CObjectClassesHandler.h 9.2 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 AiMapObjectID
  56. {
  57. si32 primaryID;
  58. si32 secondaryID;
  59. AiMapObjectID(si32 primID, si32 secID) : primaryID(primID), secondaryID(secID) {};
  60. bool operator<(const AiMapObjectID& other)
  61. {
  62. if(this->primaryID != other.primaryID)
  63. return this->primaryID < other.primaryID;
  64. else
  65. return this->secondaryID < other.secondaryID;
  66. }
  67. bool operator==(const AiMapObjectID& other)
  68. {
  69. if(this->primaryID == other.primaryID)
  70. return this->secondaryID == other.secondaryID;
  71. return false;
  72. }
  73. };
  74. class DLL_LINKAGE IObjectInfo
  75. {
  76. public:
  77. struct CArmyStructure
  78. {
  79. ui32 totalStrength;
  80. ui32 shootersStrength;
  81. ui32 flyersStrength;
  82. ui32 walkersStrength;
  83. CArmyStructure() :
  84. totalStrength(0),
  85. shootersStrength(0),
  86. flyersStrength(0),
  87. walkersStrength(0)
  88. {}
  89. bool operator <(const CArmyStructure & other) const
  90. {
  91. return this->totalStrength < other.totalStrength;
  92. }
  93. };
  94. /// Returns possible composition of guards. Actual guards would be
  95. /// somewhere between these two values
  96. virtual CArmyStructure minGuards() const { return CArmyStructure(); }
  97. virtual CArmyStructure maxGuards() const { return CArmyStructure(); }
  98. virtual bool givesResources() const { return false; }
  99. virtual bool givesExperience() const { return false; }
  100. virtual bool givesMana() const { return false; }
  101. virtual bool givesMovement() const { return false; }
  102. virtual bool givesPrimarySkills() const { return false; }
  103. virtual bool givesSecondarySkills() const { return false; }
  104. virtual bool givesArtifacts() const { return false; }
  105. virtual bool givesCreatures() const { return false; }
  106. virtual bool givesSpells() const { return false; }
  107. virtual bool givesBonuses() const { return false; }
  108. virtual ~IObjectInfo() = default;
  109. };
  110. class CGObjectInstance;
  111. class DLL_LINKAGE AObjectTypeHandler : public boost::noncopyable
  112. {
  113. RandomMapInfo rmgInfo;
  114. /// Human-readable name of this object, used for objects like banks and dwellings, if set
  115. boost::optional<std::string> objectName;
  116. JsonNode base; /// describes base template
  117. std::vector<ObjectTemplate> templates;
  118. SObjectSounds sounds;
  119. protected:
  120. void preInitObject(CGObjectInstance * obj) const;
  121. virtual bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const;
  122. /// initialization for classes that inherit this one
  123. virtual void initTypeData(const JsonNode & input);
  124. public:
  125. std::string typeName;
  126. std::string subTypeName;
  127. si32 type;
  128. si32 subtype;
  129. AObjectTypeHandler();
  130. virtual ~AObjectTypeHandler();
  131. void setType(si32 type, si32 subtype);
  132. void setTypeName(std::string type, std::string subtype);
  133. /// loads generic data from Json structure and passes it towards type-specific constructors
  134. void init(const JsonNode & input, boost::optional<std::string> name = boost::optional<std::string>());
  135. /// Returns object-specific name, if set
  136. boost::optional<std::string> getCustomName() const;
  137. SObjectSounds getSounds() const;
  138. void addTemplate(const ObjectTemplate & templ);
  139. void addTemplate(JsonNode config);
  140. /// returns all templates matching parameters
  141. std::vector<ObjectTemplate> getTemplates() const;
  142. std::vector<ObjectTemplate> getTemplates(si32 terrainType) const;
  143. /// returns preferred template for this object, if present (e.g. one of 3 possible templates for town - village, fort and castle)
  144. /// note that appearance will not be changed - this must be done separately (either by assignment or via pack from server)
  145. boost::optional<ObjectTemplate> getOverride(si32 terrainType, const CGObjectInstance * object) const;
  146. const RandomMapInfo & getRMGInfo();
  147. virtual bool isStaticObject();
  148. virtual void afterLoadFinalization();
  149. /// Creates object and set up core properties (like ID/subID). Object is NOT initialized
  150. /// to allow creating objects before game start (e.g. map loading)
  151. virtual CGObjectInstance * create(const ObjectTemplate & tmpl) const = 0;
  152. /// Configures object properties. Should be re-entrable, resetting state of the object if necessarily
  153. /// This should set remaining properties, including randomized or depending on map
  154. virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const = 0;
  155. /// Returns object configuration, if available. Otherwise returns NULL
  156. virtual std::unique_ptr<IObjectInfo> getObjectInfo(const ObjectTemplate & tmpl) const = 0;
  157. template <typename Handler> void serialize(Handler &h, const int version)
  158. {
  159. h & type;
  160. h & subtype;
  161. h & templates;
  162. h & rmgInfo;
  163. h & objectName;
  164. if(version >= 759)
  165. {
  166. h & typeName;
  167. h & subTypeName;
  168. }
  169. if(version >= 778)
  170. {
  171. h & sounds;
  172. }
  173. }
  174. };
  175. typedef std::shared_ptr<AObjectTypeHandler> TObjectTypeHandler;
  176. class DLL_LINKAGE CObjectClassesHandler : public IHandlerBase
  177. {
  178. /// Small internal structure that contains information on specific group of objects
  179. /// (creating separate entity is overcomplicating at least at this point)
  180. struct ObjectContainter
  181. {
  182. si32 id;
  183. std::string identifier;
  184. std::string name; // human-readable name
  185. std::string handlerName; // ID of handler that controls this object, should be determined using handlerConstructor map
  186. JsonNode base;
  187. std::map<si32, TObjectTypeHandler> subObjects;
  188. std::map<std::string, si32> subIds;//full id from core scope -> subtype
  189. SObjectSounds sounds;
  190. template <typename Handler> void serialize(Handler &h, const int version)
  191. {
  192. h & name;
  193. h & handlerName;
  194. h & base;
  195. h & subObjects;
  196. if(version >= 759)
  197. {
  198. h & identifier;
  199. h & subIds;
  200. }
  201. if(version >= 778)
  202. {
  203. h & sounds;
  204. }
  205. }
  206. };
  207. /// list of object handlers, each of them handles only one type
  208. std::map<si32, ObjectContainter * > objects;
  209. /// map that is filled during contruction with all known handlers. Not serializeable due to usage of std::function
  210. std::map<std::string, std::function<TObjectTypeHandler()> > handlerConstructors;
  211. /// container with H3 templates, used only during loading, no need to serialize it
  212. typedef std::multimap<std::pair<si32, si32>, ObjectTemplate> TTemplatesContainer;
  213. TTemplatesContainer legacyTemplates;
  214. /// contains list of custom names for H3 objects (e.g. Dwellings), used to load H3 data
  215. /// format: customNames[primaryID][secondaryID] -> name
  216. std::map<si32, std::vector<std::string>> customNames;
  217. void loadObjectEntry(const std::string & identifier, const JsonNode & entry, ObjectContainter * obj);
  218. ObjectContainter * loadFromJson(const JsonNode & json, const std::string & name);
  219. public:
  220. CObjectClassesHandler();
  221. ~CObjectClassesHandler();
  222. std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
  223. void loadObject(std::string scope, std::string name, const JsonNode & data) override;
  224. void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
  225. void loadSubObject(const std::string & identifier, JsonNode config, si32 ID, boost::optional<si32> subID = boost::optional<si32>());
  226. void removeSubObject(si32 ID, si32 subID);
  227. void beforeValidate(JsonNode & object) override;
  228. void afterLoadFinalization() override;
  229. std::vector<bool> getDefaultAllowed() const override;
  230. /// Queries to detect loaded objects
  231. std::set<si32> knownObjects() const;
  232. std::set<si32> knownSubObjects(si32 primaryID) const;
  233. /// returns handler for specified object (ID-based). ObjectHandler keeps ownership
  234. TObjectTypeHandler getHandlerFor(si32 type, si32 subtype) const;
  235. TObjectTypeHandler getHandlerFor(std::string type, std::string subtype) const;
  236. TObjectTypeHandler getHandlerFor(AiMapObjectID compoundIdentifier) const;
  237. std::string getObjectName(si32 type) const;
  238. std::string getObjectName(si32 type, si32 subtype) const;
  239. SObjectSounds getObjectSounds(si32 type) const;
  240. SObjectSounds getObjectSounds(si32 type, si32 subtype) const;
  241. /// Returns handler string describing the handler (for use in client)
  242. std::string getObjectHandlerName(si32 type) const;
  243. template <typename Handler> void serialize(Handler &h, const int version)
  244. {
  245. h & objects;
  246. }
  247. };