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/*
* mapHandler.cpp, 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
*
*/
#include "StdInc.h"
#include "IMapRendererObserver.h"
#include "mapHandler.h"
#include "../CPlayerInterface.h"
#include "../GameEngine.h"
#include "../GameInstance.h"
#include "../../lib/texts/CGeneralTextHandler.h"
#include "../../lib/TerrainHandler.h"
#include "../../lib/callback/CCallback.h"
#include "../../lib/callback/IGameInfoCallback.h"
#include "../../lib/mapObjectConstructors/CObjectClassesHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/ObjectTemplate.h"
#include "../../lib/mapping/CMap.h"
bool CMapHandler::hasOngoingAnimations()
{
for(auto * observer : observers)
if(observer->hasOngoingAnimations())
return true;
return false;
}
void CMapHandler::waitForOngoingAnimations()
{
for(auto * observer : observers)
{
if (observer->hasOngoingAnimations())
observer->waitForOngoingAnimations();
}
}
void CMapHandler::endNetwork()
{
for(auto * observer : observers)
observer->endNetwork();
}
std::string CMapHandler::getTerrainDescr(const int3 & pos, bool rightClick) const
{
const TerrainTile & t = map->getTile(pos);
if(t.hasFavorableWinds())
return LIBRARY->objtypeh->getObjectName(Obj::FAVORABLE_WINDS, 0);
std::string result = t.getTerrain()->getNameTranslated();
for(const auto & object : map->getObjects())
{
if(object->coveringAt(pos) && object->isTile2Terrain())
{
result = object->getObjectName();
break;
}
}
if(GAME->interface()->cb->getTileDigStatus(pos, false) == EDiggingStatus::CAN_DIG)
{
return boost::str(
boost::format(rightClick ? "%s\r\n%s" : "%s %s") // New line for the Message Box, space for the Status Bar
% result % LIBRARY->generaltexth->allTexts[330]
); // 'digging ok'
}
return result;
}
CMapHandler::CMapHandler(const CMap * map)
: map(map)
{
}
const CMap * CMapHandler::getMap()
{
return map;
}
bool CMapHandler::isInMap(const int3 & tile)
{
return map->isInTheMap(tile);
}
void CMapHandler::onObjectFadeIn(const CGObjectInstance * obj, const PlayerColor & initiator)
{
for(auto * observer : observers)
observer->onObjectFadeIn(obj, initiator);
}
void CMapHandler::onObjectFadeOut(const CGObjectInstance * obj, const PlayerColor & initiator)
{
for(auto * observer : observers)
observer->onObjectFadeOut(obj, initiator);
}
void CMapHandler::onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
{
for(auto * observer : observers)
observer->onBeforeHeroEmbark(obj, from, dest);
}
void CMapHandler::onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
{
for(auto * observer : observers)
observer->onAfterHeroEmbark(obj, from, dest);
}
void CMapHandler::onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
{
for(auto * observer : observers)
observer->onBeforeHeroDisembark(obj, from, dest);
}
void CMapHandler::onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
{
for(auto * observer : observers)
observer->onAfterHeroDisembark(obj, from, dest);
}
void CMapHandler::onObjectInstantAdd(const CGObjectInstance * obj, const PlayerColor & initiator)
{
for(auto * observer : observers)
observer->onObjectInstantAdd(obj, initiator);
}
void CMapHandler::onObjectInstantRemove(const CGObjectInstance * obj, const PlayerColor & initiator)
{
for(auto * observer : observers)
observer->onObjectInstantRemove(obj, initiator);
}
void CMapHandler::onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
{
assert(obj->pos == dest);
for(auto * observer : observers)
observer->onAfterHeroTeleported(obj, from, dest);
}
void CMapHandler::onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
{
assert(obj->pos == from);
for(auto * observer : observers)
observer->onBeforeHeroTeleported(obj, from, dest);
}
void CMapHandler::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
{
assert(obj->pos == dest);
for(auto * observer : observers)
observer->onHeroMoved(obj, from, dest);
}
void CMapHandler::addMapObserver(IMapObjectObserver * object)
{
observers.push_back(object);
}
void CMapHandler::removeMapObserver(IMapObjectObserver * object)
{
vstd::erase(observers, object);
}
IMapObjectObserver::IMapObjectObserver()
{
GAME->map().addMapObserver(this);
}
IMapObjectObserver::~IMapObjectObserver()
{
GAME->map().removeMapObserver(this);
}
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