#pragma once #include "ObjectTemplate.h" #include "../GameConstants.h" #include "../ConstTransitivePtr.h" #include "../IHandlerBase.h" #include "../JsonNode.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; /// Structure that describes placement rules for this object in random map struct DLL_LINKAGE RandomMapInfo { /// How valuable this object is, 1k = worthless, 10k = Utopia-level ui32 value; /// How many of such objects can be placed on map, 0 = object can not be placed by RMG ui32 mapLimit; /// How many of such objects can be placed in one zone, 0 = unplaceable ui32 zoneLimit; /// Rarity of object, 5 = extremely rare, 100 = common ui32 rarity; RandomMapInfo(): value(0), mapLimit(0), zoneLimit(0), rarity(0) {} template void serialize(Handler &h, const int version) { h & value & mapLimit & zoneLimit & rarity; } }; class DLL_LINKAGE IObjectInfo { public: struct CArmyStructure { ui32 totalStrength; ui32 shootersStrength; ui32 flyersStrength; ui32 walkersStrength; CArmyStructure() : totalStrength(0), shootersStrength(0), flyersStrength(0), walkersStrength(0) {} bool operator <(const CArmyStructure & other) const { return this->totalStrength < other.totalStrength; } }; /// Returns possible composition of guards. Actual guards would be /// somewhere between these two values virtual CArmyStructure minGuards() const { return CArmyStructure(); } virtual CArmyStructure maxGuards() const { return CArmyStructure(); } virtual bool givesResources() const { return false; } virtual bool givesExperience() const { return false; } virtual bool givesMana() const { return false; } virtual bool givesMovement() const { return false; } virtual bool givesPrimarySkills() const { return false; } virtual bool givesSecondarySkills() const { return false; } virtual bool givesArtifacts() const { return false; } virtual bool givesCreatures() const { return false; } virtual bool givesSpells() const { return false; } virtual bool givesBonuses() const { return false; } }; class CGObjectInstance; class DLL_LINKAGE AObjectTypeHandler : public boost::noncopyable { RandomMapInfo rmgInfo; /// Human-readable name of this object, used for objects like banks and dwellings, if set boost::optional objectName; si32 type; si32 subtype; JsonNode base; /// describes base template std::vector templates; protected: virtual bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const; /// initialization for classes that inherit this one virtual void initTypeData(const JsonNode & input); public: virtual ~AObjectTypeHandler(){} void setType(si32 type, si32 subtype); /// loads generic data from Json structure and passes it towards type-specific constructors void init(const JsonNode & input, boost::optional name = boost::optional()); /// Returns object-specific name, if set boost::optional getCustomName() const; void addTemplate(ObjectTemplate templ); void addTemplate(JsonNode config); /// returns all templates matching parameters std::vector getTemplates() const; std::vector 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 getOverride(si32 terrainType, const CGObjectInstance * object) const; const RandomMapInfo & getRMGInfo(); virtual bool isStaticObject(); virtual void afterLoadFinalization(); /// 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 /// This should set remaining properties, including randomized or depending on map virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const = 0; /// Returns object configuration, if available. Othervice returns NULL virtual std::unique_ptr getObjectInfo(ObjectTemplate tmpl) const = 0; template void serialize(Handler &h, const int version) { h & type & subtype & templates & rmgInfo & objectName; } }; typedef std::shared_ptr 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 objects; template void serialize(Handler &h, const int version) { h & name & handlerName & base & objects; } }; /// list of object handlers, each of them handles only one type std::map objects; /// map that is filled during contruction with all known handlers. Not serializeable due to usage of std::function std::map > handlerConstructors; /// container with H3 templates, used only during loading, no need to serialize it typedef std::multimap, ObjectTemplate> TTemplatesContainer; TTemplatesContainer legacyTemplates; /// contains list of custom names for H3 objects (e.g. Dwellings), used to load H3 data /// format: customNames[primaryID][secondaryID] -> name std::map> customNames; void loadObjectEntry(const JsonNode & entry, ObjectContainter * obj); ObjectContainter * loadFromJson(const JsonNode & json); public: CObjectClassesHandler(); std::vector 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 loadSubObject(std::string name, JsonNode config, si32 ID, boost::optional subID = boost::optional()); void removeSubObject(si32 ID, si32 subID); void beforeValidate(JsonNode & object) override; void afterLoadFinalization() override; std::vector getDefaultAllowed() const override; /// Queries to detect loaded objects std::set knownObjects() const; std::set knownSubObjects(si32 primaryID) const; /// returns handler for specified object (ID-based). ObjectHandler keeps ownership TObjectTypeHandler getHandlerFor(si32 type, si32 subtype) const; std::string getObjectName(si32 type) const; std::string getObjectName(si32 type, si32 subtype) const; /// Returns handler string describing the handler (for use in client) std::string getObjectHandlerName(si32 type) const; template void serialize(Handler &h, const int version) { h & objects; } };