obj )
  415. {
  416. if(!obj)
  417. return nullptr;
  418. if(obj->ID == Obj::TOWN)
  419. {
  420. return static_cast<CGTownInstance*>(obj);
  421. }
  422. else if(obj->ID == Obj::SHIPYARD)
  423. {
  424. return static_cast<CGShipyard*>(obj);
  425. }
  426. else
  427. {
  428. return nullptr;
  429. }
  430. }
  431. const IShipyard * IShipyard::castFrom( const CGObjectInstance *obj )
  432. {
  433. return castFrom(const_cast<CGObjectInstance*>(obj));
  434. }