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vcmi/lib/CObjectClassesHandler.h

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#pragma once
#include "GameConstants.h"
#include "../lib/ConstTransitivePtr.h"
#include "IHandlerBase.h"
/*
* CObjectClassesHandler.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;
JsonNode base; /// describes base template
std::vector<ObjectTemplate> templates;
protected:
void setType(si32 type, si32 subtype);
virtual bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const;
public:
/// loads templates from Json structure using fields "base" and "templates"
virtual void init(const JsonNode & input);
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 preferred template for this object, if present (e.g. one of 3 possible templates for town - village, fort and castle)
/// note that appearance will not be changed - this must be done separately (either by assignment or via pack from server)
boost::optional<ObjectTemplate> getOverride(si32 terrainType, const CGObjectInstance * object) const;
/// Creates object and set up core properties (like ID/subID). Object is NOT initialized
/// to allow creating objects before game start (e.g. map loading)
virtual CGObjectInstance * create(ObjectTemplate tmpl) const = 0;
/// Configures object properties. Should be re-entrable, resetting state of the object if necessarily
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virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const = 0;
/// Returns object configuration, if available. Othervice returns NULL
virtual const IObjectInfo * getObjectInfo(ObjectTemplate tmpl) const = 0;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & type & subtype & templates;
}
};
template<class ObjectType>
class CDefaultObjectTypeHandler : public AObjectTypeHandler
{
CGObjectInstance * create(ObjectTemplate tmpl) const
{
auto obj = new ObjectType();
obj->ID = tmpl.id;
obj->subID = tmpl.subid;
obj->appearance = tmpl;
return obj;
}
virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
{
}
virtual const IObjectInfo * getObjectInfo(ObjectTemplate tmpl) const
{
return nullptr;
}
};
typedef std::shared_ptr<AObjectTypeHandler> TObjectTypeHandler;
class DLL_LINKAGE CObjectClassesHandler : public IHandlerBase
{
/// Small internal structure that contains information on specific group of objects
/// (creating separate entity is overcomplicating at least at this point)
struct ObjectContainter
{
si32 id;
std::string name; // human-readable name
std::string handlerName; // ID of handler that controls this object, shoul be determined using hadlerConstructor map
JsonNode base;
std::map<si32, TObjectTypeHandler> objects;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & base & objects;
}
};
/// list of object handlers, each of them handles only one type
std::map<si32, ObjectContainter * > objects;
/// map that is filled during contruction with all known handlers. Not serializeable
std::map<std::string, std::function<TObjectTypeHandler()> > handlerConstructors;
ObjectContainter * loadFromJson(const JsonNode & json);
public:
CObjectClassesHandler();
virtual std::vector<JsonNode> loadLegacyData(size_t dataSize);
virtual void loadObject(std::string scope, std::string name, const JsonNode & data);
virtual void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index);
virtual void afterLoadFinalization(){};
virtual std::vector<bool> getDefaultAllowed() const;
/// returns handler for specified object (ID-based). ObjectHandler keeps ownership
TObjectTypeHandler getHandlerFor(si32 type, si32 subtype) const;
std::string getObjectName(si32 type) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & objects;
}
};