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vcmi/lib/registerTypes/RegisterTypes.h
ArseniyShestakov 18535db0ef Add TeleportDialog and CTeleportDialogQuery
TeleportDialog is based off BlockingDialog and it's needed for server to ask client what teleport hero should be teleported to.
It's also contain list of possible exits, identifier of currently used channel and also impassable option.
If impassable set to true then client will remember that current teleport channel is lack of exit point.
2015-03-08 16:37:33 +03:00

383 lines
18 KiB
C++

#pragma once
#include "../Connection.h"
#include "../NetPacks.h"
#include "../VCMI_Lib.h"
#include "../CArtHandler.h"
#include "../CGameState.h"
#include "../CHeroHandler.h"
#include "../CTownHandler.h"
#include "../CModHandler.h" //needed?
#include "../mapObjects/CObjectClassesHandler.h"
#include "../mapObjects/CRewardableConstructor.h"
#include "../mapObjects/CommonConstructors.h"
#include "../mapObjects/MapObjects.h"
#include "../CObstacleInstance.h"
/*
* RegisterTypes.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
*
*/
template<typename Serializer>
void registerTypesMapObjects1(Serializer &s)
{
//////////////////////////////////////////////////////////////////////////
// Adventure map objects
//////////////////////////////////////////////////////////////////////////
s.template registerType<IObjectInterface, CGObjectInstance>();
// Non-armed objects
s.template registerType<CGObjectInstance, CGTeleport>();
s.template registerType<CGTeleport, CGMonolith>();
s.template registerType<CGMonolith, CGSubterraneanGate>();
s.template registerType<CGMonolith, CGWhirlpool>();
s.template registerType<CGObjectInstance, CGSignBottle>();
s.template registerType<CGObjectInstance, CGScholar>();
s.template registerType<CGObjectInstance, CGMagicWell>();
s.template registerType<CGObjectInstance, CGObservatory>();
s.template registerType<CGObjectInstance, CGKeys>();
s.template registerType<CGKeys, CGKeymasterTent>();
s.template registerType<CGKeys, CGBorderGuard>(); s.template registerType<IQuestObject, CGBorderGuard>();
s.template registerType<CGBorderGuard, CGBorderGate>();
s.template registerType<CGObjectInstance, CGBoat>();
s.template registerType<CGObjectInstance, CGMagi>();
s.template registerType<CGObjectInstance, CGSirens>();
s.template registerType<CGObjectInstance, CGShipyard>(); s.template registerType<IShipyard, CGShipyard>();
s.template registerType<CGObjectInstance, CGDenOfthieves>();
s.template registerType<CGObjectInstance, CGLighthouse>();
s.template registerType<CGObjectInstance, CGMarket>(); s.template registerType<IMarket, CGMarket>();
s.template registerType<CGMarket, CGBlackMarket>();
s.template registerType<CGMarket, CGUniversity>();
s.template registerType<CGObjectInstance, CGHeroPlaceholder>();
s.template registerType<CGObjectInstance, CArmedInstance>(); s.template registerType<CBonusSystemNode, CArmedInstance>(); s.template registerType<CCreatureSet, CArmedInstance>();
// Armed objects
s.template registerType<CArmedInstance, CGHeroInstance>(); s.template registerType<IBoatGenerator, CGHeroInstance>(); s.template registerType<CArtifactSet, CGHeroInstance>();
s.template registerType<CArmedInstance, CGDwelling>();
s.template registerType<CGDwelling, CGTownInstance>(); s.template registerType<IShipyard, CGTownInstance>(); s.template registerType<IMarket, CGTownInstance>();
s.template registerType<CArmedInstance, CGPandoraBox>();
s.template registerType<CGPandoraBox, CGEvent>();
s.template registerType<CArmedInstance, CGCreature>();
s.template registerType<CArmedInstance, CGGarrison>();
s.template registerType<CArmedInstance, CGArtifact>();
s.template registerType<CArmedInstance, CGResource>();
s.template registerType<CArmedInstance, CGMine>();
s.template registerType<CArmedInstance, CBank>();
s.template registerType<CArmedInstance, CGSeerHut>(); s.template registerType<IQuestObject, CGSeerHut>();
s.template registerType<CGSeerHut, CGQuestGuard>();
}
template<typename Serializer>
void registerTypesMapObjectTypes(Serializer &s)
{
s.template registerType<AObjectTypeHandler, CRewardableConstructor>();
s.template registerType<AObjectTypeHandler, CHeroInstanceConstructor>();
s.template registerType<AObjectTypeHandler, CTownInstanceConstructor>();
s.template registerType<AObjectTypeHandler, CDwellingInstanceConstructor>();
s.template registerType<AObjectTypeHandler, CBankInstanceConstructor>();
s.template registerType<AObjectTypeHandler, CObstacleConstructor>();
#define REGISTER_GENERIC_HANDLER(TYPENAME) s.template registerType<AObjectTypeHandler, CDefaultObjectTypeHandler<TYPENAME> >()
REGISTER_GENERIC_HANDLER(CGObjectInstance);
REGISTER_GENERIC_HANDLER(CGMarket);
REGISTER_GENERIC_HANDLER(CCartographer);
REGISTER_GENERIC_HANDLER(CGArtifact);
REGISTER_GENERIC_HANDLER(CGBlackMarket);
REGISTER_GENERIC_HANDLER(CGBoat);
REGISTER_GENERIC_HANDLER(CGBonusingObject);
REGISTER_GENERIC_HANDLER(CGBorderGate);
REGISTER_GENERIC_HANDLER(CGBorderGuard);
REGISTER_GENERIC_HANDLER(CGCreature);
REGISTER_GENERIC_HANDLER(CGDenOfthieves);
REGISTER_GENERIC_HANDLER(CGDwelling);
REGISTER_GENERIC_HANDLER(CGEvent);
REGISTER_GENERIC_HANDLER(CGGarrison);
REGISTER_GENERIC_HANDLER(CGHeroPlaceholder);
REGISTER_GENERIC_HANDLER(CGHeroInstance);
REGISTER_GENERIC_HANDLER(CGKeymasterTent);
REGISTER_GENERIC_HANDLER(CGLighthouse);
REGISTER_GENERIC_HANDLER(CGMagi);
REGISTER_GENERIC_HANDLER(CGMagicSpring);
REGISTER_GENERIC_HANDLER(CGMagicWell);
REGISTER_GENERIC_HANDLER(CGMarket);
REGISTER_GENERIC_HANDLER(CGMine);
REGISTER_GENERIC_HANDLER(CGObelisk);
REGISTER_GENERIC_HANDLER(CGObservatory);
REGISTER_GENERIC_HANDLER(CGOnceVisitable);
REGISTER_GENERIC_HANDLER(CGPandoraBox);
REGISTER_GENERIC_HANDLER(CGPickable);
REGISTER_GENERIC_HANDLER(CGQuestGuard);
REGISTER_GENERIC_HANDLER(CGResource);
REGISTER_GENERIC_HANDLER(CGScholar);
REGISTER_GENERIC_HANDLER(CGSeerHut);
REGISTER_GENERIC_HANDLER(CGShipyard);
REGISTER_GENERIC_HANDLER(CGShrine);
REGISTER_GENERIC_HANDLER(CGSignBottle);
REGISTER_GENERIC_HANDLER(CGSirens);
REGISTER_GENERIC_HANDLER(CGMonolith);
REGISTER_GENERIC_HANDLER(CGSubterraneanGate);
REGISTER_GENERIC_HANDLER(CGWhirlpool);
REGISTER_GENERIC_HANDLER(CGTownInstance);
REGISTER_GENERIC_HANDLER(CGUniversity);
REGISTER_GENERIC_HANDLER(CGVisitableOPH);
REGISTER_GENERIC_HANDLER(CGVisitableOPW);
REGISTER_GENERIC_HANDLER(CGWitchHut);
#undef REGISTER_GENERIC_HANDLER
}
template<typename Serializer>
void registerTypesMapObjects2(Serializer &s)
{
//Other object-related
s.template registerType<IObjectInterface, CGTownBuilding>();
s.template registerType<CGTownBuilding, CTownBonus>();
s.template registerType<CGTownBuilding, COPWBonus>();
s.template registerType<CGObjectInstance, CRewardableObject>();
s.template registerType<CRewardableObject, CGPickable>();
s.template registerType<CRewardableObject, CGBonusingObject>();
s.template registerType<CRewardableObject, CGVisitableOPH>();
s.template registerType<CRewardableObject, CGVisitableOPW>();
s.template registerType<CRewardableObject, CGOnceVisitable>();
s.template registerType<CGVisitableOPW, CGMagicSpring>();
s.template registerType<CGObjectInstance, CPlayersVisited>();
s.template registerType<CPlayersVisited, CGWitchHut>();
s.template registerType<CPlayersVisited, CGShrine>();
s.template registerType<CPlayersVisited, CCartographer>();
s.template registerType<CPlayersVisited, CGObelisk>();
//s.template registerType<CQuest>();
//s.template registerType<IQuestObject>();
//end of objects
//////////////////////////////////////////////////////////////////////////
// Bonus system
//////////////////////////////////////////////////////////////////////////
//s.template registerType<IPropagator>();
s.template registerType<IPropagator, CPropagatorNodeType>();
// Limiters
//s.template registerType<ILimiter>();
s.template registerType<ILimiter, LimiterList>();
s.template registerType<ILimiter, CCreatureTypeLimiter>();
s.template registerType<ILimiter, HasAnotherBonusLimiter>();
s.template registerType<ILimiter, CreatureNativeTerrainLimiter>();
s.template registerType<ILimiter, CreatureFactionLimiter>();
s.template registerType<ILimiter, CreatureAlignmentLimiter>();
s.template registerType<ILimiter, RankRangeLimiter>();
s.template registerType<ILimiter, StackOwnerLimiter>();
// s.template registerType<CBonusSystemNode>();
s.template registerType<CBonusSystemNode, CArtifact>();
s.template registerType<CArtifact, CGrowingArtifact>();
s.template registerType<CBonusSystemNode, CCreature>();
s.template registerType<CBonusSystemNode, CStackInstance>();
s.template registerType<CStackInstance, CCommanderInstance>();
s.template registerType<CBonusSystemNode, PlayerState>();
s.template registerType<CBonusSystemNode, TeamState>();
//s.template registerType<CGameState>(); //TODO
s.template registerType<CBonusSystemNode, CGHeroInstance::HeroSpecial>();
//s.template registerType<CArmedInstance>();
s.template registerType<CBonusSystemNode, CStack>();
s.template registerType<CBonusSystemNode, BattleInfo>();
//s.template registerType<QuestInfo>();
s.template registerType<CBonusSystemNode, CArtifactInstance>();
s.template registerType<CArtifactInstance, CCombinedArtifactInstance>();
//s.template registerType<CObstacleInstance>();
s.template registerType<CObstacleInstance, MoatObstacle>();
s.template registerType<CObstacleInstance, SpellCreatedObstacle>();
}
template<typename Serializer>
void registerTypesClientPacks1(Serializer &s)
{
s.template registerType<CPack, CPackForClient>();
s.template registerType<CPackForClient, PackageApplied>();
s.template registerType<CPackForClient, SystemMessage>();
s.template registerType<CPackForClient, PlayerBlocked>();
s.template registerType<CPackForClient, YourTurn>();
s.template registerType<CPackForClient, SetResource>();
s.template registerType<CPackForClient, SetResources>();
s.template registerType<CPackForClient, SetPrimSkill>();
s.template registerType<CPackForClient, SetSecSkill>();
s.template registerType<CPackForClient, HeroVisitCastle>();
s.template registerType<CPackForClient, ChangeSpells>();
s.template registerType<CPackForClient, SetMana>();
s.template registerType<CPackForClient, SetMovePoints>();
s.template registerType<CPackForClient, FoWChange>();
s.template registerType<CPackForClient, SetAvailableHeroes>();
s.template registerType<CPackForClient, GiveBonus>();
s.template registerType<CPackForClient, ChangeObjPos>();
s.template registerType<CPackForClient, PlayerEndsGame>();
s.template registerType<CPackForClient, RemoveBonus>();
s.template registerType<CPackForClient, UpdateCampaignState>();
s.template registerType<CPackForClient, PrepareForAdvancingCampaign>();
s.template registerType<CPackForClient, UpdateArtHandlerLists>();
s.template registerType<CPackForClient, UpdateMapEvents>();
s.template registerType<CPackForClient, UpdateCastleEvents>();
s.template registerType<CPackForClient, RemoveObject>();
s.template registerType<CPackForClient, TryMoveHero>();
//s.template registerType<CPackForClient, SetGarrisons>();
s.template registerType<CPackForClient, NewStructures>();
s.template registerType<CPackForClient, RazeStructures>();
s.template registerType<CPackForClient, SetAvailableCreatures>();
s.template registerType<CPackForClient, SetHeroesInTown>();
//s.template registerType<CPackForClient, SetHeroArtifacts>();
s.template registerType<CPackForClient, HeroRecruited>();
s.template registerType<CPackForClient, GiveHero>();
s.template registerType<CPackForClient, NewTurn>();
s.template registerType<CPackForClient, InfoWindow>();
s.template registerType<CPackForClient, SetObjectProperty>();
s.template registerType<CPackForClient, ShowInInfobox>();
s.template registerType<CPackForClient, AdvmapSpellCast>();
s.template registerType<CPackForClient, OpenWindow>();
s.template registerType<CPackForClient, NewObject>();
s.template registerType<CPackForClient, NewArtifact>();
s.template registerType<CPackForClient, AddQuest>();
s.template registerType<CPackForClient, SetAvailableArtifacts>();
s.template registerType<CPackForClient, CenterView>();
s.template registerType<CPackForClient, HeroVisit>();
s.template registerType<CPackForClient, SetCommanderProperty>();
s.template registerType<CPackForClient, ChangeObjectVisitors>();
}
template<typename Serializer>
void registerTypesClientPacks2(Serializer &s)
{
s.template registerType<CPackForClient, BattleStart>();
s.template registerType<CPackForClient, BattleNextRound>();
s.template registerType<CPackForClient, BattleSetActiveStack>();
s.template registerType<CPackForClient, BattleResult>();
s.template registerType<CPackForClient, BattleStackMoved>();
s.template registerType<CPackForClient, BattleStackAttacked>();
s.template registerType<CPackForClient, BattleAttack>();
s.template registerType<CPackForClient, StartAction>();
s.template registerType<CPackForClient, EndAction>();
s.template registerType<CPackForClient, BattleSpellCast>();
s.template registerType<CPackForClient, SetStackEffect>();
s.template registerType<CPackForClient, BattleTriggerEffect>();
s.template registerType<CPackForClient, BattleObstaclePlaced>();
s.template registerType<CPackForClient, BattleSetStackProperty>();
s.template registerType<CPackForClient, StacksInjured>();
s.template registerType<CPackForClient, BattleResultsApplied>();
s.template registerType<CPackForClient, StacksHealedOrResurrected>();
s.template registerType<CPackForClient, ObstaclesRemoved>();
s.template registerType<CPackForClient, CatapultAttack>();
s.template registerType<CPackForClient, BattleStacksRemoved>();
s.template registerType<CPackForClient, BattleStackAdded>();
s.template registerType<CPackForClient, Query>();
s.template registerType<Query, HeroLevelUp>();
s.template registerType<Query, CommanderLevelUp>();
s.template registerType<Query, BlockingDialog>();
s.template registerType<Query, GarrisonDialog>();
s.template registerType<Query, ExchangeDialog>();
s.template registerType<Query, TeleportDialog>();
s.template registerType<CPackForClient, CGarrisonOperationPack>();
s.template registerType<CGarrisonOperationPack, ChangeStackCount>();
s.template registerType<CGarrisonOperationPack, SetStackType>();
s.template registerType<CGarrisonOperationPack, EraseStack>();
s.template registerType<CGarrisonOperationPack, SwapStacks>();
s.template registerType<CGarrisonOperationPack, InsertNewStack>();
s.template registerType<CGarrisonOperationPack, RebalanceStacks>();
s.template registerType<CPackForClient, CArtifactOperationPack>();
s.template registerType<CArtifactOperationPack, PutArtifact>();
s.template registerType<CArtifactOperationPack, EraseArtifact>();
s.template registerType<CArtifactOperationPack, MoveArtifact>();
s.template registerType<CArtifactOperationPack, AssembledArtifact>();
s.template registerType<CArtifactOperationPack, DisassembledArtifact>();
s.template registerType<CPackForClient, SaveGame>();
s.template registerType<CPackForClient, PlayerMessage>();
}
template<typename Serializer>
void registerTypesServerPacks(Serializer &s)
{
s.template registerType<CPack, CPackForServer>();
s.template registerType<CPackForServer, CloseServer>();
s.template registerType<CPackForServer, EndTurn>();
s.template registerType<CPackForServer, DismissHero>();
s.template registerType<CPackForServer, MoveHero>();
s.template registerType<CPackForServer, ArrangeStacks>();
s.template registerType<CPackForServer, DisbandCreature>();
s.template registerType<CPackForServer, BuildStructure>();
s.template registerType<CPackForServer, RecruitCreatures>();
s.template registerType<CPackForServer, UpgradeCreature>();
s.template registerType<CPackForServer, GarrisonHeroSwap>();
s.template registerType<CPackForServer, ExchangeArtifacts>();
s.template registerType<CPackForServer, AssembleArtifacts>();
s.template registerType<CPackForServer, BuyArtifact>();
s.template registerType<CPackForServer, TradeOnMarketplace>();
s.template registerType<CPackForServer, SetFormation>();
s.template registerType<CPackForServer, HireHero>();
s.template registerType<CPackForServer, BuildBoat>();
s.template registerType<CPackForServer, QueryReply>();
s.template registerType<CPackForServer, MakeAction>();
s.template registerType<CPackForServer, MakeCustomAction>();
s.template registerType<CPackForServer, DigWithHero>();
s.template registerType<CPackForServer, CastAdvSpell>();
s.template registerType<CPackForServer, CastleTeleportHero>();
s.template registerType<CPackForServer, CommitPackage>();
s.template registerType<CPackForServer, SaveGame>();
s.template registerType<CPackForServer, PlayerMessage>();
}
template<typename Serializer>
void registerTypesPregamePacks(Serializer &s)
{
s.template registerType<CPack, CPackForSelectionScreen>();
s.template registerType<CPackForSelectionScreen, CPregamePackToPropagate>();
s.template registerType<CPackForSelectionScreen, CPregamePackToHost>();
s.template registerType<CPregamePackToPropagate, ChatMessage>();
s.template registerType<CPregamePackToPropagate, QuitMenuWithoutStarting>();
s.template registerType<CPregamePackToPropagate, SelectMap>();
s.template registerType<CPregamePackToPropagate, UpdateStartOptions>();
s.template registerType<CPregamePackToPropagate, PregameGuiAction>();
s.template registerType<CPregamePackToPropagate, PlayerLeft>();
s.template registerType<CPregamePackToPropagate, PlayersNames>();
s.template registerType<CPregamePackToPropagate, StartWithCurrentSettings>();
s.template registerType<CPregamePackToHost, PlayerJoined>();
s.template registerType<CPregamePackToHost, RequestOptionsChange>();
}
template<typename Serializer>
void registerTypes(Serializer &s)
{
registerTypesMapObjects1(s);
registerTypesMapObjects2(s);
registerTypesMapObjectTypes(s);
registerTypesClientPacks1(s);
registerTypesClientPacks2(s);
registerTypesServerPacks(s);
registerTypesPregamePacks(s);
}
#ifndef INSTANTIATE_REGISTER_TYPES_HERE
extern template DLL_LINKAGE void registerTypes<CISer>(CISer & s);
extern template DLL_LINKAGE void registerTypes<COSer>(COSer & s);
extern template DLL_LINKAGE void registerTypes<CTypeList>(CTypeList & s);
#endif