| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202 | #pragma once#include "ObjectTemplate.h"//#include "../IGameCallback.h"#include "../int3.h"#include "../HeroBonus.h"/* * 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 * */class CGHeroInstance;class IGameCallback;class CGObjectInstance;class MetaString;struct BattleResult;class DLL_LINKAGE IObjectInterface{public:	static IGameCallback *cb;	IObjectInterface();	virtual ~IObjectInterface();	virtual void onHeroVisit(const CGHeroInstance * h) const;	virtual void onHeroLeave(const CGHeroInstance * h) const;	virtual void newTurn() const;	virtual void initObj(); //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 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->errorStream() << "IObjectInterface serialized, unexpected, should not happen!";	}};class DLL_LINKAGE IBoatGenerator{public:	const CGObjectInstance *o;	IBoatGenerator(const CGObjectInstance *O);	virtual ~IBoatGenerator() {}	virtual int 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 ~IShipyard() {}	virtual void getBoatCost(std::vector<si32> &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;	/// Index of object in map's list of objects	ObjectInstanceID id;	/// Defines appearance of object on map (animation, blocked tiles, blit order, etc)	ObjectTemplate appearance;	/// Current owner of an object (when below PLAYER_LIMIT)	PlayerColor tempOwner;	/// If true hero can visit this object only from neighbouring tiles and can't stand on this object	bool blockVisit;	CGObjectInstance();	~CGObjectInstance();	/// "center" tile from which the sight distance is calculated	int3 getSightCenter() const;	PlayerColor getOwner() const;	void setOwner(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;	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 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 getSightRadious() 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() 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) override final;	//friend class CGameHandler;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & pos & ID & subID & id & tempOwner & blockVisit & appearance;		//definfo is handled by map serializer	}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(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;};/// function object which can be used to find an object with an specific sub IDclass 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;	}};
 |