1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-16 10:19:47 +02:00
vcmi/lib/mapObjects/CObjectClassesHandler.h
Ivan Savenko 44742814cd More cleanup:
- moved SoundBase.h to lib since it contains shared data
- added RMG info to object format. Note that data is not yet imported in
configs
- slightly updated API of object handlers
2014-06-05 23:51:24 +03:00

209 lines
6.1 KiB
C++

#pragma once
#include "ObjectTemplate.h"
#include "../GameConstants.h"
#include "../ConstTransitivePtr.h"
#include "../IHandlerBase.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 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 <typename Handler> void serialize(Handler &h, const int version)
{
h & value & mapLimit & zoneLimit & rarity;
}
};
class IObjectInfo
{
public:
virtual bool givesResources() const = 0;
virtual bool givesExperience() const = 0;
virtual bool givesMana() const = 0;
virtual bool givesMovement() const = 0;
virtual bool givesPrimarySkills() const = 0;
virtual bool givesSecondarySkills() const = 0;
virtual bool givesArtifacts() const = 0;
virtual bool givesCreatures() const = 0;
virtual bool givesSpells() const = 0;
virtual bool givesBonuses() const = 0;
};
class CGObjectInstance;
class AObjectTypeHandler
{
RandomMapInfo rmgInfo;
si32 type;
si32 subtype;
JsonNode base; /// describes base template
std::vector<ObjectTemplate> templates;
protected:
virtual bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const;
public:
virtual ~AObjectTypeHandler(){}
void setType(si32 type, si32 subtype);
/// loads generic data from Json structure
virtual void init(const JsonNode & input);
void addTemplate(ObjectTemplate templ);
void addTemplate(JsonNode config);
/// returns all templates matching parameters
std::vector<ObjectTemplate> getTemplates() const;
std::vector<ObjectTemplate> 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<ObjectTemplate> getOverride(si32 terrainType, const CGObjectInstance * object) const;
const RandomMapInfo & getRMGInfo();
/// 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
virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const = 0;
/// Returns object configuration, if available. Othervice returns NULL
virtual const IObjectInfo * getObjectInfo(ObjectTemplate tmpl) const = 0;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & type & subtype & templates & rmgInfo;
}
};
/// Class that is used for objects that do not have dedicated handler
template<class ObjectType>
class CDefaultObjectTypeHandler : public AObjectTypeHandler
{
CGObjectInstance * create(ObjectTemplate tmpl) const
{
auto obj = new ObjectType();
obj->ID = tmpl.id;
obj->subID = tmpl.subid;
obj->appearance = tmpl;
return obj;
}
virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
{
}
virtual const IObjectInfo * getObjectInfo(ObjectTemplate tmpl) const
{
return nullptr;
}
};
typedef std::shared_ptr<AObjectTypeHandler> 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<si32, TObjectTypeHandler> objects;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & handlerName & base & objects;
}
};
typedef std::multimap<std::pair<si32, si32>, ObjectTemplate> TTemplatesContainer;
/// list of object handlers, each of them handles only one type
std::map<si32, ObjectContainter * > objects;
/// map that is filled during contruction with all known handlers. Not serializeable due to usage of std::function
std::map<std::string, std::function<TObjectTypeHandler()> > handlerConstructors;
/// container with H3 templates, used only during loading, no need to serialize it
TTemplatesContainer legacyTemplates;
void loadObjectEntry(const JsonNode & entry, ObjectContainter * obj);
ObjectContainter * loadFromJson(const JsonNode & json);
public:
CObjectClassesHandler();
std::vector<JsonNode> 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<si32> subID = boost::optional<si32>());
void removeSubObject(si32 ID, si32 subID);
void beforeValidate(JsonNode & object) override;
void afterLoadFinalization() override;
std::vector<bool> getDefaultAllowed() const override;
/// Queries to detect loaded objects
std::set<si32> knownObjects() const;
std::set<si32> 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;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & objects;
}
};