CObjectClassesHandler.h 9.1 KB

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  1. /*
  2. * CObjectClassesHandler.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "ObjectTemplate.h"
  12. #include "../GameConstants.h"
  13. #include "../ConstTransitivePtr.h"
  14. #include "../IHandlerBase.h"
  15. #include "../JsonNode.h"
  16. class JsonNode;
  17. class CRandomGenerator;
  18. struct SObjectSounds
  19. {
  20. std::vector<std::string> ambient;
  21. std::vector<std::string> visit;
  22. std::vector<std::string> removal;
  23. template <typename Handler> void serialize(Handler &h, const int version)
  24. {
  25. h & ambient;
  26. h & visit;
  27. h & removal;
  28. }
  29. };
  30. /// Structure that describes placement rules for this object in random map
  31. struct DLL_LINKAGE RandomMapInfo
  32. {
  33. /// How valuable this object is, 1k = worthless, 10k = Utopia-level
  34. ui32 value;
  35. /// How many of such objects can be placed on map, 0 = object can not be placed by RMG
  36. ui32 mapLimit;
  37. /// How many of such objects can be placed in one zone, 0 = unplaceable
  38. ui32 zoneLimit;
  39. /// Rarity of object, 5 = extremely rare, 100 = common
  40. ui32 rarity;
  41. RandomMapInfo():
  42. value(0),
  43. mapLimit(0),
  44. zoneLimit(0),
  45. rarity(0)
  46. {}
  47. template <typename Handler> void serialize(Handler &h, const int version)
  48. {
  49. h & value;
  50. h & mapLimit;
  51. h & zoneLimit;
  52. h & rarity;
  53. }
  54. };
  55. struct DLL_LINKAGE CompoundMapObjectID
  56. {
  57. si32 primaryID;
  58. si32 secondaryID;
  59. CompoundMapObjectID(si32 primID, si32 secID) : primaryID(primID), secondaryID(secID) {};
  60. bool operator<(const CompoundMapObjectID& other) const
  61. {
  62. return (this->primaryID == other.primaryID) && (this->secondaryID == other.secondaryID);
  63. }
  64. bool operator==(const CompoundMapObjectID& other) const
  65. {
  66. if(this->primaryID == other.primaryID)
  67. return this->secondaryID == other.secondaryID;
  68. return false;
  69. }
  70. };
  71. class DLL_LINKAGE IObjectInfo
  72. {
  73. public:
  74. struct CArmyStructure
  75. {
  76. ui32 totalStrength;
  77. ui32 shootersStrength;
  78. ui32 flyersStrength;
  79. ui32 walkersStrength;
  80. CArmyStructure() :
  81. totalStrength(0),
  82. shootersStrength(0),
  83. flyersStrength(0),
  84. walkersStrength(0)
  85. {}
  86. bool operator <(const CArmyStructure & other) const
  87. {
  88. return this->totalStrength < other.totalStrength;
  89. }
  90. };
  91. /// Returns possible composition of guards. Actual guards would be
  92. /// somewhere between these two values
  93. virtual CArmyStructure minGuards() const { return CArmyStructure(); }
  94. virtual CArmyStructure maxGuards() const { return CArmyStructure(); }
  95. virtual bool givesResources() const { return false; }
  96. virtual bool givesExperience() const { return false; }
  97. virtual bool givesMana() const { return false; }
  98. virtual bool givesMovement() const { return false; }
  99. virtual bool givesPrimarySkills() const { return false; }
  100. virtual bool givesSecondarySkills() const { return false; }
  101. virtual bool givesArtifacts() const { return false; }
  102. virtual bool givesCreatures() const { return false; }
  103. virtual bool givesSpells() const { return false; }
  104. virtual bool givesBonuses() const { return false; }
  105. virtual ~IObjectInfo() = default;
  106. };
  107. class CGObjectInstance;
  108. class DLL_LINKAGE AObjectTypeHandler : public boost::noncopyable
  109. {
  110. RandomMapInfo rmgInfo;
  111. /// Human-readable name of this object, used for objects like banks and dwellings, if set
  112. boost::optional<std::string> objectName;
  113. JsonNode base; /// describes base template
  114. std::vector<ObjectTemplate> templates;
  115. SObjectSounds sounds;
  116. protected:
  117. void preInitObject(CGObjectInstance * obj) const;
  118. virtual bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const;
  119. /// initialization for classes that inherit this one
  120. virtual void initTypeData(const JsonNode & input);
  121. public:
  122. std::string typeName;
  123. std::string subTypeName;
  124. si32 type;
  125. si32 subtype;
  126. AObjectTypeHandler();
  127. virtual ~AObjectTypeHandler();
  128. void setType(si32 type, si32 subtype);
  129. void setTypeName(std::string type, std::string subtype);
  130. /// loads generic data from Json structure and passes it towards type-specific constructors
  131. void init(const JsonNode & input, boost::optional<std::string> name = boost::optional<std::string>());
  132. /// Returns object-specific name, if set
  133. boost::optional<std::string> getCustomName() const;
  134. SObjectSounds getSounds() const;
  135. void addTemplate(const ObjectTemplate & templ);
  136. void addTemplate(JsonNode config);
  137. /// returns all templates matching parameters
  138. std::vector<ObjectTemplate> getTemplates() const;
  139. std::vector<ObjectTemplate> getTemplates(si32 terrainType) const;
  140. /// returns preferred template for this object, if present (e.g. one of 3 possible templates for town - village, fort and castle)
  141. /// note that appearance will not be changed - this must be done separately (either by assignment or via pack from server)
  142. boost::optional<ObjectTemplate> getOverride(si32 terrainType, const CGObjectInstance * object) const;
  143. const RandomMapInfo & getRMGInfo();
  144. virtual bool isStaticObject();
  145. virtual void afterLoadFinalization();
  146. /// Creates object and set up core properties (like ID/subID). Object is NOT initialized
  147. /// to allow creating objects before game start (e.g. map loading)
  148. virtual CGObjectInstance * create(const ObjectTemplate & tmpl) const = 0;
  149. /// Configures object properties. Should be re-entrable, resetting state of the object if necessarily
  150. /// This should set remaining properties, including randomized or depending on map
  151. virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const = 0;
  152. /// Returns object configuration, if available. Otherwise returns NULL
  153. virtual std::unique_ptr<IObjectInfo> getObjectInfo(const ObjectTemplate & tmpl) const = 0;
  154. template <typename Handler> void serialize(Handler &h, const int version)
  155. {
  156. h & type;
  157. h & subtype;
  158. h & templates;
  159. h & rmgInfo;
  160. h & objectName;
  161. if(version >= 759)
  162. {
  163. h & typeName;
  164. h & subTypeName;
  165. }
  166. if(version >= 778)
  167. {
  168. h & sounds;
  169. }
  170. }
  171. };
  172. typedef std::shared_ptr<AObjectTypeHandler> TObjectTypeHandler;
  173. class DLL_LINKAGE CObjectClassesHandler : public IHandlerBase
  174. {
  175. /// Small internal structure that contains information on specific group of objects
  176. /// (creating separate entity is overcomplicating at least at this point)
  177. struct ObjectContainter
  178. {
  179. si32 id;
  180. std::string identifier;
  181. std::string name; // human-readable name
  182. std::string handlerName; // ID of handler that controls this object, should be determined using handlerConstructor map
  183. JsonNode base;
  184. std::map<si32, TObjectTypeHandler> subObjects;
  185. std::map<std::string, si32> subIds;//full id from core scope -> subtype
  186. SObjectSounds sounds;
  187. template <typename Handler> void serialize(Handler &h, const int version)
  188. {
  189. h & name;
  190. h & handlerName;
  191. h & base;
  192. h & subObjects;
  193. if(version >= 759)
  194. {
  195. h & identifier;
  196. h & subIds;
  197. }
  198. if(version >= 778)
  199. {
  200. h & sounds;
  201. }
  202. }
  203. };
  204. /// list of object handlers, each of them handles only one type
  205. std::map<si32, ObjectContainter * > objects;
  206. /// map that is filled during contruction with all known handlers. Not serializeable due to usage of std::function
  207. std::map<std::string, std::function<TObjectTypeHandler()> > handlerConstructors;
  208. /// container with H3 templates, used only during loading, no need to serialize it
  209. typedef std::multimap<std::pair<si32, si32>, ObjectTemplate> TTemplatesContainer;
  210. TTemplatesContainer legacyTemplates;
  211. /// contains list of custom names for H3 objects (e.g. Dwellings), used to load H3 data
  212. /// format: customNames[primaryID][secondaryID] -> name
  213. std::map<si32, std::vector<std::string>> customNames;
  214. void loadObjectEntry(const std::string & identifier, const JsonNode & entry, ObjectContainter * obj);
  215. ObjectContainter * loadFromJson(const JsonNode & json, const std::string & name);
  216. public:
  217. CObjectClassesHandler();
  218. ~CObjectClassesHandler();
  219. std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
  220. void loadObject(std::string scope, std::string name, const JsonNode & data) override;
  221. void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
  222. void loadSubObject(const std::string & identifier, JsonNode config, si32 ID, boost::optional<si32> subID = boost::optional<si32>());
  223. void removeSubObject(si32 ID, si32 subID);
  224. void beforeValidate(JsonNode & object) override;
  225. void afterLoadFinalization() override;
  226. std::vector<bool> getDefaultAllowed() const override;
  227. /// Queries to detect loaded objects
  228. std::set<si32> knownObjects() const;
  229. std::set<si32> knownSubObjects(si32 primaryID) const;
  230. /// returns handler for specified object (ID-based). ObjectHandler keeps ownership
  231. TObjectTypeHandler getHandlerFor(si32 type, si32 subtype) const;
  232. TObjectTypeHandler getHandlerFor(std::string type, std::string subtype) const;
  233. TObjectTypeHandler getHandlerFor(CompoundMapObjectID compoundIdentifier) const;
  234. std::string getObjectName(si32 type) const;
  235. std::string getObjectName(si32 type, si32 subtype) const;
  236. SObjectSounds getObjectSounds(si32 type) const;
  237. SObjectSounds getObjectSounds(si32 type, si32 subtype) const;
  238. /// Returns handler string describing the handler (for use in client)
  239. std::string getObjectHandlerName(si32 type) const;
  240. template <typename Handler> void serialize(Handler &h, const int version)
  241. {
  242. h & objects;
  243. }
  244. };