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7725232253
will be responsible for configuring of ObjectWithReward's from json config.
168 lines
4.9 KiB
C++
168 lines
4.9 KiB
C++
#pragma once
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#include "GameConstants.h"
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#include "../lib/ConstTransitivePtr.h"
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/*
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* CDefObjInfoHandler.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 CBinaryReader;
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class CLegacyConfigParser;
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class JsonNode;
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class DLL_LINKAGE ObjectTemplate
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{
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enum EBlockMapBits
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{
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VISIBLE = 1,
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VISITABLE = 2,
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BLOCKED = 4
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};
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/// tiles that are covered by this object, uses EBlockMapBits enum as flags
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std::vector<std::vector<ui8>> usedTiles;
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/// directions from which object can be entered, format same as for moveDir in CGHeroInstance(but 0 - 7)
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ui8 visitDir;
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/// list of terrains on which this object can be placed
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std::set<ETerrainType> allowedTerrains;
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public:
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/// H3 ID/subID of this object
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Obj id;
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si32 subid;
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/// print priority, objects with higher priority will be print first, below everything else
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si32 printPriority;
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/// animation file that should be used to display object
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std::string animationFile;
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/// string ID, equals to def base name for h3m files (lower case, no extension) or specified in mod data
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std::string stringID;
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ui32 getWidth() const;
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ui32 getHeight() const;
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void setSize(ui32 width, ui32 height);
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bool isVisitable() const;
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// Checks object used tiles
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// Position is relative to bottom-right corner of the object, can not be negative
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bool isWithin(si32 X, si32 Y) const;
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bool isVisitableAt(si32 X, si32 Y) const;
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bool isVisibleAt(si32 X, si32 Y) const;
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bool isBlockedAt(si32 X, si32 Y) const;
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// Checks if object is visitable from certain direction. X and Y must be between -1..+1
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bool isVisitableFrom(si8 X, si8 Y) const;
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// Checks if object can be placed on specific terrain
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bool canBePlacedAt(ETerrainType terrain) const;
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ObjectTemplate();
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void readTxt(CLegacyConfigParser & parser);
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void readMsk();
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void readMap(CBinaryReader & reader);
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void readJson(const JsonNode & node);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & usedTiles & allowedTerrains & animationFile & stringID;
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h & id & subid & printPriority & visitDir;
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}
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};
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class DLL_LINKAGE CDefObjInfoHandler
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{
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/// list of all object templates loaded from text files
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/// actual object have ObjectTemplate as member "appearance"
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std::vector<ObjectTemplate> objects;
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/// reads one of H3 text files that contain object templates description
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void readTextFile(std::string path);
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public:
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CDefObjInfoHandler();
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/// Erases all templates with given type/subtype
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void eraseAll(Obj type, si32 subtype);
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/// Add new template into the list
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void registerTemplate(ObjectTemplate obj);
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/// picks all possible candidates for specific pair <type, subtype>
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std::vector<ObjectTemplate> pickCandidates(Obj type, si32 subtype) const;
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/// picks all candidates for <type, subtype> and of possible - also filters them by terrain
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std::vector<ObjectTemplate> pickCandidates(Obj type, si32 subtype, ETerrainType terrain) const;
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/// as above, but also filters out templates that are not applicable according to accepted test
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std::vector<ObjectTemplate> pickCandidates(Obj type, si32 subtype, ETerrainType terrain, std::function<bool(ObjectTemplate &)> filter) 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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class IObjectInfo
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{
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public:
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virtual bool givesResources() const = 0;
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virtual bool givesExperience() const = 0;
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virtual bool givesMana() const = 0;
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virtual bool givesMovement() const = 0;
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virtual bool givesPrimarySkills() const = 0;
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virtual bool givesSecondarySkills() const = 0;
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virtual bool givesArtifacts() const = 0;
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virtual bool givesCreatures() const = 0;
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virtual bool givesSpells() const = 0;
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virtual bool givesBonuses() const = 0;
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};
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class CGObjectInstance;
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class IObjectTypeHandler
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{
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public:
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virtual CGObjectInstance * create(ui32 id, ui32 subID) const = 0;
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virtual bool handlesID(ui32 id) const = 0;
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virtual void configureObject(CGObjectInstance * object) const = 0;
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virtual IObjectInfo * getObjectInfo(ui32 id, ui32 subID) const = 0;
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};
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typedef std::shared_ptr<IObjectTypeHandler> TObjectTypeHandler;
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class CObjectTypesHandler
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{
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/// list of object handlers, each of them handles 1 or more object type
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std::vector<TObjectTypeHandler> objectTypes;
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public:
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/// returns handler for specified object (ID-based). ObjectHandler keeps ownership
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IObjectTypeHandler * getHandlerFor(CObjectTemplate tmpl) const;
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/// creates object based on specified template
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CGObjectInstance * createObject(CObjectTemplate tmpl);
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template<typename CObjectClass>
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CObjectClass * createObjectTyped(CObjectTemplate tmpl)
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{
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auto objInst = createObject(tmpl);
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auto objClass = dynamic_cast<CObjectClass*>(objInst);
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assert(objClass);
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return objClass;
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}
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}
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