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- #pragma once
- #include "ObjectTemplate.h"
- #include "../GameConstants.h"
- #include "../ConstTransitivePtr.h"
- #include "../IHandlerBase.h"
- /*
- * CObjectClassesHandler.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 JsonNode;
- class CRandomGenerator;
- 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 AObjectTypeHandler
- {
- si32 type;
- si32 subtype;
- JsonNode base; /// describes base template
- std::vector<ObjectTemplate> templates;
- protected:
- virtual bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const;
- public:
- virtual ~AObjectTypeHandler(){}
- void setType(si32 type, si32 subtype);
- /// loads templates from Json structure using fields "base" and "templates"
- virtual void init(const JsonNode & input);
- void addTemplate(ObjectTemplate templ);
- void addTemplate(JsonNode config);
- /// returns all templates, without any filters
- std::vector<ObjectTemplate> getTemplates() const;
- /// returns all templates that can be placed on specific terrain type
- std::vector<ObjectTemplate> getTemplates(si32 terrainType) const;
- /// returns preferred template for this object, if present (e.g. one of 3 possible templates for town - village, fort and castle)
- /// note that appearance will not be changed - this must be done separately (either by assignment or via pack from server)
- boost::optional<ObjectTemplate> getOverride(si32 terrainType, const CGObjectInstance * object) const;
- /// Creates object and set up core properties (like ID/subID). Object is NOT initialized
- /// to allow creating objects before game start (e.g. map loading)
- virtual CGObjectInstance * create(ObjectTemplate tmpl) const = 0;
- /// Configures object properties. Should be re-entrable, resetting state of the object if necessarily
- virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const = 0;
- /// Returns object configuration, if available. Othervice returns NULL
- virtual const IObjectInfo * getObjectInfo(ObjectTemplate tmpl) const = 0;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & type & subtype & templates;
- }
- };
- /// Class that is used for objects that do not have dedicated handler
- template<class ObjectType>
- class CDefaultObjectTypeHandler : public AObjectTypeHandler
- {
- CGObjectInstance * create(ObjectTemplate tmpl) const
- {
- auto obj = new ObjectType();
- obj->ID = tmpl.id;
- obj->subID = tmpl.subid;
- obj->appearance = tmpl;
- return obj;
- }
- virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
- {
- }
- virtual const IObjectInfo * getObjectInfo(ObjectTemplate tmpl) const
- {
- return nullptr;
- }
- };
- typedef std::shared_ptr<AObjectTypeHandler> TObjectTypeHandler;
- class DLL_LINKAGE CObjectClassesHandler : public IHandlerBase
- {
- /// Small internal structure that contains information on specific group of objects
- /// (creating separate entity is overcomplicating at least at this point)
- struct ObjectContainter
- {
- si32 id;
- std::string name; // human-readable name
- std::string handlerName; // ID of handler that controls this object, shoul be determined using hadlerConstructor map
- JsonNode base;
- std::map<si32, TObjectTypeHandler> objects;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & base & objects;
- }
- };
- typedef std::multimap<std::pair<si32, si32>, ObjectTemplate> TTemplatesContainer;
- /// list of object handlers, each of them handles only one type
- std::map<si32, ObjectContainter * > objects;
- /// map that is filled during contruction with all known handlers. Not serializeable
- std::map<std::string, std::function<TObjectTypeHandler()> > handlerConstructors;
- /// container with H3 templates, used only during loading
- TTemplatesContainer legacyTemplates;
- void loadObjectEntry(const JsonNode & entry, ObjectContainter * obj);
- ObjectContainter * loadFromJson(const JsonNode & json);
- public:
- CObjectClassesHandler();
- std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
- void loadObject(std::string scope, std::string name, const JsonNode & data) override;
- void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
- void createObject(std::string name, JsonNode config, si32 ID, boost::optional<si32> subID = boost::optional<si32>());
- void eraseObject(si32 ID, si32 subID);
- void beforeValidate(JsonNode & object) override;
- void afterLoadFinalization() override;
- std::vector<bool> getDefaultAllowed() const override;
- /// returns handler for specified object (ID-based). ObjectHandler keeps ownership
- TObjectTypeHandler getHandlerFor(si32 type, si32 subtype) const;
- std::string getObjectName(si32 type) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & objects;
- }
- };
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