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vcmi/lib/CDefObjInfoHandler.h

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#pragma once
#include "GameConstants.h"
#include "../lib/ConstTransitivePtr.h"
/*
* CDefObjInfoHandler.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 CBinaryReader;
class CLegacyConfigParser;
class JsonNode;
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class CRandomGenerator;
class DLL_LINKAGE ObjectTemplate
{
enum EBlockMapBits
{
VISIBLE = 1,
VISITABLE = 2,
BLOCKED = 4
};
/// tiles that are covered by this object, uses EBlockMapBits enum as flags
std::vector<std::vector<ui8>> usedTiles;
/// directions from which object can be entered, format same as for moveDir in CGHeroInstance(but 0 - 7)
ui8 visitDir;
/// list of terrains on which this object can be placed
std::set<ETerrainType> allowedTerrains;
public:
/// H3 ID/subID of this object
Obj id;
si32 subid;
/// print priority, objects with higher priority will be print first, below everything else
si32 printPriority;
/// animation file that should be used to display object
std::string animationFile;
/// string ID, equals to def base name for h3m files (lower case, no extension) or specified in mod data
std::string stringID;
ui32 getWidth() const;
ui32 getHeight() const;
void setSize(ui32 width, ui32 height);
bool isVisitable() const;
// Checks object used tiles
// Position is relative to bottom-right corner of the object, can not be negative
bool isWithin(si32 X, si32 Y) const;
bool isVisitableAt(si32 X, si32 Y) const;
bool isVisibleAt(si32 X, si32 Y) const;
bool isBlockedAt(si32 X, si32 Y) const;
// Checks if object is visitable from certain direction. X and Y must be between -1..+1
bool isVisitableFrom(si8 X, si8 Y) const;
// Checks if object can be placed on specific terrain
bool canBePlacedAt(ETerrainType terrain) const;
ObjectTemplate();
void readTxt(CLegacyConfigParser & parser);
void readMsk();
void readMap(CBinaryReader & reader);
void readJson(const JsonNode & node);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & usedTiles & allowedTerrains & animationFile & stringID;
h & id & subid & printPriority & visitDir;
}
};
class IObjectInfo
{
public:
virtual bool givesResources() const = 0;
virtual bool givesExperience() const = 0;
virtual bool givesMana() const = 0;
virtual bool givesMovement() const = 0;
virtual bool givesPrimarySkills() const = 0;
virtual bool givesSecondarySkills() const = 0;
virtual bool givesArtifacts() const = 0;
virtual bool givesCreatures() const = 0;
virtual bool givesSpells() const = 0;
virtual bool givesBonuses() const = 0;
};
class CGObjectInstance;
class AObjectTypeHandler
{
si32 type;
si32 subtype;
std::vector<ObjectTemplate> templates;
protected:
void init(si32 type, si32 subtype);
/// loads templates from Json structure using fields "base" and "templates"
void load(const JsonNode & input);
virtual bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const;
public:
void addTemplate(const ObjectTemplate & templ);
/// returns all templates, without any filters
std::vector<ObjectTemplate> getTemplates() const;
/// returns all templates that can be placed on specific terrain type
std::vector<ObjectTemplate> getTemplates(si32 terrainType) const;
/// returns template suitable for object. If returned template is not equal to current one
/// it must be replaced with this one (and properly updated on all clients)
ObjectTemplate selectTemplate(si32 terrainType, CGObjectInstance * object) const;
virtual CGObjectInstance * create(ObjectTemplate tmpl) const = 0;
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virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const = 0;
virtual const IObjectInfo * getObjectInfo(ObjectTemplate tmpl) const = 0;
};
typedef std::shared_ptr<AObjectTypeHandler> TObjectTypeHandler;
class CObjectTypesHandler
{
/// list of object handlers, each of them handles only one type
std::map<si32, std::map<si32, TObjectTypeHandler> > objectTypes;
public:
void init();
/// returns handler for specified object (ID-based). ObjectHandler keeps ownership
TObjectTypeHandler getHandlerFor(si32 type, si32 subtype) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
//h & objects;
if (!h.saving)
init(); // TODO: implement serialization
}
};