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vcmi/lib/mapObjectConstructors/CommonConstructors.h
Ivan Savenko 20d5b33ea6 Remove marketModes as member
marketModes are now generated in runtime and are not a member of
IMarket. Was not a bad change, but towns load buildings before town type
is randomized, leading to case where market modes are not actually known
when building is added to town (like random towns with market built)

Since altar requires CArtifactSet for work, IMarket will now always
contain it, but it will only be accessible if market supports altar
mode.
2024-08-27 14:07:00 +00:00

136 lines
3.7 KiB
C++

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