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vcmi/lib/mapObjects/CommonConstructors.h

200 lines
5.6 KiB
C++

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