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164 lines
4.5 KiB
C++
164 lines
4.5 KiB
C++
/*
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* CommonConstructors.h, 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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#pragma once
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#include "CDefaultObjectTypeHandler.h"
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#include "../LogicalExpression.h"
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#include "../mapObjects/MiscObjects.h"
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#include "../mapObjects/CGCreature.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGArtifact;
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class CGObjectInstance;
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class CGTownInstance;
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class CGHeroInstance;
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class CGMarket;
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class CHeroClass;
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class CGCreature;
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class CBank;
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class CGBoat;
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class CFaction;
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class CStackBasicDescriptor;
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class CObstacleConstructor : public CDefaultObjectTypeHandler<CGObjectInstance>
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{
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public:
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bool isStaticObject() override;
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};
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class CreatureInstanceConstructor : public CDefaultObjectTypeHandler<CGCreature>
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{
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public:
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bool hasNameTextID() const override;
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std::string getNameTextID() const override;
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};
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class ResourceInstanceConstructor : public CDefaultObjectTypeHandler<CGResource>
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{
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public:
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bool hasNameTextID() const override;
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std::string getNameTextID() const override;
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};
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class CTownInstanceConstructor : public CDefaultObjectTypeHandler<CGTownInstance>
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{
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JsonNode filtersJson;
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protected:
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bool objectFilter(const CGObjectInstance * obj, std::shared_ptr<const ObjectTemplate> tmpl) const override;
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void initTypeData(const JsonNode & input) override;
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public:
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CFaction * faction = nullptr;
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std::map<std::string, LogicalExpression<BuildingID>> filters;
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void initializeObject(CGTownInstance * object) const override;
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void randomizeObject(CGTownInstance * object, CRandomGenerator & rng) const override;
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void afterLoadFinalization() override;
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bool hasNameTextID() const override;
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std::string getNameTextID() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & filtersJson;
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h & faction;
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h & filters;
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h & static_cast<CDefaultObjectTypeHandler<CGTownInstance>&>(*this);
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}
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};
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class CHeroInstanceConstructor : public CDefaultObjectTypeHandler<CGHeroInstance>
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{
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JsonNode filtersJson;
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protected:
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bool objectFilter(const CGObjectInstance * obj, std::shared_ptr<const ObjectTemplate> tmpl) const override;
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void initTypeData(const JsonNode & input) override;
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public:
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CHeroClass * heroClass = nullptr;
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std::map<std::string, LogicalExpression<HeroTypeID>> filters;
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void initializeObject(CGHeroInstance * object) const override;
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void randomizeObject(CGHeroInstance * object, CRandomGenerator & rng) const override;
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void afterLoadFinalization() override;
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bool hasNameTextID() const override;
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std::string getNameTextID() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & filtersJson;
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h & heroClass;
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h & filters;
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h & static_cast<CDefaultObjectTypeHandler<CGHeroInstance>&>(*this);
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}
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};
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class DLL_LINKAGE BoatInstanceConstructor : public CDefaultObjectTypeHandler<CGBoat>
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{
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protected:
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void initTypeData(const JsonNode & config) override;
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std::vector<Bonus> bonuses;
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EPathfindingLayer layer;
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bool onboardAssaultAllowed; //if true, hero can attack units from transport
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bool onboardVisitAllowed; //if true, hero can visit objects from transport
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std::string actualAnimation; //for OH3 boats those have actual animations
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std::string overlayAnimation; //waves animations
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std::array<std::string, PlayerColor::PLAYER_LIMIT_I> flagAnimations;
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public:
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void initializeObject(CGBoat * object) const override;
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/// Returns boat preview animation, for use in Shipyards
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std::string getBoatAnimationName() const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CDefaultObjectTypeHandler<CGBoat>&>(*this);
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h & layer;
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h & onboardAssaultAllowed;
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h & onboardVisitAllowed;
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h & bonuses;
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h & actualAnimation;
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h & overlayAnimation;
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h & flagAnimations;
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}
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};
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class MarketInstanceConstructor : public CDefaultObjectTypeHandler<CGMarket>
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{
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protected:
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void initTypeData(const JsonNode & config) override;
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std::set<EMarketMode::EMarketMode> marketModes;
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JsonNode predefinedOffer;
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int marketEfficiency;
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std::string title, speech;
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public:
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CGMarket * createObject() const override;
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void initializeObject(CGMarket * object) const override;
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void randomizeObject(CGMarket * object, CRandomGenerator & rng) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CDefaultObjectTypeHandler<CGMarket>&>(*this);
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h & marketModes;
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h & marketEfficiency;
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}
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};
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VCMI_LIB_NAMESPACE_END
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