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220 lines
6.7 KiB
C++
220 lines
6.7 KiB
C++
#pragma once
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#include "ObjectTemplate.h"
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#include "../GameConstants.h"
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#include "../ConstTransitivePtr.h"
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#include "../IHandlerBase.h"
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#include "../JsonNode.h"
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/*
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* CObjectClassesHandler.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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class JsonNode;
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class CRandomGenerator;
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/// Structure that describes placement rules for this object in random map
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struct DLL_LINKAGE RandomMapInfo
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{
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/// How valuable this object is, 1k = worthless, 10k = Utopia-level
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ui32 value;
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/// How many of such objects can be placed on map, 0 = object can not be placed by RMG
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ui32 mapLimit;
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/// How many of such objects can be placed in one zone, 0 = unplaceable
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ui32 zoneLimit;
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/// Rarity of object, 5 = extremely rare, 100 = common
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ui32 rarity;
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RandomMapInfo():
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value(0),
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mapLimit(0),
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zoneLimit(0),
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rarity(0)
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{}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & value & mapLimit & zoneLimit & rarity;
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}
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};
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class DLL_LINKAGE IObjectInfo
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{
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public:
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struct CArmyStructure
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{
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ui32 totalStrength;
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ui32 shootersStrength;
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ui32 flyersStrength;
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ui32 walkersStrength;
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CArmyStructure() :
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totalStrength(0),
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shootersStrength(0),
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flyersStrength(0),
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walkersStrength(0)
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{}
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bool operator <(const CArmyStructure & other) const
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{
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return this->totalStrength < other.totalStrength;
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}
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};
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/// Returns possible composition of guards. Actual guards would be
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/// somewhere between these two values
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virtual CArmyStructure minGuards() const { return CArmyStructure(); }
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virtual CArmyStructure maxGuards() const { return CArmyStructure(); }
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virtual bool givesResources() const { return false; }
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virtual bool givesExperience() const { return false; }
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virtual bool givesMana() const { return false; }
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virtual bool givesMovement() const { return false; }
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virtual bool givesPrimarySkills() const { return false; }
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virtual bool givesSecondarySkills() const { return false; }
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virtual bool givesArtifacts() const { return false; }
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virtual bool givesCreatures() const { return false; }
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virtual bool givesSpells() const { return false; }
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virtual bool givesBonuses() const { return false; }
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};
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class CGObjectInstance;
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class DLL_LINKAGE AObjectTypeHandler : public boost::noncopyable
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{
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RandomMapInfo rmgInfo;
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si32 type;
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si32 subtype;
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JsonNode base; /// describes base template
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std::vector<ObjectTemplate> templates;
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protected:
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virtual bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const;
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/// initialization for classes that inherit this one
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virtual void initTypeData(const JsonNode & input);
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public:
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virtual ~AObjectTypeHandler(){}
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void setType(si32 type, si32 subtype);
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/// loads generic data from Json structure and passes it towards type-specific constructors
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void init(const JsonNode & input);
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void addTemplate(ObjectTemplate templ);
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void addTemplate(JsonNode config);
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/// returns all templates matching parameters
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std::vector<ObjectTemplate> getTemplates() const;
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std::vector<ObjectTemplate> getTemplates(si32 terrainType) const;
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/// returns preferred template for this object, if present (e.g. one of 3 possible templates for town - village, fort and castle)
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/// note that appearance will not be changed - this must be done separately (either by assignment or via pack from server)
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boost::optional<ObjectTemplate> getOverride(si32 terrainType, const CGObjectInstance * object) const;
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const RandomMapInfo & getRMGInfo();
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virtual bool isStaticObject();
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virtual void afterLoadFinalization();
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/// Creates object and set up core properties (like ID/subID). Object is NOT initialized
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/// to allow creating objects before game start (e.g. map loading)
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virtual CGObjectInstance * create(ObjectTemplate tmpl) const = 0;
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/// Configures object properties. Should be re-entrable, resetting state of the object if necessarily
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/// This should set remaining properties, including randomized or depending on map
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virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const = 0;
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/// Returns object configuration, if available. Othervice returns NULL
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virtual std::unique_ptr<IObjectInfo> getObjectInfo(ObjectTemplate tmpl) const = 0;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & type & subtype & templates & rmgInfo;
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}
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};
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typedef std::shared_ptr<AObjectTypeHandler> TObjectTypeHandler;
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class DLL_LINKAGE CObjectClassesHandler : public IHandlerBase
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{
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/// Small internal structure that contains information on specific group of objects
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/// (creating separate entity is overcomplicating at least at this point)
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struct ObjectContainter
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{
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si32 id;
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std::string name; // human-readable name
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std::string handlerName; // ID of handler that controls this object, shoul be determined using hadlerConstructor map
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JsonNode base;
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std::map<si32, TObjectTypeHandler> objects;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & name & handlerName & base & objects;
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}
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};
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typedef std::multimap<std::pair<si32, si32>, ObjectTemplate> TTemplatesContainer;
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/// list of object handlers, each of them handles only one type
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std::map<si32, ObjectContainter * > objects;
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/// map that is filled during contruction with all known handlers. Not serializeable due to usage of std::function
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std::map<std::string, std::function<TObjectTypeHandler()> > handlerConstructors;
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/// container with H3 templates, used only during loading, no need to serialize it
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TTemplatesContainer legacyTemplates;
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void loadObjectEntry(const JsonNode & entry, ObjectContainter * obj);
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ObjectContainter * loadFromJson(const JsonNode & json);
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public:
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CObjectClassesHandler();
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std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
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void loadObject(std::string scope, std::string name, const JsonNode & data) override;
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void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
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void loadSubObject(std::string name, JsonNode config, si32 ID, boost::optional<si32> subID = boost::optional<si32>());
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void removeSubObject(si32 ID, si32 subID);
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void beforeValidate(JsonNode & object) override;
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void afterLoadFinalization() override;
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std::vector<bool> getDefaultAllowed() const override;
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/// Queries to detect loaded objects
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std::set<si32> knownObjects() const;
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std::set<si32> knownSubObjects(si32 primaryID) const;
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/// returns handler for specified object (ID-based). ObjectHandler keeps ownership
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TObjectTypeHandler getHandlerFor(si32 type, si32 subtype) const;
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std::string getObjectName(si32 type) const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & objects;
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}
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};
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