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200 lines
5.6 KiB
C++
200 lines
5.6 KiB
C++
#pragma once
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#include "CObjectClassesHandler.h"
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#include "../CTownHandler.h" // for building ID-based filters
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/*
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* CommonConstructors.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 CGObjectInstance;
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class CGTownInstance;
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class CGHeroInstance;
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class CGDwelling;
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//class CGArtifact;
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//class CGCreature;
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class CHeroClass;
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class CBank;
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class CStackBasicDescriptor;
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/// Class that is used for objects that do not have dedicated handler
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template<class ObjectType>
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class CDefaultObjectTypeHandler : public AObjectTypeHandler
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{
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protected:
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ObjectType * createTyped(ObjectTemplate tmpl) const
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{
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auto obj = new ObjectType();
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obj->ID = tmpl.id;
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obj->subID = tmpl.subid;
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obj->appearance = tmpl;
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return obj;
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}
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public:
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CDefaultObjectTypeHandler(){}
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CGObjectInstance * create(ObjectTemplate tmpl) const
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{
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return createTyped(tmpl);
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}
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virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
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{
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}
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virtual std::unique_ptr<IObjectInfo> getObjectInfo(ObjectTemplate tmpl) const
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{
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return nullptr;
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}
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};
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class CObstacleConstructor : public CDefaultObjectTypeHandler<CGObjectInstance>
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{
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public:
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CObstacleConstructor();
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bool isStaticObject();
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};
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class CTownInstanceConstructor : public CDefaultObjectTypeHandler<CGTownInstance>
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{
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JsonNode filtersJson;
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protected:
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bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const;
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void initTypeData(const JsonNode & input);
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public:
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CFaction * faction;
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std::map<std::string, LogicalExpression<BuildingID>> filters;
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CTownInstanceConstructor();
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CGObjectInstance * create(ObjectTemplate tmpl) const;
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void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const;
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void afterLoadFinalization();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & filtersJson & faction & filters;
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h & static_cast<CDefaultObjectTypeHandler<CGTownInstance>&>(*this);
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}
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};
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class CHeroInstanceConstructor : public CDefaultObjectTypeHandler<CGHeroInstance>
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{
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JsonNode filtersJson;
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protected:
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bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const;
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void initTypeData(const JsonNode & input);
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public:
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CHeroClass * heroClass;
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std::map<std::string, LogicalExpression<HeroTypeID>> filters;
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CHeroInstanceConstructor();
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CGObjectInstance * create(ObjectTemplate tmpl) const;
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void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const;
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void afterLoadFinalization();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & filtersJson & heroClass & filters;
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h & static_cast<CDefaultObjectTypeHandler<CGHeroInstance>&>(*this);
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}
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};
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class CDwellingInstanceConstructor : public CDefaultObjectTypeHandler<CGDwelling>
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{
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std::vector<std::vector<const CCreature *>> availableCreatures;
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JsonNode guards;
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protected:
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bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const;
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void initTypeData(const JsonNode & input);
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public:
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CDwellingInstanceConstructor();
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CGObjectInstance * create(ObjectTemplate tmpl) const;
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void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const;
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bool producesCreature(const CCreature * crea) const;
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std::vector<const CCreature *> getProducedCreatures() const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & availableCreatures & guards;
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h & static_cast<CDefaultObjectTypeHandler<CGDwelling>&>(*this);
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}
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};
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struct BankConfig
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{
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BankConfig() { chance = upgradeChance = combatValue = value = 0; };
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ui32 value; //overall value of given things
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ui32 chance; //chance for this level being chosen
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ui32 upgradeChance; //chance for creatures to be in upgraded versions
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ui32 combatValue; //how hard are guards of this level
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std::vector<CStackBasicDescriptor> guards; //creature ID, amount
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Res::ResourceSet resources; //resources given in case of victory
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std::vector<CStackBasicDescriptor> creatures; //creatures granted in case of victory (creature ID, amount)
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std::vector<ArtifactID> artifacts; //artifacts given in case of victory
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std::vector<SpellID> spells; // granted spell(s), for Pyramid
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & spells;
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}
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};
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typedef std::vector<std::pair<ui8, IObjectInfo::CArmyStructure>> TPossibleGuards;
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class DLL_LINKAGE CBankInfo : public IObjectInfo
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{
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JsonVector config;
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public:
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CBankInfo(JsonVector config);
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TPossibleGuards getPossibleGuards() const;
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//I have no idea what do these functions do or were supposed to do - War
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CArmyStructure minGuards() const;
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CArmyStructure maxGuards() const;
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bool givesResources() const;
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bool givesArtifacts() const;
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bool givesCreatures() const;
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bool givesSpells() const;
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};
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class CBankInstanceConstructor : public CDefaultObjectTypeHandler<CBank>
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{
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BankConfig generateConfig(const JsonNode & conf, CRandomGenerator & rng) const;
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JsonVector levels;
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protected:
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void initTypeData(const JsonNode & input);
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public:
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// all banks of this type will be reset N days after clearing,
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si32 bankResetDuration;
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CBankInstanceConstructor();
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CGObjectInstance *create(ObjectTemplate tmpl) const;
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void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const;
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std::unique_ptr<IObjectInfo> getObjectInfo(ObjectTemplate tmpl) const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & levels & bankResetDuration;
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h & static_cast<CDefaultObjectTypeHandler<CBank>&>(*this);
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}
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};
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