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@ -1,333 +1,333 @@
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#include "StdInc.h"
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#include "CObjectClassesHandler.h"
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#include "filesystem/Filesystem.h"
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#include "filesystem/CBinaryReader.h"
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#include "../lib/VCMI_Lib.h"
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#include "GameConstants.h"
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#include "StringConstants.h"
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#include "CGeneralTextHandler.h"
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#include "CModHandler.h"
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#include "JsonNode.h"
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#include "CRewardableConstructor.h"
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#include "MapObjects.h"
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/*
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* CObjectClassesHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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CObjectClassesHandler::CObjectClassesHandler()
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{
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#define SET_HANDLER_CLASS(STRING, CLASSNAME) handlerConstructors[STRING] = std::make_shared<CLASSNAME>;
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#define SET_HANDLER(STRING, TYPENAME) handlerConstructors[STRING] = std::make_shared<CDefaultObjectTypeHandler<TYPENAME> >
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// list of all known handlers, hardcoded for now since the only way to add new objects is via C++ code
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//WARNING: should be in sync with registerTypesMapObjectTypes function
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SET_HANDLER_CLASS("configurable", CRewardableConstructor);
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SET_HANDLER("", CGObjectInstance);
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SET_HANDLER("generic", CGObjectInstance);
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SET_HANDLER("market", CGMarket);
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SET_HANDLER("bank", CBank);
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SET_HANDLER("cartographer", CCartographer);
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SET_HANDLER("artifact", CGArtifact);
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SET_HANDLER("blackMarket", CGBlackMarket);
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SET_HANDLER("boat", CGBoat);
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SET_HANDLER("bonusingObject", CGBonusingObject);
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SET_HANDLER("borderGate", CGBorderGate);
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SET_HANDLER("borderGuard", CGBorderGuard);
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SET_HANDLER("monster", CGCreature);
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SET_HANDLER("denOfThieves", CGDenOfthieves);
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SET_HANDLER("dwelling", CGDwelling);
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SET_HANDLER("event", CGEvent);
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SET_HANDLER("garrison", CGGarrison);
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SET_HANDLER("hero", CGHeroInstance);
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SET_HANDLER("heroPlaceholder", CGHeroPlaceholder);
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SET_HANDLER("keymaster", CGKeymasterTent);
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SET_HANDLER("lighthouse", CGLighthouse);
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SET_HANDLER("magi", CGMagi);
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SET_HANDLER("magicSpring", CGMagicSpring);
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SET_HANDLER("magicWell", CGMagicWell);
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SET_HANDLER("market", CGMarket);
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SET_HANDLER("mine", CGMine);
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SET_HANDLER("obelisk", CGObelisk);
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SET_HANDLER("observatory", CGObservatory);
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SET_HANDLER("onceVisitable", CGOnceVisitable);
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SET_HANDLER("pandora", CGPandoraBox);
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SET_HANDLER("pickable", CGPickable);
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SET_HANDLER("pyramid", CGPyramid);
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SET_HANDLER("questGuard", CGQuestGuard);
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SET_HANDLER("resource", CGResource);
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SET_HANDLER("scholar", CGScholar);
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SET_HANDLER("seerHut", CGSeerHut);
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SET_HANDLER("shipyard", CGShipyard);
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SET_HANDLER("shrine", CGShrine);
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SET_HANDLER("sign", CGSignBottle);
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SET_HANDLER("siren", CGSirens);
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SET_HANDLER("teleport", CGTeleport);
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SET_HANDLER("town", CGTownInstance);
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SET_HANDLER("university", CGUniversity);
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SET_HANDLER("oncePerHero", CGVisitableOPH);
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SET_HANDLER("oncePerWeek", CGVisitableOPW);
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SET_HANDLER("witch", CGWitchHut);
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#undef SET_HANDLER_CLASS
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#undef SET_HANDLER
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}
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template<typename Container>
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void readTextFile(Container & objects, std::string path)
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{
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CLegacyConfigParser parser(path);
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size_t totalNumber = parser.readNumber(); // first line contains number of objects to read and nothing else
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parser.endLine();
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for (size_t i=0; i<totalNumber; i++)
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{
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ObjectTemplate templ;
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templ.readTxt(parser);
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parser.endLine();
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typename Container::key_type key(templ.id.num, templ.subid);
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objects.insert(std::make_pair(key, templ));
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}
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}
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std::vector<JsonNode> CObjectClassesHandler::loadLegacyData(size_t dataSize)
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{
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readTextFile(legacyTemplates, "Data/Objects.txt");
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readTextFile(legacyTemplates, "Data/Heroes.txt");
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std::vector<JsonNode> ret(dataSize);// create storage for 256 objects
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assert(dataSize == 256);
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CLegacyConfigParser parser("Data/ObjNames.txt");
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for (size_t i=0; i<256; i++)
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{
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ret[i]["name"].String() = parser.readString();
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parser.endLine();
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}
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return ret;
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}
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/// selects preferred ID (or subID) for new object
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template<typename Map>
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si32 selectNextID(const JsonNode & fixedID, const Map & map, si32 defaultID)
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{
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if (!fixedID.isNull() && fixedID.Float() < defaultID)
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return fixedID.Float(); // H3M object with fixed ID
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if (map.empty())
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return defaultID; // no objects loaded, keep gap for H3M objects
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if (map.rbegin()->first > defaultID)
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return map.rbegin()->first + 1; // some modded objects loaded, return next available
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return defaultID; // some H3M objects loaded, first modded found
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}
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void CObjectClassesHandler::loadObjectEntry(const JsonNode & entry, ObjectContainter * obj)
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{
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auto handler = handlerConstructors.at(obj->handlerName)();
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handler->init(entry);
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si32 id = selectNextID(entry["index"], obj->objects, 1000);
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handler->setType(obj->id, id);
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if (handler->getTemplates().empty())
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{
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auto range = legacyTemplates.equal_range(std::make_pair(obj->id, id));
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for (auto & templ : boost::make_iterator_range(range.first, range.second))
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{
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handler->addTemplate(templ.second);
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}
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legacyTemplates.erase(range.first, range.second);
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}
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obj->objects[id] = handler;
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}
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CObjectClassesHandler::ObjectContainter * CObjectClassesHandler::loadFromJson(const JsonNode & json)
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{
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auto obj = new ObjectContainter();
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obj->name = json["name"].String();
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obj->handlerName = json["handler"].String();
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obj->base = json["base"]; // FIXME: when this data will be actually merged?
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obj->id = selectNextID(json["index"], objects, 256);
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for (auto entry : json["types"].Struct())
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{
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loadObjectEntry(entry.second, obj);
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}
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return obj;
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}
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void CObjectClassesHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
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{
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auto object = loadFromJson(data);
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objects[object->id] = object;
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VLC->modh->identifiers.registerObject(scope, "object", name, object->id);
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}
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void CObjectClassesHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
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{
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auto object = loadFromJson(data);
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assert(objects[index] == nullptr); // ensure that this id was not loaded before
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objects[index] = object;
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VLC->modh->identifiers.registerObject(scope, "object", name, object->id);
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}
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void CObjectClassesHandler::createObject(std::string name, JsonNode config, si32 ID, boost::optional<si32> subID)
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{
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config.setType(JsonNode::DATA_STRUCT); // ensure that input is not NULL
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assert(objects.count(ID));
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if (subID)
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{
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assert(objects.at(ID)->objects.count(subID.get()) == 0);
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assert(config["index"].isNull());
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config["index"].Float() = subID.get();
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}
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JsonUtils::inherit(config, objects.at(ID)->base);
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loadObjectEntry(config, objects[ID]);
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}
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void CObjectClassesHandler::eraseObject(si32 ID, si32 subID)
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{
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assert(objects.count(ID));
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assert(objects.at(ID)->objects.count(subID));
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objects.at(ID)->objects.erase(subID);
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}
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std::vector<bool> CObjectClassesHandler::getDefaultAllowed() const
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{
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return std::vector<bool>(); //TODO?
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}
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TObjectTypeHandler CObjectClassesHandler::getHandlerFor(si32 type, si32 subtype) const
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{
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if (objects.count(type))
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{
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if (objects.at(type)->objects.count(subtype))
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return objects.at(type)->objects.at(subtype);
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}
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logGlobal->errorStream() << "Failed to find object of type " << type << ":" << subtype;
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assert(0); // FIXME: throw error?
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return nullptr;
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}
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void CObjectClassesHandler::beforeValidate(JsonNode & object)
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{
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for (auto & entry : object["types"].Struct())
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{
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JsonUtils::inherit(entry.second, object["base"]);
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for (auto & templ : entry.second["templates"].Struct())
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{
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JsonUtils::inherit(templ.second, entry.second["base"]);
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}
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}
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}
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void CObjectClassesHandler::afterLoadFinalization()
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{
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legacyTemplates.clear(); // whatever left there is no longer needed
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for (auto entry : objects)
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{
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for (auto obj : entry.second->objects)
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{
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if (obj.second->getTemplates().empty())
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logGlobal->warnStream() << "No templates found for " << entry.first << ":" << obj.first;
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}
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}
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}
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std::string CObjectClassesHandler::getObjectName(si32 type) const
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{
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assert(objects.count(type));
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return objects.at(type)->name;
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}
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void AObjectTypeHandler::setType(si32 type, si32 subtype)
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{
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this->type = type;
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this->subtype = subtype;
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}
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void AObjectTypeHandler::init(const JsonNode & input)
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{
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base = input["base"];
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for (auto entry : input["templates"].Struct())
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{
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entry.second.setType(JsonNode::DATA_STRUCT);
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JsonUtils::inherit(entry.second, base);
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ObjectTemplate tmpl;
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tmpl.id = Obj(type);
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tmpl.subid = subtype;
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tmpl.stringID = entry.first; // FIXME: create "fullID" - type.object.template?
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tmpl.readJson(entry.second);
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templates.push_back(tmpl);
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}
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}
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bool AObjectTypeHandler::objectFilter(const CGObjectInstance *, const ObjectTemplate &) const
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{
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return true; // by default - accept all.
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}
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void AObjectTypeHandler::addTemplate(ObjectTemplate templ)
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{
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templ.id = Obj(type);
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templ.subid = subtype;
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templates.push_back(templ);
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}
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void AObjectTypeHandler::addTemplate(JsonNode config)
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{
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config.setType(JsonNode::DATA_STRUCT); // ensure that input is not null
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JsonUtils::inherit(config, base);
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ObjectTemplate tmpl;
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tmpl.id = Obj(type);
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tmpl.subid = subtype;
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tmpl.stringID = ""; // TODO?
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tmpl.readJson(config);
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addTemplate(tmpl);
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}
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std::vector<ObjectTemplate> AObjectTypeHandler::getTemplates() const
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{
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return templates;
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}
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std::vector<ObjectTemplate> AObjectTypeHandler::getTemplates(si32 terrainType) const// FIXME: replace with ETerrainType
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{
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std::vector<ObjectTemplate> ret = getTemplates();
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std::vector<ObjectTemplate> filtered;
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std::copy_if(ret.begin(), ret.end(), std::back_inserter(filtered), [&](const ObjectTemplate & obj)
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{
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return obj.canBePlacedAt(ETerrainType(terrainType));
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});
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// it is possible that there are no templates usable on specific terrain. In this case - return list before filtering
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return filtered.empty() ? ret : filtered;
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}
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boost::optional<ObjectTemplate> AObjectTypeHandler::getOverride(si32 terrainType, const CGObjectInstance * object) const
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{
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std::vector<ObjectTemplate> ret = getTemplates(terrainType);
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for (auto & tmpl : ret)
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{
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if (objectFilter(object, tmpl))
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return tmpl;
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}
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return boost::optional<ObjectTemplate>();
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}
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#include "StdInc.h"
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#include "CObjectClassesHandler.h"
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#include "filesystem/Filesystem.h"
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#include "filesystem/CBinaryReader.h"
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#include "../lib/VCMI_Lib.h"
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#include "GameConstants.h"
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#include "StringConstants.h"
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#include "CGeneralTextHandler.h"
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#include "CModHandler.h"
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#include "JsonNode.h"
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#include "CRewardableConstructor.h"
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#include "MapObjects.h"
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/*
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* CObjectClassesHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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CObjectClassesHandler::CObjectClassesHandler()
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{
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#define SET_HANDLER_CLASS(STRING, CLASSNAME) handlerConstructors[STRING] = std::make_shared<CLASSNAME>;
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#define SET_HANDLER(STRING, TYPENAME) handlerConstructors[STRING] = std::make_shared<CDefaultObjectTypeHandler<TYPENAME> >
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// list of all known handlers, hardcoded for now since the only way to add new objects is via C++ code
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//WARNING: should be in sync with registerTypesMapObjectTypes function
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SET_HANDLER_CLASS("configurable", CRewardableConstructor);
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SET_HANDLER("", CGObjectInstance);
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SET_HANDLER("generic", CGObjectInstance);
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SET_HANDLER("market", CGMarket);
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SET_HANDLER("bank", CBank);
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SET_HANDLER("cartographer", CCartographer);
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SET_HANDLER("artifact", CGArtifact);
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SET_HANDLER("blackMarket", CGBlackMarket);
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SET_HANDLER("boat", CGBoat);
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SET_HANDLER("bonusingObject", CGBonusingObject);
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SET_HANDLER("borderGate", CGBorderGate);
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SET_HANDLER("borderGuard", CGBorderGuard);
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SET_HANDLER("monster", CGCreature);
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SET_HANDLER("denOfThieves", CGDenOfthieves);
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SET_HANDLER("dwelling", CGDwelling);
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SET_HANDLER("event", CGEvent);
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SET_HANDLER("garrison", CGGarrison);
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SET_HANDLER("hero", CGHeroInstance);
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SET_HANDLER("heroPlaceholder", CGHeroPlaceholder);
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SET_HANDLER("keymaster", CGKeymasterTent);
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SET_HANDLER("lighthouse", CGLighthouse);
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SET_HANDLER("magi", CGMagi);
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SET_HANDLER("magicSpring", CGMagicSpring);
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SET_HANDLER("magicWell", CGMagicWell);
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SET_HANDLER("market", CGMarket);
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SET_HANDLER("mine", CGMine);
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SET_HANDLER("obelisk", CGObelisk);
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SET_HANDLER("observatory", CGObservatory);
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SET_HANDLER("onceVisitable", CGOnceVisitable);
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SET_HANDLER("pandora", CGPandoraBox);
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SET_HANDLER("pickable", CGPickable);
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SET_HANDLER("pyramid", CGPyramid);
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SET_HANDLER("questGuard", CGQuestGuard);
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SET_HANDLER("resource", CGResource);
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SET_HANDLER("scholar", CGScholar);
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SET_HANDLER("seerHut", CGSeerHut);
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SET_HANDLER("shipyard", CGShipyard);
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SET_HANDLER("shrine", CGShrine);
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SET_HANDLER("sign", CGSignBottle);
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SET_HANDLER("siren", CGSirens);
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SET_HANDLER("teleport", CGTeleport);
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SET_HANDLER("town", CGTownInstance);
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SET_HANDLER("university", CGUniversity);
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SET_HANDLER("oncePerHero", CGVisitableOPH);
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SET_HANDLER("oncePerWeek", CGVisitableOPW);
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SET_HANDLER("witch", CGWitchHut);
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#undef SET_HANDLER_CLASS
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#undef SET_HANDLER
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}
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template<typename Container>
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void readTextFile(Container & objects, std::string path)
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{
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CLegacyConfigParser parser(path);
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size_t totalNumber = parser.readNumber(); // first line contains number of objects to read and nothing else
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parser.endLine();
|
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|
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for (size_t i=0; i<totalNumber; i++)
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{
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ObjectTemplate templ;
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templ.readTxt(parser);
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parser.endLine();
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typename Container::key_type key(templ.id.num, templ.subid);
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objects.insert(std::make_pair(key, templ));
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}
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}
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std::vector<JsonNode> CObjectClassesHandler::loadLegacyData(size_t dataSize)
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{
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readTextFile(legacyTemplates, "Data/Objects.txt");
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readTextFile(legacyTemplates, "Data/Heroes.txt");
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std::vector<JsonNode> ret(dataSize);// create storage for 256 objects
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assert(dataSize == 256);
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CLegacyConfigParser parser("Data/ObjNames.txt");
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for (size_t i=0; i<256; i++)
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{
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ret[i]["name"].String() = parser.readString();
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parser.endLine();
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}
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return ret;
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}
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/// selects preferred ID (or subID) for new object
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||||
template<typename Map>
|
||||
si32 selectNextID(const JsonNode & fixedID, const Map & map, si32 defaultID)
|
||||
{
|
||||
if (!fixedID.isNull() && fixedID.Float() < defaultID)
|
||||
return fixedID.Float(); // H3M object with fixed ID
|
||||
|
||||
if (map.empty())
|
||||
return defaultID; // no objects loaded, keep gap for H3M objects
|
||||
if (map.rbegin()->first > defaultID)
|
||||
return map.rbegin()->first + 1; // some modded objects loaded, return next available
|
||||
|
||||
return defaultID; // some H3M objects loaded, first modded found
|
||||
}
|
||||
|
||||
void CObjectClassesHandler::loadObjectEntry(const JsonNode & entry, ObjectContainter * obj)
|
||||
{
|
||||
auto handler = handlerConstructors.at(obj->handlerName)();
|
||||
handler->init(entry);
|
||||
|
||||
si32 id = selectNextID(entry["index"], obj->objects, 1000);
|
||||
handler->setType(obj->id, id);
|
||||
|
||||
if (handler->getTemplates().empty())
|
||||
{
|
||||
auto range = legacyTemplates.equal_range(std::make_pair(obj->id, id));
|
||||
for (auto & templ : boost::make_iterator_range(range.first, range.second))
|
||||
{
|
||||
handler->addTemplate(templ.second);
|
||||
}
|
||||
legacyTemplates.erase(range.first, range.second);
|
||||
}
|
||||
|
||||
obj->objects[id] = handler;
|
||||
}
|
||||
|
||||
CObjectClassesHandler::ObjectContainter * CObjectClassesHandler::loadFromJson(const JsonNode & json)
|
||||
{
|
||||
auto obj = new ObjectContainter();
|
||||
obj->name = json["name"].String();
|
||||
obj->handlerName = json["handler"].String();
|
||||
obj->base = json["base"]; // FIXME: when this data will be actually merged?
|
||||
obj->id = selectNextID(json["index"], objects, 256);
|
||||
for (auto entry : json["types"].Struct())
|
||||
{
|
||||
loadObjectEntry(entry.second, obj);
|
||||
}
|
||||
return obj;
|
||||
}
|
||||
|
||||
void CObjectClassesHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
|
||||
{
|
||||
auto object = loadFromJson(data);
|
||||
objects[object->id] = object;
|
||||
|
||||
VLC->modh->identifiers.registerObject(scope, "object", name, object->id);
|
||||
}
|
||||
|
||||
void CObjectClassesHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
|
||||
{
|
||||
auto object = loadFromJson(data);
|
||||
|
||||
assert(objects[index] == nullptr); // ensure that this id was not loaded before
|
||||
objects[index] = object;
|
||||
|
||||
VLC->modh->identifiers.registerObject(scope, "object", name, object->id);
|
||||
}
|
||||
|
||||
void CObjectClassesHandler::createObject(std::string name, JsonNode config, si32 ID, boost::optional<si32> subID)
|
||||
{
|
||||
config.setType(JsonNode::DATA_STRUCT); // ensure that input is not NULL
|
||||
assert(objects.count(ID));
|
||||
if (subID)
|
||||
{
|
||||
assert(objects.at(ID)->objects.count(subID.get()) == 0);
|
||||
assert(config["index"].isNull());
|
||||
config["index"].Float() = subID.get();
|
||||
}
|
||||
|
||||
JsonUtils::inherit(config, objects.at(ID)->base);
|
||||
|
||||
loadObjectEntry(config, objects[ID]);
|
||||
}
|
||||
|
||||
void CObjectClassesHandler::eraseObject(si32 ID, si32 subID)
|
||||
{
|
||||
assert(objects.count(ID));
|
||||
assert(objects.at(ID)->objects.count(subID));
|
||||
objects.at(ID)->objects.erase(subID);
|
||||
}
|
||||
|
||||
std::vector<bool> CObjectClassesHandler::getDefaultAllowed() const
|
||||
{
|
||||
return std::vector<bool>(); //TODO?
|
||||
}
|
||||
|
||||
TObjectTypeHandler CObjectClassesHandler::getHandlerFor(si32 type, si32 subtype) const
|
||||
{
|
||||
if (objects.count(type))
|
||||
{
|
||||
if (objects.at(type)->objects.count(subtype))
|
||||
return objects.at(type)->objects.at(subtype);
|
||||
}
|
||||
logGlobal->errorStream() << "Failed to find object of type " << type << ":" << subtype;
|
||||
assert(0); // FIXME: throw error?
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void CObjectClassesHandler::beforeValidate(JsonNode & object)
|
||||
{
|
||||
for (auto & entry : object["types"].Struct())
|
||||
{
|
||||
JsonUtils::inherit(entry.second, object["base"]);
|
||||
for (auto & templ : entry.second["templates"].Struct())
|
||||
{
|
||||
JsonUtils::inherit(templ.second, entry.second["base"]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CObjectClassesHandler::afterLoadFinalization()
|
||||
{
|
||||
legacyTemplates.clear(); // whatever left there is no longer needed
|
||||
for (auto entry : objects)
|
||||
{
|
||||
for (auto obj : entry.second->objects)
|
||||
{
|
||||
if (obj.second->getTemplates().empty())
|
||||
logGlobal->warnStream() << "No templates found for " << entry.first << ":" << obj.first;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::string CObjectClassesHandler::getObjectName(si32 type) const
|
||||
{
|
||||
assert(objects.count(type));
|
||||
return objects.at(type)->name;
|
||||
}
|
||||
|
||||
void AObjectTypeHandler::setType(si32 type, si32 subtype)
|
||||
{
|
||||
this->type = type;
|
||||
this->subtype = subtype;
|
||||
}
|
||||
|
||||
void AObjectTypeHandler::init(const JsonNode & input)
|
||||
{
|
||||
base = input["base"];
|
||||
for (auto entry : input["templates"].Struct())
|
||||
{
|
||||
entry.second.setType(JsonNode::DATA_STRUCT);
|
||||
JsonUtils::inherit(entry.second, base);
|
||||
|
||||
ObjectTemplate tmpl;
|
||||
tmpl.id = Obj(type);
|
||||
tmpl.subid = subtype;
|
||||
tmpl.stringID = entry.first; // FIXME: create "fullID" - type.object.template?
|
||||
tmpl.readJson(entry.second);
|
||||
templates.push_back(tmpl);
|
||||
}
|
||||
}
|
||||
|
||||
bool AObjectTypeHandler::objectFilter(const CGObjectInstance *, const ObjectTemplate &) const
|
||||
{
|
||||
return true; // by default - accept all.
|
||||
}
|
||||
|
||||
void AObjectTypeHandler::addTemplate(ObjectTemplate templ)
|
||||
{
|
||||
templ.id = Obj(type);
|
||||
templ.subid = subtype;
|
||||
templates.push_back(templ);
|
||||
}
|
||||
|
||||
void AObjectTypeHandler::addTemplate(JsonNode config)
|
||||
{
|
||||
config.setType(JsonNode::DATA_STRUCT); // ensure that input is not null
|
||||
JsonUtils::inherit(config, base);
|
||||
ObjectTemplate tmpl;
|
||||
tmpl.id = Obj(type);
|
||||
tmpl.subid = subtype;
|
||||
tmpl.stringID = ""; // TODO?
|
||||
tmpl.readJson(config);
|
||||
addTemplate(tmpl);
|
||||
}
|
||||
|
||||
std::vector<ObjectTemplate> AObjectTypeHandler::getTemplates() const
|
||||
{
|
||||
return templates;
|
||||
}
|
||||
|
||||
std::vector<ObjectTemplate> AObjectTypeHandler::getTemplates(si32 terrainType) const// FIXME: replace with ETerrainType
|
||||
{
|
||||
std::vector<ObjectTemplate> ret = getTemplates();
|
||||
std::vector<ObjectTemplate> filtered;
|
||||
|
||||
std::copy_if(ret.begin(), ret.end(), std::back_inserter(filtered), [&](const ObjectTemplate & obj)
|
||||
{
|
||||
return obj.canBePlacedAt(ETerrainType(terrainType));
|
||||
});
|
||||
// it is possible that there are no templates usable on specific terrain. In this case - return list before filtering
|
||||
return filtered.empty() ? ret : filtered;
|
||||
}
|
||||
|
||||
boost::optional<ObjectTemplate> AObjectTypeHandler::getOverride(si32 terrainType, const CGObjectInstance * object) const
|
||||
{
|
||||
std::vector<ObjectTemplate> ret = getTemplates(terrainType);
|
||||
for (auto & tmpl : ret)
|
||||
{
|
||||
if (objectFilter(object, tmpl))
|
||||
return tmpl;
|
||||
}
|
||||
return boost::optional<ObjectTemplate>();
|
||||
}
|
||||
|
@ -1,174 +1,174 @@
|
||||
#pragma once
|
||||
|
||||
#include "ObjectTemplate.h"
|
||||
|
||||
#include "../GameConstants.h"
|
||||
#include "../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 JsonNode;
|
||||
class CRandomGenerator;
|
||||
|
||||
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:
|
||||
|
||||
virtual bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const;
|
||||
public:
|
||||
virtual ~AObjectTypeHandler(){}
|
||||
|
||||
void setType(si32 type, si32 subtype);
|
||||
|
||||
/// loads templates from Json structure using fields "base" and "templates"
|
||||
virtual void init(const JsonNode & input);
|
||||
|
||||
void addTemplate(ObjectTemplate templ);
|
||||
void addTemplate(JsonNode config);
|
||||
|
||||
/// 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
|
||||
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;
|
||||
}
|
||||
};
|
||||
|
||||
/// Class that is used for objects that do not have dedicated handler
|
||||
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;
|
||||
}
|
||||
};
|
||||
|
||||
typedef std::multimap<std::pair<si32, si32>, ObjectTemplate> TTemplatesContainer;
|
||||
|
||||
/// 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;
|
||||
|
||||
/// container with H3 templates, used only during loading
|
||||
TTemplatesContainer legacyTemplates;
|
||||
|
||||
void loadObjectEntry(const JsonNode & entry, ObjectContainter * obj);
|
||||
ObjectContainter * loadFromJson(const JsonNode & json);
|
||||
public:
|
||||
CObjectClassesHandler();
|
||||
|
||||
std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
|
||||
|
||||
void loadObject(std::string scope, std::string name, const JsonNode & data) override;
|
||||
void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
|
||||
|
||||
void createObject(std::string name, JsonNode config, si32 ID, boost::optional<si32> subID = boost::optional<si32>());
|
||||
void eraseObject(si32 ID, si32 subID);
|
||||
|
||||
void beforeValidate(JsonNode & object) override;
|
||||
void afterLoadFinalization() override;
|
||||
|
||||
std::vector<bool> getDefaultAllowed() const override;
|
||||
|
||||
/// 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;
|
||||
}
|
||||
};
|
||||
#pragma once
|
||||
|
||||
#include "ObjectTemplate.h"
|
||||
|
||||
#include "../GameConstants.h"
|
||||
#include "../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 JsonNode;
|
||||
class CRandomGenerator;
|
||||
|
||||
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:
|
||||
|
||||
virtual bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const;
|
||||
public:
|
||||
virtual ~AObjectTypeHandler(){}
|
||||
|
||||
void setType(si32 type, si32 subtype);
|
||||
|
||||
/// loads templates from Json structure using fields "base" and "templates"
|
||||
virtual void init(const JsonNode & input);
|
||||
|
||||
void addTemplate(ObjectTemplate templ);
|
||||
void addTemplate(JsonNode config);
|
||||
|
||||
/// 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
|
||||
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;
|
||||
}
|
||||
};
|
||||
|
||||
/// Class that is used for objects that do not have dedicated handler
|
||||
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;
|
||||
}
|
||||
};
|
||||
|
||||
typedef std::multimap<std::pair<si32, si32>, ObjectTemplate> TTemplatesContainer;
|
||||
|
||||
/// 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;
|
||||
|
||||
/// container with H3 templates, used only during loading
|
||||
TTemplatesContainer legacyTemplates;
|
||||
|
||||
void loadObjectEntry(const JsonNode & entry, ObjectContainter * obj);
|
||||
ObjectContainter * loadFromJson(const JsonNode & json);
|
||||
public:
|
||||
CObjectClassesHandler();
|
||||
|
||||
std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
|
||||
|
||||
void loadObject(std::string scope, std::string name, const JsonNode & data) override;
|
||||
void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
|
||||
|
||||
void createObject(std::string name, JsonNode config, si32 ID, boost::optional<si32> subID = boost::optional<si32>());
|
||||
void eraseObject(si32 ID, si32 subID);
|
||||
|
||||
void beforeValidate(JsonNode & object) override;
|
||||
void afterLoadFinalization() override;
|
||||
|
||||
std::vector<bool> getDefaultAllowed() const override;
|
||||
|
||||
/// 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;
|
||||
}
|
||||
};
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,204 +1,204 @@
|
||||
#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;
|
||||
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:
|
||||
mutable std::string hoverName;
|
||||
int3 pos; //h3m pos
|
||||
Obj ID;
|
||||
si32 subID; //normal subID (this one from OH3 maps ;])
|
||||
ObjectInstanceID id;//number of object in map's vector
|
||||
ObjectTemplate appearance;
|
||||
|
||||
PlayerColor tempOwner;
|
||||
bool blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
|
||||
|
||||
virtual ui8 getPassableness() const; //bitmap - if the bit is set the corresponding player can pass through the visitable tiles of object, even if it's blockvis; if not set - default properties from definfo are used
|
||||
virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
|
||||
virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
|
||||
bool passableFor(PlayerColor color) const;
|
||||
void getSightTiles(std::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
|
||||
PlayerColor getOwner() const;
|
||||
void setOwner(PlayerColor ow);
|
||||
int getWidth() const; //returns width of object graphic in tiles
|
||||
int getHeight() const; //returns height of object graphic in tiles
|
||||
virtual bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) (h3m pos)
|
||||
virtual int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (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
|
||||
bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
|
||||
void hideTiles(PlayerColor ourplayer, int radius) const;
|
||||
CGObjectInstance();
|
||||
virtual ~CGObjectInstance();
|
||||
//CGObjectInstance(const CGObjectInstance & right);
|
||||
//CGObjectInstance& operator=(const CGObjectInstance & right);
|
||||
virtual const std::string & getHoverText() const;
|
||||
|
||||
void setType(si32 ID, si32 subID);
|
||||
|
||||
///IObjectInterface
|
||||
void initObj() override;
|
||||
void onHeroVisit(const CGHeroInstance * h) const override;
|
||||
void setProperty(ui8 what, ui32 val) override;//synchr
|
||||
|
||||
friend class CGameHandler;
|
||||
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & hoverName & pos & ID & subID & id & tempOwner & blockVisit & appearance;
|
||||
//definfo is handled by map serializer
|
||||
}
|
||||
protected:
|
||||
virtual void setPropertyDer(ui8 what, ui32 val);//synchr
|
||||
|
||||
void getNameVis(std::string &hname) const;
|
||||
void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
|
||||
};
|
||||
|
||||
/// function object which can be used to find an object with an specific sub ID
|
||||
class CGObjectInstanceBySubIdFinder
|
||||
{
|
||||
public:
|
||||
CGObjectInstanceBySubIdFinder(CGObjectInstance * obj);
|
||||
bool operator()(CGObjectInstance * obj) const;
|
||||
|
||||
private:
|
||||
CGObjectInstance * obj;
|
||||
};
|
||||
|
||||
struct BankConfig
|
||||
{
|
||||
BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
|
||||
ui8 level; //1 - 4, how hard the battle will be
|
||||
ui8 chance; //chance for this level being chosen
|
||||
ui8 upgradeChance; //chance for creatures to be in upgraded versions
|
||||
std::vector< std::pair <CreatureID, ui32> > guards; //creature ID, amount
|
||||
ui32 combatValue; //how hard are guards of this level
|
||||
Res::ResourceSet resources; //resources given in case of victory
|
||||
std::vector< std::pair <CreatureID, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
|
||||
std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
|
||||
ui32 value; //overall value of given things
|
||||
ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
|
||||
ui16 easiest; //?!?
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CObjectHandler
|
||||
{
|
||||
public:
|
||||
std::map<si32, CreatureID> cregens; //type 17. dwelling subid -> creature ID
|
||||
std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
|
||||
std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
|
||||
std::vector<ui32> resVals; //default values of resources in gold
|
||||
|
||||
CObjectHandler();
|
||||
~CObjectHandler();
|
||||
|
||||
int bankObjToIndex (const CGObjectInstance * obj);
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & cregens & banksInfo & creBanksNames & resVals;
|
||||
}
|
||||
};
|
||||
#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;
|
||||
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:
|
||||
mutable std::string hoverName;
|
||||
int3 pos; //h3m pos
|
||||
Obj ID;
|
||||
si32 subID; //normal subID (this one from OH3 maps ;])
|
||||
ObjectInstanceID id;//number of object in map's vector
|
||||
ObjectTemplate appearance;
|
||||
|
||||
PlayerColor tempOwner;
|
||||
bool blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
|
||||
|
||||
virtual ui8 getPassableness() const; //bitmap - if the bit is set the corresponding player can pass through the visitable tiles of object, even if it's blockvis; if not set - default properties from definfo are used
|
||||
virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
|
||||
virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
|
||||
bool passableFor(PlayerColor color) const;
|
||||
void getSightTiles(std::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
|
||||
PlayerColor getOwner() const;
|
||||
void setOwner(PlayerColor ow);
|
||||
int getWidth() const; //returns width of object graphic in tiles
|
||||
int getHeight() const; //returns height of object graphic in tiles
|
||||
virtual bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) (h3m pos)
|
||||
virtual int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (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
|
||||
bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
|
||||
void hideTiles(PlayerColor ourplayer, int radius) const;
|
||||
CGObjectInstance();
|
||||
virtual ~CGObjectInstance();
|
||||
//CGObjectInstance(const CGObjectInstance & right);
|
||||
//CGObjectInstance& operator=(const CGObjectInstance & right);
|
||||
virtual const std::string & getHoverText() const;
|
||||
|
||||
void setType(si32 ID, si32 subID);
|
||||
|
||||
///IObjectInterface
|
||||
void initObj() override;
|
||||
void onHeroVisit(const CGHeroInstance * h) const override;
|
||||
void setProperty(ui8 what, ui32 val) override;//synchr
|
||||
|
||||
friend class CGameHandler;
|
||||
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & hoverName & pos & ID & subID & id & tempOwner & blockVisit & appearance;
|
||||
//definfo is handled by map serializer
|
||||
}
|
||||
protected:
|
||||
virtual void setPropertyDer(ui8 what, ui32 val);//synchr
|
||||
|
||||
void getNameVis(std::string &hname) const;
|
||||
void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
|
||||
};
|
||||
|
||||
/// function object which can be used to find an object with an specific sub ID
|
||||
class CGObjectInstanceBySubIdFinder
|
||||
{
|
||||
public:
|
||||
CGObjectInstanceBySubIdFinder(CGObjectInstance * obj);
|
||||
bool operator()(CGObjectInstance * obj) const;
|
||||
|
||||
private:
|
||||
CGObjectInstance * obj;
|
||||
};
|
||||
|
||||
struct BankConfig
|
||||
{
|
||||
BankConfig() {level = chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
|
||||
ui8 level; //1 - 4, how hard the battle will be
|
||||
ui8 chance; //chance for this level being chosen
|
||||
ui8 upgradeChance; //chance for creatures to be in upgraded versions
|
||||
std::vector< std::pair <CreatureID, ui32> > guards; //creature ID, amount
|
||||
ui32 combatValue; //how hard are guards of this level
|
||||
Res::ResourceSet resources; //resources given in case of victory
|
||||
std::vector< std::pair <CreatureID, ui32> > creatures; //creatures granted in case of victory (creature ID, amount)
|
||||
std::vector<ui16> artifacts; //number of artifacts given in case of victory [0] -> treasure, [1] -> minor [2] -> major [3] -> relic
|
||||
ui32 value; //overall value of given things
|
||||
ui32 rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config
|
||||
ui16 easiest; //?!?
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CObjectHandler
|
||||
{
|
||||
public:
|
||||
std::map<si32, CreatureID> cregens; //type 17. dwelling subid -> creature ID
|
||||
std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
|
||||
std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
|
||||
std::vector<ui32> resVals; //default values of resources in gold
|
||||
|
||||
CObjectHandler();
|
||||
~CObjectHandler();
|
||||
|
||||
int bankObjToIndex (const CGObjectInstance * obj);
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & cregens & banksInfo & creBanksNames & resVals;
|
||||
}
|
||||
};
|
||||
|
Loading…
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Reference in New Issue
Block a user