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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-26 03:52:01 +02:00

Line endings are now unix-style

This commit is contained in:
Ivan Savenko 2014-06-05 19:57:43 +03:00
parent 652ceb2bde
commit 76bf5351c6
4 changed files with 1317 additions and 1317 deletions

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@ -1,333 +1,333 @@
#include "StdInc.h"
#include "CObjectClassesHandler.h"
#include "filesystem/Filesystem.h"
#include "filesystem/CBinaryReader.h"
#include "../lib/VCMI_Lib.h"
#include "GameConstants.h"
#include "StringConstants.h"
#include "CGeneralTextHandler.h"
#include "CModHandler.h"
#include "JsonNode.h"
#include "CRewardableConstructor.h"
#include "MapObjects.h"
/*
* CObjectClassesHandler.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
*
*/
CObjectClassesHandler::CObjectClassesHandler()
{
#define SET_HANDLER_CLASS(STRING, CLASSNAME) handlerConstructors[STRING] = std::make_shared<CLASSNAME>;
#define SET_HANDLER(STRING, TYPENAME) handlerConstructors[STRING] = std::make_shared<CDefaultObjectTypeHandler<TYPENAME> >
// list of all known handlers, hardcoded for now since the only way to add new objects is via C++ code
//WARNING: should be in sync with registerTypesMapObjectTypes function
SET_HANDLER_CLASS("configurable", CRewardableConstructor);
SET_HANDLER("", CGObjectInstance);
SET_HANDLER("generic", CGObjectInstance);
SET_HANDLER("market", CGMarket);
SET_HANDLER("bank", CBank);
SET_HANDLER("cartographer", CCartographer);
SET_HANDLER("artifact", CGArtifact);
SET_HANDLER("blackMarket", CGBlackMarket);
SET_HANDLER("boat", CGBoat);
SET_HANDLER("bonusingObject", CGBonusingObject);
SET_HANDLER("borderGate", CGBorderGate);
SET_HANDLER("borderGuard", CGBorderGuard);
SET_HANDLER("monster", CGCreature);
SET_HANDLER("denOfThieves", CGDenOfthieves);
SET_HANDLER("dwelling", CGDwelling);
SET_HANDLER("event", CGEvent);
SET_HANDLER("garrison", CGGarrison);
SET_HANDLER("hero", CGHeroInstance);
SET_HANDLER("heroPlaceholder", CGHeroPlaceholder);
SET_HANDLER("keymaster", CGKeymasterTent);
SET_HANDLER("lighthouse", CGLighthouse);
SET_HANDLER("magi", CGMagi);
SET_HANDLER("magicSpring", CGMagicSpring);
SET_HANDLER("magicWell", CGMagicWell);
SET_HANDLER("market", CGMarket);
SET_HANDLER("mine", CGMine);
SET_HANDLER("obelisk", CGObelisk);
SET_HANDLER("observatory", CGObservatory);
SET_HANDLER("onceVisitable", CGOnceVisitable);
SET_HANDLER("pandora", CGPandoraBox);
SET_HANDLER("pickable", CGPickable);
SET_HANDLER("pyramid", CGPyramid);
SET_HANDLER("questGuard", CGQuestGuard);
SET_HANDLER("resource", CGResource);
SET_HANDLER("scholar", CGScholar);
SET_HANDLER("seerHut", CGSeerHut);
SET_HANDLER("shipyard", CGShipyard);
SET_HANDLER("shrine", CGShrine);
SET_HANDLER("sign", CGSignBottle);
SET_HANDLER("siren", CGSirens);
SET_HANDLER("teleport", CGTeleport);
SET_HANDLER("town", CGTownInstance);
SET_HANDLER("university", CGUniversity);
SET_HANDLER("oncePerHero", CGVisitableOPH);
SET_HANDLER("oncePerWeek", CGVisitableOPW);
SET_HANDLER("witch", CGWitchHut);
#undef SET_HANDLER_CLASS
#undef SET_HANDLER
}
template<typename Container>
void readTextFile(Container & objects, std::string path)
{
CLegacyConfigParser parser(path);
size_t totalNumber = parser.readNumber(); // first line contains number of objects to read and nothing else
parser.endLine();
for (size_t i=0; i<totalNumber; i++)
{
ObjectTemplate templ;
templ.readTxt(parser);
parser.endLine();
typename Container::key_type key(templ.id.num, templ.subid);
objects.insert(std::make_pair(key, templ));
}
}
std::vector<JsonNode> CObjectClassesHandler::loadLegacyData(size_t dataSize)
{
readTextFile(legacyTemplates, "Data/Objects.txt");
readTextFile(legacyTemplates, "Data/Heroes.txt");
std::vector<JsonNode> ret(dataSize);// create storage for 256 objects
assert(dataSize == 256);
CLegacyConfigParser parser("Data/ObjNames.txt");
for (size_t i=0; i<256; i++)
{
ret[i]["name"].String() = parser.readString();
parser.endLine();
}
return ret;
}
/// selects preferred ID (or subID) for new object
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>();
}
#include "StdInc.h"
#include "CObjectClassesHandler.h"
#include "filesystem/Filesystem.h"
#include "filesystem/CBinaryReader.h"
#include "../lib/VCMI_Lib.h"
#include "GameConstants.h"
#include "StringConstants.h"
#include "CGeneralTextHandler.h"
#include "CModHandler.h"
#include "JsonNode.h"
#include "CRewardableConstructor.h"
#include "MapObjects.h"
/*
* CObjectClassesHandler.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
*
*/
CObjectClassesHandler::CObjectClassesHandler()
{
#define SET_HANDLER_CLASS(STRING, CLASSNAME) handlerConstructors[STRING] = std::make_shared<CLASSNAME>;
#define SET_HANDLER(STRING, TYPENAME) handlerConstructors[STRING] = std::make_shared<CDefaultObjectTypeHandler<TYPENAME> >
// list of all known handlers, hardcoded for now since the only way to add new objects is via C++ code
//WARNING: should be in sync with registerTypesMapObjectTypes function
SET_HANDLER_CLASS("configurable", CRewardableConstructor);
SET_HANDLER("", CGObjectInstance);
SET_HANDLER("generic", CGObjectInstance);
SET_HANDLER("market", CGMarket);
SET_HANDLER("bank", CBank);
SET_HANDLER("cartographer", CCartographer);
SET_HANDLER("artifact", CGArtifact);
SET_HANDLER("blackMarket", CGBlackMarket);
SET_HANDLER("boat", CGBoat);
SET_HANDLER("bonusingObject", CGBonusingObject);
SET_HANDLER("borderGate", CGBorderGate);
SET_HANDLER("borderGuard", CGBorderGuard);
SET_HANDLER("monster", CGCreature);
SET_HANDLER("denOfThieves", CGDenOfthieves);
SET_HANDLER("dwelling", CGDwelling);
SET_HANDLER("event", CGEvent);
SET_HANDLER("garrison", CGGarrison);
SET_HANDLER("hero", CGHeroInstance);
SET_HANDLER("heroPlaceholder", CGHeroPlaceholder);
SET_HANDLER("keymaster", CGKeymasterTent);
SET_HANDLER("lighthouse", CGLighthouse);
SET_HANDLER("magi", CGMagi);
SET_HANDLER("magicSpring", CGMagicSpring);
SET_HANDLER("magicWell", CGMagicWell);
SET_HANDLER("market", CGMarket);
SET_HANDLER("mine", CGMine);
SET_HANDLER("obelisk", CGObelisk);
SET_HANDLER("observatory", CGObservatory);
SET_HANDLER("onceVisitable", CGOnceVisitable);
SET_HANDLER("pandora", CGPandoraBox);
SET_HANDLER("pickable", CGPickable);
SET_HANDLER("pyramid", CGPyramid);
SET_HANDLER("questGuard", CGQuestGuard);
SET_HANDLER("resource", CGResource);
SET_HANDLER("scholar", CGScholar);
SET_HANDLER("seerHut", CGSeerHut);
SET_HANDLER("shipyard", CGShipyard);
SET_HANDLER("shrine", CGShrine);
SET_HANDLER("sign", CGSignBottle);
SET_HANDLER("siren", CGSirens);
SET_HANDLER("teleport", CGTeleport);
SET_HANDLER("town", CGTownInstance);
SET_HANDLER("university", CGUniversity);
SET_HANDLER("oncePerHero", CGVisitableOPH);
SET_HANDLER("oncePerWeek", CGVisitableOPW);
SET_HANDLER("witch", CGWitchHut);
#undef SET_HANDLER_CLASS
#undef SET_HANDLER
}
template<typename Container>
void readTextFile(Container & objects, std::string path)
{
CLegacyConfigParser parser(path);
size_t totalNumber = parser.readNumber(); // first line contains number of objects to read and nothing else
parser.endLine();
for (size_t i=0; i<totalNumber; i++)
{
ObjectTemplate templ;
templ.readTxt(parser);
parser.endLine();
typename Container::key_type key(templ.id.num, templ.subid);
objects.insert(std::make_pair(key, templ));
}
}
std::vector<JsonNode> CObjectClassesHandler::loadLegacyData(size_t dataSize)
{
readTextFile(legacyTemplates, "Data/Objects.txt");
readTextFile(legacyTemplates, "Data/Heroes.txt");
std::vector<JsonNode> ret(dataSize);// create storage for 256 objects
assert(dataSize == 256);
CLegacyConfigParser parser("Data/ObjNames.txt");
for (size_t i=0; i<256; i++)
{
ret[i]["name"].String() = parser.readString();
parser.endLine();
}
return ret;
}
/// selects preferred ID (or subID) for new object
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>();
}

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@ -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;
}
};

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#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;
}
};