#pragma once #include "CObjectClassesHandler.h" #include "../CTownHandler.h" // for building ID-based filters /* * CommonConstructors.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 CGObjectInstance; class CGTownInstance; class CGHeroInstance; class CGDwelling; //class CGArtifact; //class CGCreature; class CHeroClass; class CBank; class CStackBasicDescriptor; /// Class that is used for objects that do not have dedicated handler template class CDefaultObjectTypeHandler : public AObjectTypeHandler { protected: ObjectType * createTyped(ObjectTemplate tmpl) const { auto obj = new ObjectType(); obj->ID = tmpl.id; obj->subID = tmpl.subid; obj->appearance = tmpl; return obj; } public: CDefaultObjectTypeHandler(){} CGObjectInstance * create(ObjectTemplate tmpl) const { return createTyped(tmpl); } virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const { } virtual std::unique_ptr getObjectInfo(ObjectTemplate tmpl) const { return nullptr; } }; class CObstacleConstructor : public CDefaultObjectTypeHandler { public: CObstacleConstructor(); bool isStaticObject(); }; class CTownInstanceConstructor : public CDefaultObjectTypeHandler { JsonNode filtersJson; protected: bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const; void initTypeData(const JsonNode & input); public: CFaction * faction; std::map> filters; CTownInstanceConstructor(); CGObjectInstance * create(ObjectTemplate tmpl) const; void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const; void afterLoadFinalization(); template void serialize(Handler &h, const int version) { h & filtersJson & faction & filters; h & static_cast&>(*this); } }; class CHeroInstanceConstructor : public CDefaultObjectTypeHandler { JsonNode filtersJson; protected: bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const; void initTypeData(const JsonNode & input); public: CHeroClass * heroClass; std::map> filters; CHeroInstanceConstructor(); CGObjectInstance * create(ObjectTemplate tmpl) const; void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const; void afterLoadFinalization(); template void serialize(Handler &h, const int version) { h & filtersJson & heroClass & filters; h & static_cast&>(*this); } }; class CDwellingInstanceConstructor : public CDefaultObjectTypeHandler { std::vector> availableCreatures; JsonNode guards; protected: bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const; void initTypeData(const JsonNode & input); public: CDwellingInstanceConstructor(); CGObjectInstance * create(ObjectTemplate tmpl) const; void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const; bool producesCreature(const CCreature * crea) const; std::vector getProducedCreatures() const; template void serialize(Handler &h, const int version) { h & availableCreatures & guards; h & static_cast&>(*this); } }; struct BankConfig { BankConfig() { chance = upgradeChance = combatValue = value = 0; }; ui32 value; //overall value of given things ui32 chance; //chance for this level being chosen ui32 upgradeChance; //chance for creatures to be in upgraded versions ui32 combatValue; //how hard are guards of this level std::vector guards; //creature ID, amount Res::ResourceSet resources; //resources given in case of victory std::vector creatures; //creatures granted in case of victory (creature ID, amount) std::vector artifacts; //artifacts given in case of victory std::vector spells; // granted spell(s), for Pyramid template void serialize(Handler &h, const int version) { h & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & spells; } }; typedef std::vector> TPossibleGuards; class DLL_LINKAGE CBankInfo : public IObjectInfo { JsonVector config; public: CBankInfo(JsonVector config); TPossibleGuards getPossibleGuards() const; //I have no idea what do these functions do or were supposed to do - War CArmyStructure minGuards() const; CArmyStructure maxGuards() const; bool givesResources() const; bool givesArtifacts() const; bool givesCreatures() const; bool givesSpells() const; }; class CBankInstanceConstructor : public CDefaultObjectTypeHandler { BankConfig generateConfig(const JsonNode & conf, CRandomGenerator & rng) const; JsonVector levels; protected: void initTypeData(const JsonNode & input); public: // all banks of this type will be reset N days after clearing, si32 bankResetDuration; CBankInstanceConstructor(); CGObjectInstance *create(ObjectTemplate tmpl) const; void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const; std::unique_ptr getObjectInfo(ObjectTemplate tmpl) const; template void serialize(Handler &h, const int version) { h & levels & bankResetDuration; h & static_cast&>(*this); } };