#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> 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 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 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 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 std::vector pickCandidates(Obj type, si32 subtype) const; /// picks all candidates for and of possible - also filters them by terrain std::vector 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 pickCandidates(Obj type, si32 subtype, ETerrainType terrain, std::function filter) const; template 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 IObjectTypesHandler { public: virtual std::vector getTemplates(si32 type, si32 subType) const = 0; virtual CGObjectInstance * create(ObjectTemplate tmpl) const = 0; virtual bool handlesID(ObjectTemplate tmpl) const = 0; virtual void configureObject(CGObjectInstance * object) const = 0; virtual const IObjectInfo * getObjectInfo(ObjectTemplate tmpl) const = 0; }; typedef std::shared_ptr TObjectTypeHandler; class CObjectGroupsHandler { /// list of object handlers, each of them handles 1 or more object type std::vector objectTypes; public: /// returns handler for specified object (ID-based). ObjectHandler keeps ownership IObjectTypesHandler * getHandlerFor(ObjectTemplate tmpl) const; /// creates object based on specified template CGObjectInstance * createObject(ObjectTemplate tmpl); template CObjectClass * createObjectTyped(ObjectTemplate tmpl) { auto objInst = createObject(tmpl); auto objClass = dynamic_cast(objInst); assert(objClass); return objClass; } };