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CObjectHandler.cpp 12 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. #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 = 0)
  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(CRandomGenerator & rand) const
  58. {}
  59. IObjectInterface::~IObjectInterface()
  60. {}
  61. IObjectInterface::IObjectInterface()
  62. {}
  63. void IObjectInterface::initObj(CRandomGenerator & rand)
  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->trace("\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(static_cast<ui32>(price.Float()));
  94. }
  95. logGlobal->trace("\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. int32_t CGObjectInstance::getObjGroupIndex() const
  116. {
  117. return ID.num;
  118. }
  119. int32_t CGObjectInstance::getObjTypeIndex() const
  120. {
  121. return subID;
  122. }
  123. int3 CGObjectInstance::getPosition() const
  124. {
  125. return pos;
  126. }
  127. void CGObjectInstance::setOwner(PlayerColor ow)
  128. {
  129. tempOwner = ow;
  130. }
  131. int CGObjectInstance::getWidth() const//returns width of object graphic in tiles
  132. {
  133. return appearance.getWidth();
  134. }
  135. int CGObjectInstance::getHeight() const //returns height of object graphic in tiles
  136. {
  137. return appearance.getHeight();
  138. }
  139. 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)
  140. {
  141. return appearance.isVisitableAt(pos.x - x, pos.y - y);
  142. }
  143. bool CGObjectInstance::blockingAt(int x, int y) const
  144. {
  145. return appearance.isBlockedAt(pos.x - x, pos.y - y);
  146. }
  147. bool CGObjectInstance::coveringAt(int x, int y) const
  148. {
  149. return appearance.isVisibleAt(pos.x - x, pos.y - y);
  150. }
  151. std::set<int3> CGObjectInstance::getBlockedPos() const
  152. {
  153. std::set<int3> ret;
  154. for(int w=0; w<getWidth(); ++w)
  155. {
  156. for(int h=0; h<getHeight(); ++h)
  157. {
  158. if(appearance.isBlockedAt(w, h))
  159. ret.insert(int3(pos.x - w, pos.y - h, pos.z));
  160. }
  161. }
  162. return ret;
  163. }
  164. std::set<int3> CGObjectInstance::getBlockedOffsets() const
  165. {
  166. return appearance.getBlockedOffsets();
  167. }
  168. void CGObjectInstance::setType(si32 ID, si32 subID)
  169. {
  170. const TerrainTile &tile = cb->gameState()->map->getTile(visitablePos());
  171. this->ID = Obj(ID);
  172. this->subID = subID;
  173. //recalculate blockvis tiles - new appearance might have different blockmap than before
  174. cb->gameState()->map->removeBlockVisTiles(this, true);
  175. auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
  176. if(!handler)
  177. {
  178. logGlobal->error("Unknown object type %d:%d at %s", ID, subID, visitablePos().toString());
  179. return;
  180. }
  181. if(!handler->getTemplates(tile.terType).empty())
  182. appearance = handler->getTemplates(tile.terType)[0];
  183. else
  184. appearance = handler->getTemplates()[0]; // get at least some appearance since alternative is crash
  185. cb->gameState()->map->addBlockVisTiles(this);
  186. }
  187. void CGObjectInstance::initObj(CRandomGenerator & rand)
  188. {
  189. switch(ID)
  190. {
  191. case Obj::TAVERN:
  192. blockVisit = true;
  193. break;
  194. }
  195. }
  196. void CGObjectInstance::setProperty( ui8 what, ui32 val )
  197. {
  198. setPropertyDer(what, val); // call this before any actual changes (needed at least for dwellings)
  199. switch(what)
  200. {
  201. case ObjProperty::OWNER:
  202. tempOwner = PlayerColor(val);
  203. break;
  204. case ObjProperty::BLOCKVIS:
  205. blockVisit = val;
  206. break;
  207. case ObjProperty::ID:
  208. ID = Obj(val);
  209. break;
  210. case ObjProperty::SUBID:
  211. subID = val;
  212. break;
  213. }
  214. }
  215. void CGObjectInstance::setPropertyDer( ui8 what, ui32 val )
  216. {}
  217. int3 CGObjectInstance::getSightCenter() const
  218. {
  219. return visitablePos();
  220. }
  221. int CGObjectInstance::getSightRadius() const
  222. {
  223. return 3;
  224. }
  225. int3 CGObjectInstance::getVisitableOffset() const
  226. {
  227. return appearance.getVisitableOffset();
  228. }
  229. void CGObjectInstance::giveDummyBonus(ObjectInstanceID heroID, ui8 duration) const
  230. {
  231. GiveBonus gbonus;
  232. gbonus.bonus.type = Bonus::NONE;
  233. gbonus.id = heroID.getNum();
  234. gbonus.bonus.duration = (Bonus::BonusDuration)duration;
  235. gbonus.bonus.source = Bonus::OBJECT;
  236. gbonus.bonus.sid = ID;
  237. cb->giveHeroBonus(&gbonus);
  238. }
  239. std::string CGObjectInstance::getObjectName() const
  240. {
  241. return VLC->objtypeh->getObjectName(ID, subID);
  242. }
  243. boost::optional<std::string> CGObjectInstance::getAmbientSound() const
  244. {
  245. const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).ambient;
  246. if(sounds.size())
  247. return sounds.front(); // TODO: Support randomization of ambient sounds
  248. return boost::none;
  249. }
  250. boost::optional<std::string> CGObjectInstance::getVisitSound() const
  251. {
  252. const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).visit;
  253. if(sounds.size())
  254. return *RandomGeneratorUtil::nextItem(sounds, CRandomGenerator::getDefault());
  255. return boost::none;
  256. }
  257. boost::optional<std::string> CGObjectInstance::getRemovalSound() const
  258. {
  259. const auto & sounds = VLC->objtypeh->getObjectSounds(ID, subID).removal;
  260. if(sounds.size())
  261. return *RandomGeneratorUtil::nextItem(sounds, CRandomGenerator::getDefault());
  262. return boost::none;
  263. }
  264. std::string CGObjectInstance::getHoverText(PlayerColor player) const
  265. {
  266. return getObjectName();
  267. }
  268. std::string CGObjectInstance::getHoverText(const CGHeroInstance * hero) const
  269. {
  270. return getHoverText(hero->tempOwner);
  271. }
  272. void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
  273. {
  274. switch(ID)
  275. {
  276. case Obj::HILL_FORT:
  277. {
  278. openWindow(OpenWindow::HILL_FORT_WINDOW,id.getNum(),h->id.getNum());
  279. }
  280. break;
  281. case Obj::SANCTUARY:
  282. {
  283. //You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders. You feel safe here.
  284. showInfoDialog(h, 114);
  285. }
  286. break;
  287. case Obj::TAVERN:
  288. {
  289. openWindow(OpenWindow::TAVERN_WINDOW,h->id.getNum(),id.getNum());
  290. }
  291. break;
  292. }
  293. }
  294. int3 CGObjectInstance::visitablePos() const
  295. {
  296. return pos - getVisitableOffset();
  297. }
  298. bool CGObjectInstance::isVisitable() const
  299. {
  300. return appearance.isVisitable();
  301. }
  302. bool CGObjectInstance::passableFor(PlayerColor color) const
  303. {
  304. return false;
  305. }
  306. void CGObjectInstance::updateFrom(const JsonNode & data)
  307. {
  308. }
  309. void CGObjectInstance::serializeJson(JsonSerializeFormat & handler)
  310. {
  311. //only save here, loading is handled by map loader
  312. if(handler.saving)
  313. {
  314. handler.serializeString("type", typeName);
  315. handler.serializeString("subtype", subTypeName);
  316. handler.serializeInt("x", pos.x);
  317. handler.serializeInt("y", pos.y);
  318. handler.serializeInt("l", pos.z);
  319. JsonNode app;
  320. appearance.writeJson(app, false);
  321. handler.serializeRaw("template",app, boost::none);
  322. }
  323. {
  324. auto options = handler.enterStruct("options");
  325. serializeJsonOptions(handler);
  326. }
  327. }
  328. void CGObjectInstance::afterAddToMap(CMap * map)
  329. {
  330. //nothing here
  331. }
  332. void CGObjectInstance::serializeJsonOptions(JsonSerializeFormat & handler)
  333. {
  334. //nothing here
  335. }
  336. void CGObjectInstance::serializeJsonOwner(JsonSerializeFormat & handler)
  337. {
  338. ui8 temp = tempOwner.getNum();
  339. handler.serializeEnum("owner", temp, PlayerColor::NEUTRAL.getNum(), GameConstants::PLAYER_COLOR_NAMES);
  340. if(!handler.saving)
  341. tempOwner = PlayerColor(temp);
  342. }
  343. CGObjectInstanceBySubIdFinder::CGObjectInstanceBySubIdFinder(CGObjectInstance * obj) : obj(obj)
  344. {
  345. }
  346. bool CGObjectInstanceBySubIdFinder::operator()(CGObjectInstance * obj) const
  347. {
  348. return this->obj->subID == obj->subID;
  349. }
  350. int3 IBoatGenerator::bestLocation() const
  351. {
  352. std::vector<int3> offsets;
  353. getOutOffsets(offsets);
  354. for (auto & offset : offsets)
  355. {
  356. if(const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offset, false)) //tile is in the map
  357. {
  358. 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
  359. return o->pos + offset;
  360. }
  361. }
  362. return int3 (-1,-1,-1);
  363. }
  364. IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const
  365. {
  366. int3 tile = bestLocation();
  367. const TerrainTile *t = IObjectInterface::cb->getTile(tile);
  368. if(!t)
  369. return TILE_BLOCKED; //no available water
  370. else if(!t->blockingObjects.size())
  371. return GOOD; //OK
  372. else if(t->blockingObjects.front()->ID == Obj::BOAT)
  373. return BOAT_ALREADY_BUILT; //blocked with boat
  374. else
  375. return TILE_BLOCKED; //blocked
  376. }
  377. int IBoatGenerator::getBoatType() const
  378. {
  379. //We make good ships by default
  380. return 1;
  381. }
  382. IBoatGenerator::IBoatGenerator(const CGObjectInstance *O)
  383. : o(O)
  384. {
  385. }
  386. void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const
  387. {
  388. switch(shipyardStatus())
  389. {
  390. case BOAT_ALREADY_BUILT:
  391. out.addTxt(MetaString::GENERAL_TXT, 51);
  392. break;
  393. case TILE_BLOCKED:
  394. if(visitor)
  395. {
  396. out.addTxt(MetaString::GENERAL_TXT, 134);
  397. out.addReplacement(visitor->name);
  398. }
  399. else
  400. out.addTxt(MetaString::ADVOB_TXT, 189);
  401. break;
  402. case NO_WATER:
  403. logGlobal->error("Shipyard without water! %s \t %d", o->pos.toString(), o->id.getNum());
  404. return;
  405. }
  406. }
  407. void IShipyard::getBoatCost( std::vector<si32> &cost ) const
  408. {
  409. cost.resize(GameConstants::RESOURCE_QUANTITY);
  410. cost[Res::WOOD] = 10;
  411. cost[Res::GOLD] = 1000;
  412. }
  413. IShipyard::IShipyard(const CGObjectInstance *O)
  414. : IBoatGenerator(O)
  415. {
  416. }
  417. IShipyard * IShipyard::castFrom( CGObjectInstance *obj )
  418. {
  419. if(!obj)
  420. return nullptr;
  421. if(obj->ID == Obj::TOWN)
  422. {
  423. return static_cast<CGTownInstance*>(obj);
  424. }
  425. else if(obj->ID == Obj::SHIPYARD)
  426. {
  427. return static_cast<CGShipyard*>(obj);
  428. }
  429. else
  430. {
  431. return nullptr;
  432. }
  433. }
  434. const IShipyard * IShipyard::castFrom( const CGObjectInstance *obj )
  435. {
  436. return castFrom(const_cast<CGObjectInstance*>(obj));
  437. }