CObjectClassesHandler.h 10.0 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. #include "Terrain.h"
  17. VCMI_LIB_NAMESPACE_BEGIN
  18. class JsonNode;
  19. class CRandomGenerator;
  20. struct SObjectSounds
  21. {
  22. std::vector<std::string> ambient;
  23. std::vector<std::string> visit;
  24. std::vector<std::string> removal;
  25. template <typename Handler> void serialize(Handler &h, const int version)
  26. {
  27. h & ambient;
  28. h & visit;
  29. h & removal;
  30. }
  31. };
  32. /// Structure that describes placement rules for this object in random map
  33. struct DLL_LINKAGE RandomMapInfo
  34. {
  35. /// How valuable this object is, 1k = worthless, 10k = Utopia-level
  36. ui32 value;
  37. /// How many of such objects can be placed on map, 0 = object can not be placed by RMG
  38. ui32 mapLimit;
  39. /// How many of such objects can be placed in one zone, 0 = unplaceable
  40. ui32 zoneLimit;
  41. /// Rarity of object, 5 = extremely rare, 100 = common
  42. ui32 rarity;
  43. RandomMapInfo():
  44. value(0),
  45. mapLimit(0),
  46. zoneLimit(0),
  47. rarity(0)
  48. {}
  49. template <typename Handler> void serialize(Handler &h, const int version)
  50. {
  51. h & value;
  52. h & mapLimit;
  53. h & zoneLimit;
  54. h & rarity;
  55. }
  56. };
  57. struct DLL_LINKAGE CompoundMapObjectID
  58. {
  59. si32 primaryID;
  60. si32 secondaryID;
  61. CompoundMapObjectID(si32 primID, si32 secID) : primaryID(primID), secondaryID(secID) {};
  62. bool operator<(const CompoundMapObjectID& other) const
  63. {
  64. if(this->primaryID != other.primaryID)
  65. return this->primaryID < other.primaryID;
  66. else
  67. return this->secondaryID < other.secondaryID;
  68. }
  69. bool operator==(const CompoundMapObjectID& other) const
  70. {
  71. return (this->primaryID == other.primaryID) && (this->secondaryID == other.secondaryID);
  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<std::shared_ptr<const ObjectTemplate>> templates;
  118. SObjectSounds sounds;
  119. boost::optional<si32> aiValue;
  120. boost::optional<std::string> battlefield;
  121. protected:
  122. void preInitObject(CGObjectInstance * obj) const;
  123. virtual bool objectFilter(const CGObjectInstance *, std::shared_ptr<const ObjectTemplate>) const;
  124. /// initialization for classes that inherit this one
  125. virtual void initTypeData(const JsonNode & input);
  126. public:
  127. std::string typeName;
  128. std::string subTypeName;
  129. si32 type;
  130. si32 subtype;
  131. AObjectTypeHandler();
  132. virtual ~AObjectTypeHandler();
  133. void setType(si32 type, si32 subtype);
  134. void setTypeName(std::string type, std::string subtype);
  135. /// loads generic data from Json structure and passes it towards type-specific constructors
  136. void init(const JsonNode & input, boost::optional<std::string> name = boost::optional<std::string>());
  137. /// Returns object-specific name, if set
  138. boost::optional<std::string> getCustomName() const;
  139. SObjectSounds getSounds() const;
  140. void addTemplate(std::shared_ptr<const ObjectTemplate> templ);
  141. void addTemplate(JsonNode config);
  142. /// returns all templates matching parameters
  143. std::vector<std::shared_ptr<const ObjectTemplate>> getTemplates() const;
  144. std::vector<std::shared_ptr<const ObjectTemplate>> getTemplates(const TerrainId terrainType) const;
  145. /// returns preferred template for this object, if present (e.g. one of 3 possible templates for town - village, fort and castle)
  146. /// note that appearance will not be changed - this must be done separately (either by assignment or via pack from server)
  147. std::shared_ptr<const ObjectTemplate> getOverride(TerrainId terrainType, const CGObjectInstance * object) const;
  148. BattleField getBattlefield() const;
  149. /// returns preferred template for this object, if present (e.g. one of 3 possible templates for town - village, fort and castle)
  150. /// note that appearance will not be changed - this must be done separately (either by assignment or via pack from server)
  151. const RandomMapInfo & getRMGInfo();
  152. boost::optional<si32> getAiValue() const;
  153. virtual bool isStaticObject();
  154. virtual void afterLoadFinalization();
  155. /// Creates object and set up core properties (like ID/subID). Object is NOT initialized
  156. /// to allow creating objects before game start (e.g. map loading)
  157. virtual CGObjectInstance * create(std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const = 0;
  158. /// Configures object properties. Should be re-entrable, resetting state of the object if necessarily
  159. /// This should set remaining properties, including randomized or depending on map
  160. virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const = 0;
  161. /// Returns object configuration, if available. Otherwise returns NULL
  162. virtual std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const = 0;
  163. template <typename Handler> void serialize(Handler &h, const int version)
  164. {
  165. h & type;
  166. h & subtype;
  167. h & templates;
  168. h & rmgInfo;
  169. h & objectName;
  170. h & typeName;
  171. h & subTypeName;
  172. h & sounds;
  173. h & aiValue;
  174. h & battlefield;
  175. }
  176. };
  177. typedef std::shared_ptr<AObjectTypeHandler> TObjectTypeHandler;
  178. class DLL_LINKAGE CObjectClassesHandler : public IHandlerBase
  179. {
  180. /// Small internal structure that contains information on specific group of objects
  181. /// (creating separate entity is overcomplicating at least at this point)
  182. struct ObjectContainter
  183. {
  184. si32 id;
  185. std::string identifier;
  186. std::string name; // human-readable name
  187. std::string handlerName; // ID of handler that controls this object, should be determined using handlerConstructor map
  188. JsonNode base;
  189. std::map<si32, TObjectTypeHandler> subObjects;
  190. std::map<std::string, si32> subIds;//full id from core scope -> subtype
  191. SObjectSounds sounds;
  192. boost::optional<si32> groupDefaultAiValue;
  193. template <typename Handler> void serialize(Handler &h, const int version)
  194. {
  195. h & name;
  196. h & handlerName;
  197. h & base;
  198. h & subObjects;
  199. h & identifier;
  200. h & subIds;
  201. h & sounds;
  202. h & groupDefaultAiValue;
  203. }
  204. };
  205. /// list of object handlers, each of them handles only one type
  206. std::map<si32, ObjectContainter * > objects;
  207. /// map that is filled during contruction with all known handlers. Not serializeable due to usage of std::function
  208. std::map<std::string, std::function<TObjectTypeHandler()> > handlerConstructors;
  209. /// container with H3 templates, used only during loading, no need to serialize it
  210. typedef std::multimap<std::pair<si32, si32>, std::shared_ptr<const ObjectTemplate>> TTemplatesContainer;
  211. TTemplatesContainer legacyTemplates;
  212. /// contains list of custom names for H3 objects (e.g. Dwellings), used to load H3 data
  213. /// format: customNames[primaryID][secondaryID] -> name
  214. std::map<si32, std::vector<std::string>> customNames;
  215. void loadObjectEntry(const std::string & identifier, const JsonNode & entry, ObjectContainter * obj, bool isSubobject = false);
  216. ObjectContainter * loadFromJson(const std::string & scope, const JsonNode & json, const std::string & name);
  217. public:
  218. CObjectClassesHandler();
  219. ~CObjectClassesHandler();
  220. std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
  221. void loadObject(std::string scope, std::string name, const JsonNode & data) override;
  222. void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
  223. void loadSubObject(const std::string & identifier, JsonNode config, si32 ID, boost::optional<si32> subID = boost::optional<si32>());
  224. void removeSubObject(si32 ID, si32 subID);
  225. void beforeValidate(JsonNode & object) override;
  226. void afterLoadFinalization() override;
  227. std::vector<bool> getDefaultAllowed() const override;
  228. /// Queries to detect loaded objects
  229. std::set<si32> knownObjects() const;
  230. std::set<si32> knownSubObjects(si32 primaryID) const;
  231. /// returns handler for specified object (ID-based). ObjectHandler keeps ownership
  232. TObjectTypeHandler getHandlerFor(si32 type, si32 subtype) const;
  233. TObjectTypeHandler getHandlerFor(std::string type, std::string subtype) const;
  234. TObjectTypeHandler getHandlerFor(CompoundMapObjectID compoundIdentifier) const;
  235. std::string getObjectName(si32 type) const;
  236. std::string getObjectName(si32 type, si32 subtype) const;
  237. SObjectSounds getObjectSounds(si32 type) const;
  238. SObjectSounds getObjectSounds(si32 type, si32 subtype) const;
  239. /// Returns handler string describing the handler (for use in client)
  240. std::string getObjectHandlerName(si32 type) const;
  241. boost::optional<si32> getObjGroupAiValue(si32 primaryID) const; //default AI value of objects belonging to particular primaryID
  242. template <typename Handler> void serialize(Handler &h, const int version)
  243. {
  244. h & objects;
  245. }
  246. };
  247. VCMI_LIB_NAMESPACE_END