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vcmi/lib/CDefObjInfoHandler.h
Ivan Savenko 7725232253 backup of current progress, started design of "Object configurer" that
will be responsible for configuring of ObjectWithReward's from json
config.
2014-04-25 17:59:05 +03:00

168 lines
4.9 KiB
C++

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